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Python trader.Trader类代码示例

本文整理汇总了Python中horizons.ai.trader.Trader的典型用法代码示例。如果您正苦于以下问题:Python Trader类的具体用法?Python Trader怎么用?Python Trader使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了Trader类的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: World


#.........这里部分代码省略.........
		self._init_water_bodies()
		self.sea_number = self.water_body[(self.min_x, self.min_y)]
		for island in self.islands:
			island.terrain_cache.create_sea_cache()

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0
		self._init_shallow_water_bodies()
		self.shallow_sea_number = self.shallow_water_body[(self.min_x, self.min_y)]

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}
		self.ground_unit_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []
		self.ground_units = []

		# create bullets list, used for saving bullets in ongoing attacks
		self.bullets = []

		if self.session.is_game_loaded():
			# there are 0 or 1 trader AIs so this is safe
			trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
			if trader_data:
				self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		LoadingProgress.broadcast(self, 'world_load_units')
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader and pirate command their ships. we have to do this here
			# because ships have to be initialized for this, and they have
			# to exist before ships are loaded.
			if self.trader:
				self.trader.load_ship_states(savegame_db)
			if self.pirate:
				self.pirate.finish_loading(savegame_db)

			# load the AI stuff only when we have AI players
			LoadingProgress.broadcast(self, 'world_setup_ai')
			if any(isinstance(player, AIPlayer) for player in self.players):
				AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this

			# load the AI players
			# this has to be done here because otherwise the ships and other objects won't exist
			for player in self.players:
				if not isinstance(player, HumanPlayer):
					player.finish_loading(savegame_db)

		LoadingProgress.broadcast(self, 'world_load_stuff')
		self._load_combat(savegame_db)
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

示例2: _init

	def _init(self, savegame_db, force_player_id=None, disasters_enabled=True):
		"""
		@param savegame_db: Dbreader with loaded savegame database
		@param force_player_id: the worldid of the selected human player or default if None (debug option)
		"""
		"""
		All essential and non-essential parts of the world are set up here, you don't need to
		know everything that happens.
		"""
		# load properties
		self.properties = {}
		for (name, value) in savegame_db("SELECT name, value FROM map_properties"):
			self.properties[name] = json.loads(value)
		if not 'disasters_enabled' in self.properties:
			# set on first init
			self.properties['disasters_enabled'] = disasters_enabled

		# create playerlist
		self.players = []
		self.player = None # player sitting in front of this machine
		self.trader = None
		self.pirate = None

		self._load_players(savegame_db, force_player_id)

		# all static data
		LoadingProgress.broadcast(self, 'world_load_map')
		self.load_raw_map(savegame_db)

		# load world buildings (e.g. fish)
		LoadingProgress.broadcast(self, 'world_load_buildings')
		for (building_worldid, building_typeid) in \
		    savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		LoadingProgress.broadcast(self, 'world_init_water')
		self.water = dict((tile, 1.0) for tile in self.ground_map)
		self._init_water_bodies()
		self.sea_number = self.water_body[(self.min_x, self.min_y)]
		for island in self.islands:
			island.terrain_cache.create_sea_cache()

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0
		self._init_shallow_water_bodies()
		self.shallow_sea_number = self.shallow_water_body[(self.min_x, self.min_y)]

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}
		self.ground_unit_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []
		self.ground_units = []

		# create bullets list, used for saving bullets in ongoing attacks
		self.bullets = []

		if self.session.is_game_loaded():
			# there are 0 or 1 trader AIs so this is safe
			trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
			if trader_data:
				self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		LoadingProgress.broadcast(self, 'world_load_units')
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader and pirate command their ships. we have to do this here
			# because ships have to be initialized for this, and they have
			# to exist before ships are loaded.
			if self.trader:
				self.trader.load_ship_states(savegame_db)
			if self.pirate:
				self.pirate.finish_loading(savegame_db)

