本文整理汇总了Python中horizons.messaging.NewSettlement类的典型用法代码示例。如果您正苦于以下问题:Python NewSettlement类的具体用法?Python NewSettlement怎么用?Python NewSettlement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NewSettlement类的9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: add_settlement
def add_settlement(self, position, radius, player):
"""Adds a settlement to the island at the position x, y with radius as area of influence.
@param position: Rect describing the position of the new warehouse
@param radius: int radius of the area of influence.
@param player: int id of the player that owns the settlement"""
settlement = Settlement(self.session, player)
settlement.initialize()
settlement.init_buildability_cache(self.terrain_cache)
self.add_existing_settlement(position, radius, settlement)
NewSettlement.broadcast(self, settlement, position.center)
return settlement
示例2: 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3: __init__
def __init__(self, session):
self.session = session
self.session.view.add_change_listener(self._on_scroll)
# settlement mouse currently is above or None
self._cur_settlement = None
# last settlement of player mouse was on, only None at startup
self._last_player_settlement = None
# whether last known event was not on a player settlement
# can be used to detect reentering the area of _last_player_settlement
self._last_player_settlement_hovered_was_none = True
NewSettlement.subscribe(self._on_new_settlement_created)
示例4: add_settlement
def add_settlement(self, position, radius, player, load=False):
"""Adds a settlement to the island at the position x, y with radius as area of influence.
@param position: Rect describing the position of the new warehouse
@param radius: int radius of the area of influence.
@param player: int id of the player that owns the settlement"""
settlement = Settlement(self.session, player)
settlement.initialize()
self.add_existing_settlement(position, radius, settlement, load)
# TODO: Move this to command, this message should not appear while loading
self.session.ingame_gui.message_widget.add(string_id='NEW_SETTLEMENT',
point=position.center(),
message_dict={'player':player.name},
play_sound=player.is_local_player)
NewSettlement.broadcast(self, settlement)
return settlement
示例5: __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6: __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)
示例7: __init
def __init(self):
self.office = {} # { ship.worldid : warehouse }. stores the warehouse the ship is currently heading to
self.allured_by_signal_fire = {} # bool, used to get away from a signal fire (and not be allured again immediately)
NewSettlement.subscribe(self._on_new_settlement)
示例8: remove
def remove(self):
self._last_player_settlement = None
self._cur_settlement = None
self.session.view.remove_change_listener(self._on_scroll)
NewSettlement.unsubscribe(self._on_new_settlement_created)
示例9: end
def end(self):
super(Trader, self).end()
NewSettlement.unsubscribe(self._on_new_settlement)