Summer challange shanged battle list API
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7ac22b5e11
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@ -5,7 +5,7 @@
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__author__ = """Eriks Karls"""
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__author__ = """Eriks Karls"""
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__email__ = 'eriks@72.lv'
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__email__ = 'eriks@72.lv'
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__version__ = '0.20.1.7'
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__version__ = '0.20.1.7'
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__commit_id__ = "d1e078e"
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__commit_id__ = "7ac22b5"
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from erepublik import classes, utils
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from erepublik import classes, utils
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from erepublik.citizen import Citizen
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from erepublik.citizen import Citizen
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@ -12,7 +12,7 @@ from requests import HTTPError, RequestException, Response
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from erepublik import utils
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from erepublik import utils
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from erepublik.access_points import CitizenAPI
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from erepublik.access_points import CitizenAPI
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from erepublik.classes import Battle, BattleDivision, Config, Details, Energy, \
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from erepublik.classes import Battle, Config, Details, Energy, \
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ErepublikException, MyCompanies, MyJSONEncoder, OfferItem, Politics, Reporter, TelegramBot
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ErepublikException, MyCompanies, MyJSONEncoder, OfferItem, Politics, Reporter, TelegramBot
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@ -1388,75 +1388,73 @@ class CitizenMilitary(CitizenTravel):
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def get_available_weapons(self, battle_id: int):
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def get_available_weapons(self, battle_id: int):
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return self._get_military_show_weapons(battle_id).json()
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return self._get_military_show_weapons(battle_id).json()
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def set_default_weapon(self, battle_id: int) -> int:
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def set_default_weapon(self, battle_id: int, battle_zone: int) -> int:
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battle = self.all_battles.get(battle_id)
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battle = self.all_battles.get(battle_id)
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available_weapons = self._get_military_show_weapons(battle_id).json()
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available_weapons = self._get_military_show_weapons(battle_id).json()
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while not isinstance(available_weapons, list):
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while not isinstance(available_weapons, list):
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available_weapons = self._get_military_show_weapons(battle_id).json()
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available_weapons = self._get_military_show_weapons(battle_id).json()
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weapon_quality = -1
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weapon_quality = -1
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weapon_damage = 0
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weapon_damage = 0
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if not battle.is_air:
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if not battle.div[battle_zone].div == 11:
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for weapon in available_weapons:
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for weapon in available_weapons:
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try:
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try:
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if weapon['weaponQuantity'] > 30 and weapon['weaponInfluence'] > weapon_damage:
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if weapon['weaponQuantity'] > 30 and weapon['weaponInfluence'] > weapon_damage:
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weapon_quality = int(weapon['weaponId'])
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weapon_quality = int(weapon['weaponId'])
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except ValueError:
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except ValueError:
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pass
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pass
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return self.change_weapon(battle_id, weapon_quality)
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return self.change_weapon(battle_id, weapon_quality, battle_zone)
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def change_weapon(self, battle_id: int, quality: int) -> int:
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def change_weapon(self, battle_id: int, quality: int, battle_zone: int) -> int:
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battle = self.all_battles.get(battle_id)
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battle_zone = battle.div[11 if battle.is_air else self.division].battle_zone_id
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r = self._post_military_change_weapon(battle_id, battle_zone, quality)
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r = self._post_military_change_weapon(battle_id, battle_zone, quality)
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influence = r.json().get('weaponInfluence')
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influence = r.json().get('weaponInfluence')
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self._report_action("MILITARY_WEAPON", f"Switched to q{quality} weapon,"
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self._report_action("MILITARY_WEAPON", f"Switched to q{quality} weapon,"
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f" new influence {influence}", kwargs=r.json())
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f" new influence {influence}", kwargs=r.json())
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return influence
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return influence
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def check_epic_battles(self):
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# def check_epic_battles(self):
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active_fs = False
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# active_fs = False
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for battle_id in self.sorted_battles(self.config.sort_battles_time):
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# for battle_id in self.sorted_battles(self.config.sort_battles_time):
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battle = self.all_battles.get(battle_id)
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# battle = self.all_battles.get(battle_id)
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if not battle.is_air:
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# if not battle.is_air:
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my_div: BattleDivision = battle.div.get(self.division)
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# my_div: BattleDivision = battle.div.get(self.division)
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if my_div.epic and my_div.end > self.now:
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# if my_div.epic and my_div.end > self.now:
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if self.energy.food_fights > 50:
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# if self.energy.food_fights > 50:
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inv_allies = battle.invader.deployed + [battle.invader.id]
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# inv_allies = battle.invader.deployed + [battle.invader.id]
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def_allies = battle.defender.deployed + [battle.defender.id]
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# def_allies = battle.defender.deployed + [battle.defender.id]
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all_allies = inv_allies + def_allies
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# all_allies = inv_allies + def_allies
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if self.details.current_country not in all_allies:
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# if self.details.current_country not in all_allies:
