本文整理汇总了Python中horizons.messaging.NewDisaster类的典型用法代码示例。如果您正苦于以下问题:Python NewDisaster类的具体用法?Python NewDisaster怎么用?Python NewDisaster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NewDisaster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: early_end
def early_end(self):
"""Called to speed up session destruction."""
assert self._enabled
self._enabled = False
SettlementRangeChanged.unsubscribe(self._on_settlement_range_changed)
NewDisaster.unsubscribe(self.notify_new_disaster)
MineEmpty.unsubscribe(self.notify_mine_empty)
示例2: end
def end(self):
self._stats = None
self.session = None
if self.regular_player:
SettlerUpdate.unsubscribe(self.notify_settler_reached_level)
NewDisaster.unsubscribe(self.notify_new_disaster, sender=self)
示例3: infect
def infect(self, building, load=None):
"""@load: (db, disaster_worldid), set on restoring infected state of savegame"""
super(BuildingInfluencingDisaster, self).infect(building, load=load)
self._affected_buildings.append(building)
havoc_time = self.TIME_BEFORE_HAVOC
# keep in sync with load()
if load:
db, worldid = load
havoc_time = db("SELECT remaining_ticks_havoc FROM building_influencing_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]
Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
AddStatusIcon.broadcast(building, self.STATUS_ICON(building))
NewDisaster.broadcast(building.owner, building, self.__class__, self)
示例4: end
def end(self):
# unsubscribe early, to avoid messages coming in while we're shutting down
SpeedChanged.unsubscribe(self._on_speed_changed)
NewDisaster.unsubscribe(self._on_new_disaster)
NewSettlement.unsubscribe(self._on_new_settlement)
PlayerLevelUpgrade.unsubscribe(self._on_player_level_upgrade)
MineEmpty.unsubscribe(self._on_mine_empty)
ZoomChanged.unsubscribe(self._update_zoom)
GuiAction.unsubscribe(self._on_gui_click_action)
GuiHover.unsubscribe(self._on_gui_hover_action)
GuiCancelAction.unsubscribe(self._on_gui_cancel_action)
self.mainhud.mapEvents({
'zoomIn' : None,
'zoomOut' : None,
'rotateRight' : None,
'rotateLeft': None,
'destroy_tool' : None,
'build' : None,
'diplomacyButton' : None,
'gameMenuButton' : None
})
self.mainhud.hide()
self.mainhud = None
self.windows.close_all()
self.message_widget = None
self.minimap = None
self.resource_overview.end()
self.resource_overview = None
self.keylistener = None
self.cityinfo.end()
self.cityinfo = None
self.hide_menu()
if self.cursor:
self.cursor.remove()
self.cursor.end()
self.cursor = None
LastActivePlayerSettlementManager().remove()
LastActivePlayerSettlementManager.destroy_instance()
self.production_finished_icon_manager.end()
self.production_finished_icon_manager = None
self.status_icon_manager.end()
self.status_icon_manager = None
super(IngameGui, self).end()
示例5: infect
def infect(self, building, load=None):
"""Infect a building with fire.
@load: (db, disaster_worldid), set on restoring infected state of savegame"""
super(FireDisaster, self).infect(building, load=load)
# keep in sync with load()
AddStatusIcon.broadcast(building, FireStatusIcon(building))
NewDisaster.broadcast(building.owner, building, FireDisaster)
self._affected_buildings.append(building)
havoc_time = self.TIME_BEFORE_HAVOC
if load:
db, worldid = load
havoc_time = db("SELECT remaining_ticks_havoc FROM fire_disaster WHERE disaster = ? AND building = ?", worldid, building.worldid)[0][0]
Scheduler().add_new_object(Callback(self.wreak_havoc, building), self, run_in=havoc_time)
示例6: __init
def __init(self, name, color, difficulty_level, settlerlevel = 0):
assert isinstance(color, Color)
assert (isinstance(name, str) or isinstance(name, unicode)) and len(name) > 0
try:
self.name = unicode(name)
except UnicodeDecodeError:
# WORKAROUND: this line should be the only unicode conversion here.
# however, if unicode() gets a parameter, it will fail if the string is already unicode.
self.name = unicode(name, errors='ignore')
self.color = color
self.difficulty = DifficultySettings.get_settings(difficulty_level)
self.settler_level = settlerlevel
self.stats = None
assert self.color.is_default_color, "Player color has to be a default color"
SettlerUpdate.subscribe(self.notify_settler_reached_level)
NewDisaster.subscribe(self, self.notify_new_disaster)
示例7: __init
def __init(self, name, color, clientid, difficulty_level, max_tier_notification, settlerlevel=0):
assert isinstance(color, Color)
assert isinstance(name, basestring) and name
try:
self.name = unicode(name)
except UnicodeDecodeError:
