本文整理汇总了Python中horizons.scenario.ScenarioEventHandler.get_map_file方法的典型用法代码示例。如果您正苦于以下问题:Python ScenarioEventHandler.get_map_file方法的具体用法?Python ScenarioEventHandler.get_map_file怎么用?Python ScenarioEventHandler.get_map_file使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类horizons.scenario.ScenarioEventHandler
的用法示例。
在下文中一共展示了ScenarioEventHandler.get_map_file方法的4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: Session
# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_map_file [as 别名]
#.........这里部分代码省略.........
}[which]
self.cursor = klass(self, *args, **kwargs)
def toggle_destroy_tool(self):
"""Initiate the destroy tool"""
self.toggle_cursor('tearing')
def autosave(self):
raise NotImplementedError
def quicksave(self):
raise NotImplementedError
def quickload(self):
raise NotImplementedError
def save(self, savegame=None):
raise NotImplementedError
def load(self, savegame, players, trader_enabled, pirate_enabled,
natural_resource_multiplier, is_scenario=False, campaign=None,
force_player_id=None, disasters_enabled=True, is_multiplayer=False):
"""Loads a map. Key method for starting a game.
@param savegame: path to the savegame database.
@param players: iterable of dictionaries containing id, name, color, local, ai, and difficulty
@param is_scenario: Bool whether the loaded map is a scenario or not
@param force_player_id: the worldid of the selected human player or default if None (debug option)
"""
"""
TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
are initialised.
"""
if is_scenario:
# savegame is a yaml file, that contains reference to actual map file
self.scenario_eventhandler = ScenarioEventHandler(self, savegame)
# scenario maps can be normal maps or scenario maps:
map_filename = self.scenario_eventhandler.get_map_file()
savegame = os.path.join(SavegameManager.scenario_maps_dir, map_filename)
if not os.path.exists(savegame):
savegame = os.path.join(SavegameManager.maps_dir, map_filename)
self.campaign = {} if not campaign else campaign
self.log.debug("Session: Loading from %s", savegame)
savegame_db = SavegameAccessor(savegame) # Initialize new dbreader
savegame_data = SavegameManager.get_metadata(savegame)
# load how often the game has been saved (used to know the difference between
# a loaded and a new game)
self.savecounter = savegame_data.get('savecounter', 0)
if savegame_data.get('rng_state', None):
rng_state_list = json.loads( savegame_data['rng_state'] )
# json treats tuples as lists, but we need tuples here, so convert back
def rec_list_to_tuple(x):
if isinstance(x, list):
return tuple( rec_list_to_tuple(i) for i in x )
else:
return x
rng_state_tuple = rec_list_to_tuple(rng_state_list)
# changing the rng is safe for mp, as all players have to have the same map
self.random.setstate( rng_state_tuple )
self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py)
self.world._init(savegame_db, force_player_id, disasters_enabled=disasters_enabled)
self.view.load(savegame_db) # load view
if not self.is_game_loaded():
# NOTE: this must be sorted before iteration, cause there is no defined order for
# iterating a dict, and it must happen in the same order for mp games.
for i in sorted(players, lambda p1, p2: cmp(p1['id'], p2['id'])):
示例2: Session
# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_map_file [as 别名]
#.........这里部分代码省略.........
self.timer = None
self.scenario_eventhandler = None
Scheduler.destroy_instance()
self.selected_instances = None
self.selection_groups = None
def destroy_tool(self):
"""Initiate the destroy tool"""
if not hasattr(self.cursor, 'tear_tool_active') or \
not self.cursor.tear_tool_active:
self.cursor = TearingTool(self)
self.ingame_gui.hide_menu()
def autosave(self):
raise NotImplementedError
def quicksave(self):
raise NotImplementedError
def quickload(self):
raise NotImplementedError
def save(self, savegame):
raise NotImplementedError
def load(self, savegame, players, is_scenario=False, campaign={}):
"""Loads a map.
@param savegame: path to the savegame database.
@param players: iterable of dictionaries containing id, name, color and local
@param is_scenario: Bool whether the loaded map is a scenario or not
"""
if is_scenario:
# savegame is a yaml file, that contains reference to actual map file
self.scenario_eventhandler = ScenarioEventHandler(self, savegame)
savegame = os.path.join(SavegameManager.maps_dir, \
self.scenario_eventhandler.get_map_file())
self.campaign = campaign
self.log.debug("Session: Loading from %s", savegame)
savegame_db = SavegameAccessor(savegame) # Initialize new dbreader
try:
# load how often the game has been saved (used to know the difference between
# a loaded and a new game)
self.savecounter = SavegameManager.get_metadata(savegame)['savecounter']
except KeyError:
self.savecounter = 0
self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py)
self.world._init(savegame_db)
self.view.load(savegame_db) # load view
if not self.is_game_loaded():
# NOTE: this must be sorted before iteration, cause there is no defined order for
# iterating a dict, and it must happen in the same order for mp games.
for i in sorted(players):
self.world.setup_player(i['id'], i['name'], i['color'], i['local'])
center = self.world.init_new_world()
self.view.center(center[0], center[1])
else:
# try to load scenario data
self.scenario_eventhandler.load(savegame_db)
self.manager.load(savegame_db) # load the manager (there might me old scheduled ticks).