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if self.details.current_country in battle.invader.allies:
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# if self.details.current_country in battle.invader.allies:
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allies = battle.invader.deployed
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# allies = battle.invader.deployed
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side = battle.invader.id
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# side = battle.invader.id
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else:
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# else:
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allies = battle.defender.deployed
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# allies = battle.defender.deployed
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side = battle.defender.id
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# side = battle.defender.id
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#
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self.travel_to_battle(battle.id, allies)
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# self.travel_to_battle(battle.id, allies)
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#
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else:
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# else:
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if self.details.current_country in inv_allies:
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# if self.details.current_country in inv_allies:
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side = battle.invader.id
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# side = battle.invader.id
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elif self.details.current_country in def_allies:
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# elif self.details.current_country in def_allies:
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side = battle.defender.id
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# side = battle.defender.id
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else:
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# else:
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self.write_log(
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# self.write_log(
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f"Country {self.details.current_country} not in all allies list ({all_allies}) and "
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# f"Country {self.details.current_country} not in all allies list ({all_allies}) and "
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f"also not in inv allies ({inv_allies}) nor def allies ({def_allies})")
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# f"also not in inv allies ({inv_allies}) nor def allies ({def_allies})")
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break
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# break
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error_count = 0
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# error_count = 0
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while self.energy.food_fights > 5 and error_count < 20:
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# while self.energy.food_fights > 5 and error_count < 20:
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errors = self.fight(battle_id, side_id=side, count=self.energy.food_fights - 5)
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# errors = self.fight(battle_id, side_id=side, count=self.energy.food_fights - 5)
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if errors:
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# if errors:
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error_count += errors
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# error_count += errors
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if self.config.epic_hunt_ebs:
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# if self.config.epic_hunt_ebs:
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self._eat('orange')
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# self._eat('orange')
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self.travel_to_residence()
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# self.travel_to_residence()
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break
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# break
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elif bool(my_div.epic):
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# elif bool(my_div.epic):
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active_fs = True
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# active_fs = True
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#
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self.active_fs = active_fs
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# self.active_fs = active_fs
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def sorted_battles(self, sort_by_time: bool = True) -> List[int]:
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def sorted_battles(self, sort_by_time: bool = True) -> List[int]:
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cs_battles_priority_air: List[int] = []
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cs_battles_priority_air: List[int] = []
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@ -1488,7 +1486,7 @@ class CitizenMilitary(CitizenTravel):
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continue
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continue
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# CS Battles
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# CS Battles
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elif self.details.citizenship in battle_sides:
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elif self.details.citizenship in battle_sides:
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if battle.is_air:
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if battle.has_air:
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if battle.defender.id == self.details.citizenship:
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if battle.defender.id == self.details.citizenship:
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cs_battles_priority_air.append(battle.id)
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cs_battles_priority_air.append(battle.id)
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else:
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else:
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@ -1501,7 +1499,7 @@ class CitizenMilitary(CitizenTravel):
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# Current location battles:
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# Current location battles:
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elif self.details.current_country in battle_sides:
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elif self.details.current_country in battle_sides:
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if battle.is_air:
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if battle.has_air:
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deployed_battles_air.append(battle.id)
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deployed_battles_air.append(battle.id)
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else:
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else:
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deployed_battles_ground.append(battle.id)
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deployed_battles_ground.append(battle.id)
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@ -1509,18 +1507,18 @@ class CitizenMilitary(CitizenTravel):
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# Deployed battles and allied battles:
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# Deployed battles and allied battles:
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elif self.details.current_country in battle.invader.allies + battle.defender.allies + battle_sides:
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elif self.details.current_country in battle.invader.allies + battle.defender.allies + battle_sides:
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if self.details.current_country in battle.invader.deployed + battle.defender.deployed:
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if self.details.current_country in battle.invader.deployed + battle.defender.deployed:
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if battle.is_air:
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if battle.has_air:
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deployed_battles_air.append(battle.id)
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deployed_battles_air.append(battle.id)
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else:
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else:
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deployed_battles_ground.append(battle.id)
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deployed_battles_ground.append(battle.id)