			# load the AI stuff only when we have AI players
			LoadingProgress.broadcast(self, 'world_setup_ai')
			if any(isinstance(player, AIPlayer) for player in self.players):
				AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this

			# load the AI players
			# this has to be done here because otherwise the ships and other objects won't exist
			for player in self.players:
				if not isinstance(player, HumanPlayer):
#.........这里部分代码省略.........
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:101,代码来源:__init__.py

示例3: _init


#.........这里部分代码省略.........
		if self.player is not None:
			self.player.inventory.add_change_listener(self.session.ingame_gui.update_gold, \
			                                          call_listener_now=True)

		if self.player is None and self.session.is_game_loaded():
			self.log.warning('WARNING: Cannot autoselect a player because there are no \
			or multiple candidates.')

		# load islands
		self.islands = []
		for (islandid,) in savegame_db("SELECT rowid + 1000 FROM island"):
			island = Island(savegame_db, islandid, self.session)
			self.islands.append(island)

		#calculate map dimensions
		self.min_x, self.min_y, self.max_x, self.max_y = None, None, None, None
		for i in self.islands:
			self.min_x = i.rect.left if self.min_x is None or i.rect.left < self.min_x else self.min_x
			self.min_y = i.rect.top if self.min_y is None or i.rect.top < self.min_y else self.min_y
			self.max_x = i.rect.right if self.max_x is None or i.rect.right > self.max_x else self.max_x
			self.max_y = i.rect.bottom if self.max_y is None or i.rect.bottom > self.max_y else self.max_y
		self.min_x -= 10
		self.min_y -= 10
		self.max_x += 10
		self.max_y += 10

		self.map_dimensions = Rect.init_from_borders(self.min_x, self.min_y, self.max_x, self.max_y)

		#add water
		self.log.debug("Filling world with water...")
		self.ground_map = {}
		default_grounds = Entities.grounds[int(self.properties.get('default_ground', GROUND.WATER))]

		# extra world size that is added so that he player can't see the "black void"
		border = 30
		for x in xrange(self.min_x-border, self.max_x+border, 10):
			for y in xrange(self.min_y-border, self.max_y+border, 10):
				ground = default_grounds(self.session, x, y)
				for x_offset in xrange(0,10):
					if x+x_offset < self.max_x and x+x_offset>= self.min_x:
						for y_offset in xrange(0,10):
							if y+y_offset < self.max_y and y+y_offset >= self.min_y:
								self.ground_map[(x+x_offset, y+y_offset)] = ground


		# remove parts that are occupied by island
		for island in self.islands:
			for coord in island.ground_map:
				if coord in self.ground_map:
					del self.ground_map[coord]

		# load world buildings (e.g. fish)
		for (building_worldid, building_typeid) in \
		    savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		self.water = dict.fromkeys(list(self.ground_map), 1.0)

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []

		if self.session.is_game_loaded():
			# for now, we have one trader in every game, so this is safe:
			trader_id = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")[0][0]
			self.trader = Trader.load(self.session, savegame_db, trader_id)
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			self.trader.load_ship_states(savegame_db)
			# let pirate command it's ships. we have to do this here cause ships have to be
			# initialised for this, and pirate has to exist before ships are loaded.
			if self.pirate:
				self.pirate.load_ship_states(savegame_db)

		self.inited = True
		"""TUTORIAL:
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:101,代码来源:__init__.py

示例4: init_new_world

	def init_new_world(self, minclay = 2, maxclay = 3, minmountains = 1, maxmountains = 3):
		"""
		This should be called if a new map is loaded (not a savegame, a fresh
		map). In other words when it is loaded for the first time.

		NOTE: commands for creating the world objects are executed directly,
		      bypassing the manager
		      This is necessary because else the commands would be transmitted
		      over the wire in network games.

