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- from enum import Enum
- from typing import List
-
-
- class GameState(Enum):
- NullGameState = 0
- GameStart = 1
- GameRunning = 2
- GameEnd = 3
-
-
- class PlaceType(Enum):
- NullPlaceType = 0
- Land = 1
- Wall = 2
- Grass = 3
- Machine = 4
- Gate = 5
- HiddenGate = 6
-
-
- class ShapeType(Enum):
- NullShapeType = 0
- Square = 1
- Circle = 2
-
-
- class PlayerType(Enum):
- NullPlayerType = 0
- HumanPlayer = 1
- ButcherPlayer = 2
-
-
- class PropType(Enum):
- NullPropType = 0
- PropType1 = 1
-
-
- class HumanType(Enum):
- NullHumanType = 0
- HumanType1 = 1
-
-
- class ButcherType(Enum):
- NullButcherType = 0
- ButcherType1 = 1
-
-
- class HumanBuffType(Enum):
- NullHumanBuffType = 0
- HumanBuffType1 = 1
-
-
- class ButcherBuffType(Enum):
- NullButcherBuffType = 0
- ButcherBuffType1 = 1
-
-
- class HumanState(Enum):
- NullHumanState = 0
- Idle = 1
- Fixing = 2
- Dying = 3
- OnChair = 4
- Dead = 5
-
-
- class Player:
- x: int
- y: int
- speed: int
- viewRange: int
- playerID: int
- guid: int
- radius: int
- timeUntilSkillAvailable: float
- playerType: PlayerType
- prop: PropType
- place: PlaceType
-
-
- class Human(Player):
- state: HumanState
- life: int
- hangedTime: int
- humanType: HumanType
- buff: List[HumanBuffType]
-
-
- class Butcher(Player):
- damage: int
- movable: bool
- butcherType: ButcherType
- buff: List[ButcherBuffType]
-
-
- class Prop:
- x: int
- y: int
- size: int
- guid: int
- type: PropType
- place: PlaceType
- facingDirection: float
- isMoving: bool
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