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# Allied battles:
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# Allied battles:
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else:
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else:
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if battle.is_air:
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if battle.has_air:
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ally_battles_air.append(battle.id)
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ally_battles_air.append(battle.id)
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else:
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else:
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ally_battles_ground.append(battle.id)
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ally_battles_ground.append(battle.id)
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else:
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else:
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if battle.is_air:
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if battle.has_air:
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other_battles_air.append(battle.id)
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other_battles_air.append(battle.id)
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else:
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else:
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other_battles_ground.append(battle.id)
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other_battles_ground.append(battle.id)
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@ -1542,8 +1540,17 @@ class CitizenMilitary(CitizenTravel):
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battle = self.all_battles.get(battle_id)
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battle = self.all_battles.get(battle_id)
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if not isinstance(battle, Battle):
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if not isinstance(battle, Battle):
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continue
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continue
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div = 11 if battle.is_air else self.division
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battle_zone = 0
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for div in battle.div.values():
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if div.terrain == 0:
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if self.config.air and div.is_air:
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battle_zone = div.id
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break
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elif self.config.ground and not div.is_air and div.div == self.division:
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battle_zone = div.id
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break
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else:
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return
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allies = battle.invader.deployed + battle.defender.deployed + [battle.invader.id, battle.defender.id]
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allies = battle.invader.deployed + battle.defender.deployed + [battle.invader.id, battle.defender.id]
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travel_needed = self.details.current_country not in allies
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travel_needed = self.details.current_country not in allies
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@ -1553,20 +1560,13 @@ class CitizenMilitary(CitizenTravel):
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else:
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else:
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side = self.details.current_country in battle.defender.allies + [battle.defender.id, ]
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side = self.details.current_country in battle.defender.allies + [battle.defender.id, ]
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side_id = battle.defender.id if side else battle.invader.id
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side_id = battle.defender.id if side else battle.invader.id
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try:
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def_points = battle.div.get(div).dom_pts.get('def')
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inv_points = battle.div.get(div).dom_pts.get('inv')
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except KeyError:
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self.report_error(f"Division {div} not available for battle {battle.id}!")
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def_points = inv_points = 3600
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self.write_log(battle)
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self.write_log(battle)
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points = def_points <= 1700 and inv_points <= 1700
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b_type = battle.is_air and self.config.air or not battle.is_air and self.config.ground
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travel = (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel) \
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travel = (self.config.travel_to_fight and self.should_travel_to_fight() or self.config.force_travel) \
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if travel_needed else True
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if travel_needed else True
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if not (points and b_type and travel):
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if not travel:
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continue
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continue
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if battle.start > self.now:
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if battle.start > self.now:
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@ -1584,12 +1584,12 @@ class CitizenMilitary(CitizenTravel):
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if not self.travel_to_battle(battle_id, country_ids_to_travel):
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if not self.travel_to_battle(battle_id, country_ids_to_travel):
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break
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break
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self.set_default_weapon(battle_id)
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self.set_default_weapon(battle_id, battle_zone)
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self.fight(battle_id, side_id)
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self.fight(battle_id, battle_zone, side_id)
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self.travel_to_residence()
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self.travel_to_residence()
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break
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break
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def fight(self, battle_id: int, side_id: int = None, count: int = None, division: int = None) -> int:
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def fight(self, battle_id: int, battle_zone: int, side_id: int = None, count: int = None) -> int:
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"""Fight in a battle.
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"""Fight in a battle.
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Will auto activate booster and travel if allowed to do it.
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Will auto activate booster and travel if allowed to do it.
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@ -1600,8 +1600,8 @@ class CitizenMilitary(CitizenTravel):
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:type side_id: int
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:type side_id: int
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:param count: How many hits to do, if not specified self.should_fight() is called.
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:param count: How many hits to do, if not specified self.should_fight() is called.
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:type count: int
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:type count: int
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:param division: int Division number to fight in available choices 1,2,3,4,11
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:param battle_zone: int Division number to fight in available choices
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:type division: int
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:type battle_zone: int
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:return: None if no errors while fighting, otherwise error count.
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:return: None if no errors while fighting, otherwise error count.