		@return: Returs the coordinates of the players first ship
		"""
		# workaround: the creation of all the objects causes a lot of logging output, we don't need
		#             therefore, reset the levels for now
		loggers_to_silence = { 'world.production' : None }
		for logger_name in loggers_to_silence:
			logger = logging.getLogger(logger_name)
			loggers_to_silence[logger_name] = logger.getEffectiveLevel()
			logger.setLevel( logging.WARN )

		from horizons.command.building import Build
		from horizons.command.unit import CreateUnit
		# add a random number of environmental objects to the gameworld
		if int(self.properties.get('RandomTrees', 1)) == 1:
			Tree = Entities.buildings[BUILDINGS.TREE_CLASS]
			Clay = Entities.buildings[BUILDINGS.CLAY_DEPOSIT_CLASS]
			Fish = Entities.buildings[BUILDINGS.FISH_DEPOSIT_CLASS]
			Mountain = Entities.buildings[BUILDINGS.MOUNTAIN_CLASS]
			for island in self.islands:
				if maxclay <= minclay:
					minclay = mayclay-1
				if maxmountains <= minmountains:
					minmountains = maxmountains-1
				max_clay_deposits = self.session.random.randint(minclay, maxclay)
				max_mountains = self.session.random.randint(minmountains, maxmountains)
				num_clay_deposits = 0
				num_mountains = 0
				# TODO: fix this sorted()-call. its slow but orderness of dict-loop isn't guaranteed
				for coords, tile in sorted(island.ground_map.iteritems()):
					# add tree to every nth tile
					if self.session.random.randint(0, 2) == 0 and \
					   Tree.check_build(self.session, tile, check_settlement=False):
						building = Build(Tree, coords[0], coords[1], ownerless=True,island=island)(issuer=None)
						building.finish_production_now() # make trees big and fill their inventory
						if self.session.random.randint(0, 40) == 0: # add animal to every nth tree
							CreateUnit(island.worldid, UNITS.WILD_ANIMAL_CLASS, *coords)(issuer=None)
					elif num_clay_deposits < max_clay_deposits and \
					     self.session.random.randint(0, 40) == 0 and \
					     Clay.check_build(self.session, tile, check_settlement=False):
						num_clay_deposits += 1
						Build(Clay, coords[0], coords[1], ownerless=True, island=island)(issuer=None)
					elif num_mountains < max_mountains and \
					     self.session.random.randint(0, 40) == 0 and \
					     Mountain.check_build(self.session, tile, check_settlement=False):
						num_mountains += 1
						Build(Mountain, coords[0], coords[1], ownerless=True, island=island)(issuer=None)
					if 'coastline' in tile.classes and self.session.random.randint(0, 4) == 0:
						# try to place fish
						# from the current position, go to random directions 2 times
						directions = [ (i, j) for i in xrange(-1, 2) for j in xrange(-1, 2) ]
						for (x_dir, y_dir) in self.session.random.sample(directions, 2):
							# move a random amount in both directions
							coord_to_check = (
							  coords[0] + x_dir * self.session.random.randint(3, 9),
							  coords[1] + y_dir * self.session.random.randint(3, 9),
							)
							# now we have the location, check if we can build here
							if coord_to_check in self.ground_map:
								Build(Fish, coord_to_check[0], coord_to_check[1], ownerless=True, \
								      island=self)(issuer=None)

		# reset loggers, see above
		for logger_name, level in loggers_to_silence.iteritems():
			logging.getLogger(logger_name).setLevel(level)

		# add free trader
		self.trader = Trader(self.session, 99999, u"Free Trader", Color())
		ret_coords = None
		for player in self.players:
			# Adding ships for the players
			point = self.get_random_possible_ship_position()
			# Execute command directly, not via manager, because else it would be transmitted over the
			# network to other players. Those however will do the same thing anyways.
			ship = CreateUnit(player.worldid, UNITS.PLAYER_SHIP_CLASS, point.x, point.y)(issuer=self.session.world.player)
			# give ship basic resources
			for res, amount in self.session.db("SELECT resource, amount FROM start_resources"):
				ship.inventory.alter(res, amount)
			if player is self.player:
				ret_coords = (point.x, point.y)