self.ingame_gui.load(savegame_db) # load the old gui positions and stuff
for instance_id in savegame_db("SELECT id FROM selected WHERE `group` IS NULL"): # Set old selected instance
obj = WorldObject.get_object_by_id(instance_id[0])
self.selected_instances.add(obj)
obj.select()
for group in xrange(len(self.selection_groups)): # load user defined unit groups
示例3: Session
# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_map_file [as 别名]
#.........这里部分代码省略.........
self.selected_instances = None
self.selection_groups = None
self._clear_caches()
# discard() in case loading failed and we did not yet subscribe
SettingChanged.discard(self._on_setting_changed)
MessageBus().reset()
def quit(self):
self.end()
horizons.main.quit_session()
def autosave(self):
raise NotImplementedError
def quicksave(self):
raise NotImplementedError
def quickload(self):
raise NotImplementedError
def save(self, savegame=None):
raise NotImplementedError
def load(self, options):
"""Loads a map. Key method for starting a game."""
"""
TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
are initialized.
"""
if options.is_scenario:
# game_identifier is a yaml file, that contains reference to actual map file
self.scenario_eventhandler = ScenarioEventHandler(self, options.game_identifier)
# scenario maps can be normal maps or scenario maps:
map_filename = self.scenario_eventhandler.get_map_file()
options.game_identifier = os.path.join(SavegameManager.scenario_maps_dir, map_filename)
if not os.path.exists(options.game_identifier):
options.game_identifier = os.path.join(SavegameManager.maps_dir, map_filename)
options.is_map = True
self.log.debug("Session: Loading from %s", options.game_identifier)
savegame_db = SavegameAccessor(options.game_identifier, options.is_map, options) # Initialize new dbreader
savegame_data = SavegameManager.get_metadata(savegame_db.db_path)
self.view.resize_layers(savegame_db)
# load how often the game has been saved (used to know the difference between
# a loaded and a new game)
self.savecounter = savegame_data.get('savecounter', 0)
if savegame_data.get('rng_state', None):
rng_state_list = json.loads(savegame_data['rng_state'])
# json treats tuples as lists, but we need tuples here, so convert back
def rec_list_to_tuple(x):
if isinstance(x, list):
return tuple(rec_list_to_tuple(i) for i in x)
else:
return x
rng_state_tuple = rec_list_to_tuple(rng_state_list)
# changing the rng is safe for mp, as all players have to have the same map
self.random.setstate(rng_state_tuple)
LoadingProgress.broadcast(self, 'session_create_world')
self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py)
self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled)
self.view.load(savegame_db, self.world) # load view
if not self.is_game_loaded():
options.init_new_world(self)
示例4: Session
# 需要导入模块: from horizons.scenario import ScenarioEventHandler [as 别名]
# 或者: from horizons.scenario.ScenarioEventHandler import get_map_file [as 别名]
#.........这里部分代码省略.........
}[which]
self.cursor = klass(self, *args, **kwargs)
def toggle_destroy_tool(self):
"""Initiate the destroy tool"""
self.toggle_cursor('tearing')
def autosave(self):
raise NotImplementedError
def quicksave(self):
raise NotImplementedError
def quickload(self):
raise NotImplementedError
def save(self, savegame=None):
raise NotImplementedError
def load(self, savegame, players, trader_enabled, pirate_enabled,
natural_resource_multiplier, is_scenario=False, campaign=None,
force_player_id=None, disasters_enabled=True):
"""Loads a map. Key method for starting a game.
@param savegame: path to the savegame database.
@param players: iterable of dictionaries containing id, name, color, local, ai, and difficulty
@param is_scenario: Bool whether the loaded map is a scenario or not
@param force_player_id: the worldid of the selected human player or default if None (debug option)
"""
"""
TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
are initialised
"""
if is_scenario:
# savegame is a yaml file, that contains reference to actual map file
self.scenario_eventhandler = ScenarioEventHandler(self, savegame)
# scenario maps can be normal maps or scenario maps:
map_filename = self.scenario_eventhandler.get_map_file()
savegame = os.path.join(SavegameManager.scenario_maps_dir, map_filename)
if not os.path.exists(savegame):
savegame = os.path.join(SavegameManager.maps_dir, map_filename)
self.campaign = {} if not campaign else campaign
self.log.debug("Session: Loading from %s", savegame)
savegame_db = SavegameAccessor(savegame) # Initialize new dbreader
savegame_data = SavegameManager.get_metadata(savegame)
# load how often the game has been saved (used to know the difference between
# a loaded and a new game)
self.savecounter = 0 if not 'savecounter' in savegame_data else savegame_data['savecounter']
if savegame_data.get('rng_state', None):
rng_state_list = json.loads( savegame_data['rng_state'] )
# json treats tuples as lists, but we need tuples here, so convert back
def rec_list_to_tuple(x):
if isinstance(x, list):
return tuple( rec_list_to_tuple(i) for i in x )
else:
return x
rng_state_tuple = rec_list_to_tuple(rng_state_list)
# changing the rng is safe for mp, as all players have to have the same map
self.random.setstate( rng_state_tuple )
self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py)
self.world._init(savegame_db, force_player_id, disasters_enabled=disasters_enabled)
self.view.load(savegame_db) # load view
if not self.is_game_loaded():
# NOTE: this must be sorted before iteration, cause there is no defined order for
# iterating a dict, and it must happen in the same order for mp games.
for i in sorted(players, lambda p1, p2: cmp(p1['id'], p2['id'])):