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:rtype: int
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:rtype: int
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"""
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"""
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@ -1614,9 +1614,7 @@ class CitizenMilitary(CitizenTravel):
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if battle_id not in self.all_battles:
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if battle_id not in self.all_battles:
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self.update_war_info()
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self.update_war_info()
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battle = self.all_battles.get(battle_id)
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battle = self.all_battles.get(battle_id)
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division = self.division if division is None else division
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if not battle.div[battle_zone].is_air and self.config.boosters:
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zone_id = battle.div[11 if battle.is_air else division].battle_zone_id
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if not battle.is_air and self.config.boosters:
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self.activate_dmg_booster()
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self.activate_dmg_booster()
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error_count = 0
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error_count = 0
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ok_to_fight = True
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ok_to_fight = True
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@ -1628,7 +1626,7 @@ class CitizenMilitary(CitizenTravel):
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side = battle.invader.id == side_id or side_id in battle.invader.deployed
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side = battle.invader.id == side_id or side_id in battle.invader.deployed
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while ok_to_fight and error_count < 10 and count > 0:
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while ok_to_fight and error_count < 10 and count > 0:
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while all((count > 0, error_count < 10, self.energy.recovered >= 50)):
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while all((count > 0, error_count < 10, self.energy.recovered >= 50)):
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hits, error, damage = self._shoot(battle_id, side, zone_id)
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hits, error, damage = self._shoot(battle_id, side, battle_zone)
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count -= hits
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count -= hits
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total_hits += hits
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total_hits += hits
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total_damage += damage
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total_damage += damage
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@ -1640,13 +1638,13 @@ class CitizenMilitary(CitizenTravel):
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ok_to_fight = False
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ok_to_fight = False
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if total_damage:
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if total_damage:
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self.reporter.report_action("FIGHT", dict(battle=battle_id, side=side_id, dmg=total_damage,
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self.reporter.report_action("FIGHT", dict(battle=battle_id, side=side_id, dmg=total_damage,
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air=battle.is_air, hits=total_hits))
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air=battle.has_air, hits=total_hits))
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return error_count
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return error_count
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def _shoot(self, battle_id: int, inv_side: bool, zone_id: int):
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def _shoot(self, battle_id: int, inv_side: bool, zone_id: int):
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battle = self.all_battles.get(battle_id)
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battle = self.all_battles.get(battle_id)
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side_id = battle.invader.id if inv_side else battle.defender.id
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side_id = battle.invader.id if inv_side else battle.defender.id
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if battle.is_air:
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if battle.div[zone_id].is_air:
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response = self._post_military_fight_air(battle_id, side_id, zone_id)
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response = self._post_military_fight_air(battle_id, side_id, zone_id)
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else:
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else:
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response = self._post_military_fight_ground(battle_id, side_id, zone_id)
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response = self._post_military_fight_ground(battle_id, side_id, zone_id)