		# add a pirate ship
		self.pirate = Pirate(self.session, 99998, "Captain Blackbeard", Color())

		# Fire a message for new world creation
		self.session.ingame_gui.message_widget.add(self.max_x/2, self.max_y/2, 'NEW_WORLD')
		assert ret_coords is not None, "Return coords are None. No players loaded?"
		return ret_coords
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:97,代码来源:__init__.py

示例5: World


#.........这里部分代码省略.........
		for island in self.islands:
			for coord in island.ground_map:
				if coord in self.ground_map:
					del self.ground_map[coord]

		# load world buildings (e.g. fish)
		for (building_worldid, building_typeid) in \
		    savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		self.water = dict.fromkeys(list(self.ground_map), 1.0)

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []

		if self.session.is_game_loaded():
			# for now, we have one trader in every game, so this is safe:
			trader_id = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")[0][0]
			self.trader = Trader.load(self.session, savegame_db, trader_id)
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			self.trader.load_ship_states(savegame_db)
			# let pirate command it's ships. we have to do this here cause ships have to be
			# initialised for this, and pirate has to exist before ships are loaded.
			if self.pirate:
				self.pirate.load_ship_states(savegame_db)

		self.inited = True
		"""TUTORIAL:
		To dig deeper, you should now continue to horizons/world/island.py,
		to check out how buildings and settlements are added to the map"""

	@decorators.make_constants()
	def init_new_world(self, minclay = 2, maxclay = 3, minmountains = 1, maxmountains = 3):
		"""
		This should be called if a new map is loaded (not a savegame, a fresh
		map). In other words when it is loaded for the first time.

		NOTE: commands for creating the world objects are executed directly,
		      bypassing the manager
		      This is necessary because else the commands would be transmitted
开发者ID:court-jus,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

示例6: World


#.........这里部分代码省略.........
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		self.water = dict.fromkeys(list(self.ground_map), 1.0)
		self._init_water_bodies()
		self.sea_number = self.water_body[(self.min_x, self.min_y)]

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}
		self.ground_unit_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []
		self.ground_units = []

		# create bullets list, used for saving bullets in ongoing attacks
		self.bullets = []

		if self.session.is_game_loaded():
			# there are 0 or 1 trader AIs so this is safe
			trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
			if trader_data:
				self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			if self.trader:
				self.trader.load_ship_states(savegame_db)

			# let pirate command it's ships. we have to do this here cause ships have to be
			# initialised for this, and pirate has to exist before ships are loaded.
			if self.pirate:
				self.pirate.load_ship_states(savegame_db)

			# load the AI stuff only when we have AI players
			if any(isinstance(player, AIPlayer) for player in self.players):
				AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this

			# load the AI players
			# this has to be done here because otherwise the ships and other objects won't exist
			for player in self.players:
				if not isinstance(player, HumanPlayer):
					player.finish_loading(savegame_db)

		# load bullets
		if self.session.is_game_loaded():
开发者ID:perher,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

示例7: _init


#.........这里部分代码省略.........
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		self.water = dict.fromkeys(list(self.ground_map), 1.0)
		self._init_water_bodies()
		self.sea_number = self.water_body[(self.min_x, self.min_y)]

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}
		self.ground_unit_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []
		self.ground_units = []

		# create bullets list, used for saving bullets in ongoing attacks
		self.bullets = []

		if self.session.is_game_loaded():
			# there are 0 or 1 trader AIs so this is safe
			trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
			if trader_data:
				self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			if self.trader:
				self.trader.load_ship_states(savegame_db)

			# let pirate command it's ships. we have to do this here cause ships have to be
			# initialised for this, and pirate has to exist before ships are loaded.
			if self.pirate:
				self.pirate.load_ship_states(savegame_db)

			# load the AI stuff only when we have AI players
			if any(isinstance(player, AIPlayer) for player in self.players):
				AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this