# WORKAROUND: this line should be the only unicode conversion here.
# however, if unicode() gets a parameter, it will fail if the string is already unicode.
self.name = unicode(name, errors="ignore")
self.color = color
self.clientid = clientid
self.difficulty = DifficultySettings.get_settings(difficulty_level)
self.max_tier_notification = max_tier_notification
self.settler_level = settlerlevel
self._stats = None
assert self.color.is_default_color, "Player color has to be a default color"
if self.regular_player:
SettlerUpdate.subscribe(self.notify_settler_reached_level)
NewDisaster.subscribe(self.notify_new_disaster, sender=self)
示例8: __init
def __init(self):
self._enabled = True # whether this player is enabled (currently disabled at the end of the game)
self.world = self.session.world
self.islands = {}
self.settlement_managers = []
self._settlement_manager_by_settlement_id = {}
self.missions = set()
self.fishers = []
self.settlement_founder = SettlementFounder(self)
self.unit_builder = UnitBuilder(self)
self.unit_manager = UnitManager(self)
self.combat_manager = CombatManager(self)
self.strategy_manager = StrategyManager(self)
self.behavior_manager = BehaviorManager(self)
self.settlement_expansions = [] # [(coords, settlement)]
self.goals = [DoNothingGoal(self)]
self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
self.international_trade_manager = InternationalTradeManager(self)
SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
NewDisaster.subscribe(self.notify_new_disaster)
MineEmpty.subscribe(self.notify_mine_empty)
示例9: __init__
def __init__(self, session):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.message_widget = MessageWidget(self.session)
# Windows
self.windows = WindowManager()
self.show_popup = self.windows.show_popup
self.show_error_popup = self.windows.show_error_popup
self.logbook = LogBook(self.session, self.windows)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.windows, self.session)
self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
self.help_dialog = HelpDialog(self.windows, session=self.session)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right:top"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : lambda: self.windows.toggle(self.logbook)
})
self.mainhud.show()
hotkey_replacements = {
'rotateRight': 'ROTATE_RIGHT',
'rotateLeft': 'ROTATE_LEFT',
'speedUp': 'SPEED_UP',
'speedDown': 'SPEED_DOWN',
'destroy_tool': 'DESTROY_TOOL',
'build': 'BUILD_TOOL',
'gameMenuButton': 'ESCAPE',
'logbook': 'LOGBOOK',
}
for (widgetname, action) in hotkey_replacements.iteritems():
widget = self.mainhud.findChild(name=widgetname)
keys = horizons.globals.fife.get_keys_for_action(action)
# No `.upper()` here: "Pause" looks better than "PAUSE".
keyname = HOTKEYS.DISPLAY_KEY.get(keys[0], keys[0].capitalize())
widget.helptext = widget.helptext.format(key=keyname)
self.resource_overview = ResourceOverviewBar(self.session)
# Register for messages
SpeedChanged.subscribe(self._on_speed_changed)
NewDisaster.subscribe(self._on_new_disaster)
NewSettlement.subscribe(self._on_new_settlement)
PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
MineEmpty.subscribe(self._on_mine_empty)
#.........这里部分代码省略.........
示例10: __init__
def __init__(self, session, gui):
super(IngameGui, self).__init__()
self.session = session
assert isinstance(self.session, horizons.session.Session)
self.main_gui = gui
self.settlement = None
self._old_menu = None
self.cursor = None
self.coordinates_tooltip = None
self.keylistener = IngameKeyListener(self.session)
self.cityinfo = CityInfo(self)
LastActivePlayerSettlementManager.create_instance(self.session)
self.message_widget = MessageWidget(self.session)
# Windows
self.windows = WindowManager()
self.logbook = LogBook(self.session, self.windows)
self.players_overview = PlayersOverview(self.session)
self.players_settlements = PlayersSettlements(self.session)
self.players_ships = PlayersShips(self.session)
self.chat_dialog = ChatDialog(self.windows, self.session)
self.change_name_dialog = ChangeNameDialog(self.windows, self.session)
self.pausemenu = PauseMenu(self.session, self, self.windows, in_editor_mode=False)
self.help_dialog = HelpDialog(self.windows, session=self.session)
# Icon manager
self.status_icon_manager = StatusIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
self.production_finished_icon_manager = ProductionFinishedIconManager(
renderer=self.session.view.renderer['GenericRenderer'],
layer=self.session.view.layers[LAYERS.OBJECTS]
)
# 'minimap' is the guichan gui around the actual minimap, which is saved
# in self.minimap
self.mainhud = load_uh_widget('minimap.xml')
self.mainhud.position_technique = "right+0:top+0"
icon = self.mainhud.findChild(name="minimap")
self.minimap = Minimap(icon,
targetrenderer=horizons.globals.fife.targetrenderer,
imagemanager=horizons.globals.fife.imagemanager,
session=self.session,
view=self.session.view)
def speed_up():
SpeedUpCommand().execute(self.session)
def speed_down():
SpeedDownCommand().execute(self.session)
self.mainhud.mapEvents({
'zoomIn' : self.session.view.zoom_in,
'zoomOut' : self.session.view.zoom_out,
'rotateRight' : Callback.ChainedCallbacks(self.session.view.rotate_right, self.minimap.rotate_right),
'rotateLeft' : Callback.ChainedCallbacks(self.session.view.rotate_left, self.minimap.rotate_left),
'speedUp' : speed_up,
'speedDown' : speed_down,
'destroy_tool' : self.toggle_destroy_tool,
'build' : self.show_build_menu,
'diplomacyButton' : self.show_diplomacy_menu,
'gameMenuButton' : self.toggle_pause,
'logbook' : lambda: self.windows.toggle(self.logbook)
})
self.mainhud.show()
self.resource_overview = ResourceOverviewBar(self.session)
# Register for messages
SpeedChanged.subscribe(self._on_speed_changed)
NewDisaster.subscribe(self._on_new_disaster)
NewSettlement.subscribe(self._on_new_settlement)
PlayerLevelUpgrade.subscribe(self._on_player_level_upgrade)
MineEmpty.subscribe(self._on_mine_empty)
self.session.view.add_change_listener(self._update_zoom)
self._display_speed(self.session.timer.ticks_per_second)