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@ -1665,7 +1663,7 @@ class CitizenMilitary(CitizenTravel):
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if r_json.get("message") == "SHOOT_LOCKOUT" or r_json.get("message") == "ZONE_INACTIVE":
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if r_json.get("message") == "SHOOT_LOCKOUT" or r_json.get("message") == "ZONE_INACTIVE":
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pass
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pass
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elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
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elif r_json.get("message") == "NOT_ENOUGH_WEAPONS":
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self.set_default_weapon(battle_id)
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self.set_default_weapon(battle_id, zone_id)
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else:
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else:
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if r_json.get("message") == "UNKNOWN_SIDE":
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if r_json.get("message") == "UNKNOWN_SIDE":
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self._rw_choose_side(battle_id, side_id)
|
self._rw_choose_side(battle_id, side_id)
|
||||||
|
@ -637,33 +637,36 @@ class BattleDivision:
|
|||||||
battle_zone_id: int
|
battle_zone_id: int
|
||||||
def_medal: Dict[str, int]
|
def_medal: Dict[str, int]
|
||||||
inv_medal: Dict[str, int]
|
inv_medal: Dict[str, int]
|
||||||
|
terrain: int
|
||||||
|
div: int
|
||||||
|
|
||||||
|
@property
|
||||||
|
def is_air(self):
|
||||||
|
return self.div == 11
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def div_end(self) -> bool:
|
def div_end(self) -> bool:
|
||||||
return utils.now() >= self.end
|
return utils.now() >= self.end
|
||||||
|
|
||||||
def __init__(self, div_id: int, end: datetime.datetime, epic: bool, inv_pts: int, def_pts: int,
|
def __init__(self, div_id: int, end: datetime.datetime, epic: bool, div: int, wall_for: int, wall_dom: float,
|
||||||
wall_for: int, wall_dom: float, def_medal: Tuple[int, int], inv_medal: Tuple[int, int]):
|
terrain_id: int = 0):
|
||||||
"""Battle division helper class
|
"""Battle division helper class
|
||||||
|
|
||||||
:type div_id: int
|
:type div_id: int
|
||||||
:type end: datetime.datetime
|
:type end: datetime.datetime
|
||||||
:type epic: bool
|
:type epic: bool
|
||||||
:type inv_pts: int
|
:type div: int
|
||||||
:type def_pts: int
|
:type terrain_id: int
|
||||||
:type wall_for: int
|
:type wall_for: int
|
||||||
:type wall_dom: float
|
:type wall_dom: float
|
||||||
:type def_medal: Tuple[int, int]
|
|
||||||
:type inv_medal: Tuple[int, int]
|
|
||||||
"""
|
"""
|
||||||
|
|
||||||
self.battle_zone_id = div_id
|
self.battle_zone_id = div_id
|
||||||
self.end = end
|
self.end = end
|
||||||
self.epic = epic
|
self.epic = epic
|
||||||
self.dom_pts = dict({"inv": inv_pts, "def": def_pts})
|
|
||||||
self.wall = dict({"for": wall_for, "dom": wall_dom})
|
self.wall = dict({"for": wall_for, "dom": wall_dom})
|
||||||
self.def_medal = {"id": def_medal[0], "dmg": def_medal[1]}
|
self.terrain = terrain_id
|
||||||
self.inv_medal = {"id": inv_medal[0], "dmg": inv_medal[1]}
|
self.div = div
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def id(self):
|
def id(self):
|
||||||
@ -682,9 +685,19 @@ class Battle:
|
|||||||
div: Dict[int, BattleDivision]
|
div: Dict[int, BattleDivision]
|
||||||
|
|
||||||
@property
|
@property
|
||||||
def is_air(self) -> bool:
|
def has_air(self) -> bool:
|
||||||
|
for div in self.div.values():
|
||||||
|
if div.div == 11:
|
||||||
|
return True
|
||||||
return not bool(self.zone_id % 4)
|
return not bool(self.zone_id % 4)
|
||||||
|
|
||||||
|
@property
|
||||||
|
def has_ground(self) -> bool:
|
||||||
|
for div in self.div.values():
|
||||||
|
if div.div != 11:
|
||||||
|
return True
|
||||||
|
return bool(self.zone_id % 4)
|
||||||
|
|
||||||
def __init__(self, battle: Dict[str, Any]):
|
def __init__(self, battle: Dict[str, Any]):
|
||||||
"""Object representing eRepublik battle.
|
"""Object representing eRepublik battle.
|
||||||
|
|
||||||
@ -719,18 +732,11 @@ class Battle:
|
|||||||
else:
|
else:
|
||||||
end = utils.localize_dt(datetime.datetime.max - datetime.timedelta(days=1))
|
end = utils.localize_dt(datetime.datetime.max - datetime.timedelta(days=1))
|
||||||
|
|
||||||
if not data.get('stats',{}).get('def'):
|
battle_div = BattleDivision(div_id=data.get('id'), div=data.get('dev'), end=end,
|
||||||
def_medal = (0, 0)
|
epic=data.get('epic_type') in [1, 5],
|
||||||
else:
|
wall_for=data.get('wall').get("for"),
|
||||||
def_medal = (data['stats']['def']['citizenId'], data['stats']['def']['damage'])
|
wall_dom=data.get('wall').get("dom"),
|
||||||
if not data.get('stats').get('inv'):
|
terrain_id=data.get('terrain', 0))
|
||||||
inv_medal = (0, 0)
|
|
||||||
else:
|
|
||||||
inv_medal = (data['stats']['inv']['citizenId'], data['stats']['inv']['damage'])
|
|
||||||
battle_div = BattleDivision(div_id=data.get('id'), end=end, epic=data.get('epic_type') in [1, 5],
|
|
||||||
inv_pts=data.get('dom_pts').get("inv"), def_pts=data.get('dom_pts').get("def"),
|
|
||||||
wall_for=data.get('wall').get("for"), wall_dom=data.get('wall').get("dom"),
|
|
||||||
def_medal=def_medal, inv_medal=inv_medal)
|
|
||||||
|
|
||||||
self.div.update({div: battle_div})
|
self.div.update({div: battle_div})
|
||||||
|
|
||||||
|
Loading…
x
Reference in New Issue
Block a user