			# load the AI players
			# this has to be done here because otherwise the ships and other objects won't exist
			for player in self.players:
				if not isinstance(player, HumanPlayer):
					player.finish_loading(savegame_db)

		# load bullets
		if self.session.is_game_loaded():
开发者ID:perher,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

示例8: _init


#.........这里部分代码省略.........
					self.island_map[coords] = island

		# load world buildings (e.g. fish)
		for (building_worldid, building_typeid) in \
		    savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
			load_building(self.session, savegame_db, building_typeid, building_worldid)

		# use a dict because it's directly supported by the pathfinding algo
		self.water = dict.fromkeys(list(self.ground_map), 1.0)
		self._init_water_bodies()
		self.sea_number = self.water_body[(self.min_x, self.min_y)]

		# assemble list of water and coastline for ship, that can drive through shallow water
		# NOTE: this is rather a temporary fix to make the fisher be able to move
		# since there are tile between coastline and deep sea, all non-constructible tiles
		# are added to this list as well, which will contain a few too many
		self.water_and_coastline = copy.copy(self.water)
		for island in self.islands:
			for coord, tile in island.ground_map.iteritems():
				if 'coastline' in tile.classes or 'constructible' not in tile.classes:
					self.water_and_coastline[coord] = 1.0

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}
		self.ground_unit_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []
		self.ground_units = []

		# create bullets list, used for saving bullets in ongoing attacks
		self.bullets = []

		if self.session.is_game_loaded():
			# there are 0 or 1 trader AIs so this is safe
			trader_data = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")
			if trader_data:
				self.trader = Trader.load(self.session, savegame_db, trader_data[0][0])
			# there are 0 or 1 pirate AIs so this is safe
			pirate_data = savegame_db("SELECT rowid FROM player WHERE is_pirate = 1")
			if pirate_data:
				self.pirate = Pirate.load(self.session, savegame_db, pirate_data[0][0])

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			if self.trader:
				self.trader.load_ship_states(savegame_db)

			# let pirate command it's ships. we have to do this here cause ships have to be
			# initialised for this, and pirate has to exist before ships are loaded.
			if self.pirate:
				self.pirate.load_ship_states(savegame_db)

			# load the AI players
			# this has to be done here because otherwise the ships and other objects won't exist
			AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this
			for player in self.players:
				if not isinstance(player, HumanPlayer):
					player.finish_loading(savegame_db)

		# load bullets
		if self.session.is_game_loaded():
			for (worldid, sx, sy, dx, dy, speed, img) in savegame_db("SELECT worldid, startx, starty, destx, desty, speed, image FROM bullet"):
				Bullet(img, Point(sx, sy), Point(dx, dy), speed, self.session, False, worldid)

		# load ongoing attacks
		if self.session.is_game_loaded():
			Weapon.load_attacks(self.session, savegame_db)

		# load diplomacy
		self.diplomacy = Diplomacy()
		if self.session.is_game_loaded():
			self.diplomacy.load(self, savegame_db)

		# add diplomacy notification listeners
		def notify_change(caller, change_type, a, b):
			player1 = a.name
			player2 = b.name

			#check if status really changed, if so update status string
			if change_type == 'friend':
				status = 'friends'
			elif change_type == 'enemy':
				status = 'enemies'
			else:
				status = 'neutral'

			self.session.ingame_gui.message_widget.add(self.max_x/2, self.max_y/2, 'DIPLOMACY_STATUS_CHANGED',
				{'player1' : player1, 'player2' : player2, 'status' : status})

		self.diplomacy.add_diplomacy_status_changed_listener(notify_change)

		self.inited = True
		"""TUTORIAL:
开发者ID:mihaibivol,项目名称:unknown-horizons,代码行数:101,代码来源:__init__.py

示例9: _init


#.........这里部分代码省略.........
			# check if player is an ai
			ai_data = self.session.db("SELECT class_package, class_name FROM ai WHERE id = ?", client_id)
			if len(ai_data) > 0:
				class_package, class_name = ai_data[0]
				# import ai class and call load on it
				module = __import__('horizons.ai.'+class_package, fromlist=[class_name])
				ai_class = getattr(module, class_name)
				player = ai_class.load(self.session, savegame_db, player_worldid)
			else: # no ai
				player = HumanPlayer.load(self.session, savegame_db, player_worldid)
			self.players.append(player)

			if client_id == horizons.main.fife.get_uh_setting("ClientID"):
				self.player = player
			elif client_id is not None and len(ai_data) == 0:
				# possible human player candidate with different client id
				human_players.append(player)

		if self.player is None:
			# we have no human player.
			# check if there is only one player with an id (i.e. human player)
			# this would be the case if the savegame originates from a different installation.
			# if there's more than one of this kind, we can't be sure what to select.
			# TODO: create interface for selecting player, if we want this
			if(len(human_players) == 1):
				# exactly one player, we can quite safely use this one
				self.player = human_players[0]

		if self.player is None and self.session.is_game_loaded():
			self.log.warning('WARNING: Cannot autoselect a player because there are no \
			or multiple candidates.')

		#load islands
		self.islands = []
		for (islandid,) in savegame_db("SELECT rowid + 1000 FROM island"):
			island = Island(savegame_db, islandid, self.session)
			self.islands.append(island)

		#calculate map dimensions
		self.min_x, self.min_y, self.max_x, self.max_y = None, None, None, None
		for i in self.islands:
			self.min_x = i.rect.left if self.min_x is None or i.rect.left < self.min_x else self.min_x
			self.min_y = i.rect.top if self.min_y is None or i.rect.top < self.min_y else self.min_y
			self.max_x = i.rect.right if self.max_x is None or i.rect.right > self.max_x else self.max_x
			self.max_y = i.rect.bottom if self.max_y is None or i.rect.bottom > self.max_y else self.max_y
		self.min_x -= 10
		self.min_y -= 10
		self.max_x += 10
		self.max_y += 10

		self.map_dimensions = Rect.init_from_borders(self.min_x, self.min_y, self.max_x, self.max_y)

		#add water
		self.log.debug("Filling world with water...")
		self.ground_map = {}
		default_grounds = Entities.grounds[int(self.properties.get('default_ground', GROUND.WATER))]

		for x in xrange(self.min_x, self.max_x, 10):
			for y in xrange(self.min_y, self.max_y, 10):
				ground = default_grounds(self.session, x, y)
				# -5 to 5 to accomodate for nen shifted 10x10 tile graphic
				for x_offset in xrange(-5,6):
					for y_offset in xrange(-5,6):
						self.ground_map[(x+x_offset, y+y_offset)] = ground

		# "unfill" parts that are occupied by island
		# TODO: check if constructing a list of water coords is faster than calling the Ground() so many times
		for island in self.islands:
			for coord in island.ground_map:
				if coord in self.ground_map:
					del self.ground_map[coord]

		self.num_water = len(self.ground_map)
		self.water = list(self.ground_map)

		# create ship position list. entries: ship_map[(x, y)] = ship
		self.ship_map = {}

		# create shiplist, which is currently used for saving ships
		# and having at least one reference to them
		self.ships = []

		if self.session.is_game_loaded():
			# for now, we have one trader in every game, so this is safe:
			trader_id = savegame_db("SELECT rowid FROM player WHERE is_trader = 1")[0][0]
			self.trader = Trader.load(self.session, savegame_db, trader_id)

		# load all units (we do it here cause all buildings are loaded by now)
		for (worldid, typeid) in savegame_db("SELECT rowid, type FROM unit ORDER BY rowid"):
			Entities.units[typeid].load(self.session, savegame_db, worldid)

		if self.session.is_game_loaded():
			# let trader command it's ships. we have to do this here cause ships have to be
			# initialised for this, and trader has to exist before ships are loaded.
			# BACTODO: disable trader
			#self.trader.load_ship_states(savegame_db)
			pass

		self.inited = True
		"""TUTORIAL:
开发者ID:totycro,项目名称:unknown-horizons-quadtree,代码行数:101,代码来源:__init__.py

示例10: init_new_world

	def init_new_world(self):
		"""This should be called if a new map is loaded (not a savegame, a fresh
		map). In other words when it is loaded for the first time.

		NOTE: commands for creating the world objects are executed directly, bypassing the manager
		      this is necessary, because else the commands would be transmitted over the wire
					in network games.

		@return: Returs the coordinates of the players first ship
		"""
		# workaround: the creation of all the objects causes a lot of logging output, we don't need
		#             therefore, reset the levels for now
		loggers_to_silence = { 'world.production' : None }
		for logger_name in loggers_to_silence:
			logger = logging.getLogger(logger_name)
			loggers_to_silence[logger_name] = logger.getEffectiveLevel()
			logger.setLevel( logging.WARN )

		from horizons.command.building import Build
		from horizons.command.unit import CreateUnit
		# add a random number of environmental objects to the gameworld
		if int(self.properties.get('RandomTrees', 1)) == 1:
			Tree = Entities.buildings[BUILDINGS.TREE_CLASS]
			Clay = Entities.buildings[BUILDINGS.CLAY_DEPOSIT_CLASS]
			max_clay_deposits = self.session.random.randint(2, 3)
			for island in self.islands:
				num_clay_deposits = 0
				# TODO: fix this sorted()-call. its slow but orderness of dict-loop isn't guaranteed
				for coords, tile in sorted(island.ground_map.iteritems()):
					# add tree to every nth tile
					if self.session.random.randint(0, 2) == 0 and Tree.check_build(self.session, tile, \
										                                           check_settlement=False):
						building = Build(Tree, coords[0], coords[1], ownerless=True,island=island)(issuer=None)
						building.finish_production_now() # make trees big and fill their inventory
						if self.session.random.randint(0, 40) == 0: # add animal to every nth tree
							CreateUnit(island.worldid, UNITS.WILD_ANIMAL_CLASS, *coords)(issuer=None)
					elif num_clay_deposits < max_clay_deposits and \
						 self.session.random.randint(0, 30) == 0 and \
						 Clay.check_build(self.session, tile, check_settlement=False):
						num_clay_deposits += 1
						cmd = Build(Clay, coords[0], coords[1], ownerless=True, island=island)(issuer=None)

		# reset loggers, see above
		for logger_name, level in loggers_to_silence.iteritems():
			logging.getLogger(logger_name).setLevel(level)

		# add free trader
		self.trader = Trader(self.session, 99999, u"Free Trader", Color())
		ret_coords = None
		for player in self.players:
			# Adding ships for the players
			point = self.get_random_possible_ship_position()
			# Execute command directly, not via manager, because else it would be transmitted over the
			# network to other players. Those however will do the same thing anyways.
			ship = CreateUnit(player.worldid, UNITS.PLAYER_SHIP_CLASS, point.x, point.y)(issuer=self.session.world.player)
			# give ship basic resources
			for res, amount in self.session.db("SELECT resource, amount FROM start_resources"):
				ship.inventory.alter(res, amount)
			if player is self.player:
				ret_coords = (point.x, point.y)

		# add a pirate ship
		# TODO: enable pirate as soon as save/load for it is fixed
		#       currently, it breaks human player selection on load
		#self.pirate = Pirate(self.session, 99998, "Captain Blackbeard", Color())

		# Fire a message for new world creation
		self.session.ingame_gui.message_widget.add(self.max_x/2, self.max_y/2, 'NEW_WORLD')
		assert ret_coords is not None, "Return coords are none. No players loaded?"
		return ret_coords
开发者ID:totycro,项目名称:unknown-horizons-quadtree,代码行数:70,代码来源:__init__.py


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