本文整理汇总了Python中horizons.world.disaster.disastermanager.DisasterManager类的典型用法代码示例。如果您正苦于以下问题:Python DisasterManager类的具体用法?Python DisasterManager怎么用?Python DisasterManager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DisasterManager类的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: _load_disasters
def _load_disasters(self, savegame_db, disasters_enabled):
disasters_disabled_by_properties = 'disasters_enabled' in self.properties and not self.properties['disasters_enabled']
# if savegame or parameter disables disasters, it's disabled (both have to be set to enable to actually enable)
disasters_disabled = not disasters_enabled or disasters_disabled_by_properties
self.disaster_manager = DisasterManager(self.session, disabled=disasters_disabled)
if self.session.is_game_loaded():
self.disaster_manager.load(savegame_db)
示例2: World
#.........这里部分代码省略.........
if not isinstance(player, HumanPlayer):
player.finish_loading(savegame_db)
LoadingProgress.broadcast(self, 'world_load_stuff')
self._load_combat(savegame_db)
self._load_diplomacy(savegame_db)
self._load_disasters(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."""
def _load_combat(self, 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)
def _load_diplomacy(self, savegame_db):
self.diplomacy = Diplomacy()
if self.session.is_game_loaded():
self.diplomacy.load(self, savegame_db)
def _load_disasters(self, savegame_db):
# disasters are only enabled if they are explicitly set to be enabled
disasters_disabled = not self.properties.get('disasters_enabled')
self.disaster_manager = DisasterManager(self.session, disabled=disasters_disabled)
if self.session.is_game_loaded():
self.disaster_manager.load(savegame_db)
def load_raw_map(self, savegame_db, preview=False):
self.map_name = savegame_db.map_name
# load islands
self.islands = []
for (islandid,) in savegame_db("SELECT DISTINCT island_id + 1001 FROM ground"):
island = Island(savegame_db, islandid, self.session, preview=preview)
self.islands.append(island)
#calculate map dimensions
self.min_x, self.min_y, self.max_x, self.max_y = 0, 0, 0, 0
for island in self.islands:
self.min_x = min(island.position.left, self.min_x)
self.min_y = min(island.position.top, self.min_y)
self.max_x = max(island.position.right, self.max_x)
self.max_y = max(island.position.bottom, self.max_y)
self.min_x -= savegame_db.map_padding
self.min_y -= savegame_db.map_padding
self.max_x += savegame_db.map_padding
self.max_y += savegame_db.map_padding
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 = {}
# big sea water tile class
if not preview:
示例3: World
#.........这里部分代码省略.........
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, old_state, new_state, a, b):
player1 = u"%s" % a.name
player2 = u"%s" % b.name
data = {'player1' : player1, 'player2' : player2}
self.session.ingame_gui.message_widget.add(
None, None, 'DIPLOMACY_STATUS_'+old_state.upper()+"_"+new_state.upper(), data)
self.diplomacy.add_diplomacy_status_changed_listener(notify_change)
disasters_disabled_by_properties = 'disasters_enabled' in self.properties and not self.properties['disasters_enabled']
# if savegame or parameter disables disasters, it's disabled (both have to be set to enable to actually enable)
disasters_disabled = not disasters_enabled or disasters_disabled_by_properties
self.disaster_manager = DisasterManager(self.session, disabled=disasters_disabled)
if self.session.is_game_loaded():
self.disaster_manager.load(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"""
def load_raw_map(self, savegame_db, preview=False):
# load islands
self.islands = []
for (islandid,) in savegame_db("SELECT rowid + 1000 FROM island"):
island = Island(savegame_db, islandid, self.session, preview=preview)
self.islands.append(island)
#calculate map dimensions
self.min_x, self.min_y, self.max_x, self.max_y = 0, 0, 0, 0
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...")
示例4: _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():
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, old_state, new_state, a, b):
player1 = u"%s" % a.name
player2 = u"%s" % b.name
data = {'player1' : player1, 'player2' : player2}
self.session.ingame_gui.message_widget.add(
None, None, 'DIPLOMACY_STATUS_'+old_state.upper()+"_"+new_state.upper(), data)
self.diplomacy.add_diplomacy_status_changed_listener(notify_change)
disasters_disabled_by_properties = 'disasters_enabled' in self.properties and not self.properties['disasters_enabled']
# if savegame or parameter disables disasters, it's disabled (both have to be set to enable to actually enable)
disasters_disabled = not disasters_enabled or disasters_disabled_by_properties
self.disaster_manager = DisasterManager(self.session, disabled=disasters_disabled)
if self.session.is_game_loaded():
self.disaster_manager.load(savegame_db)
self.inited = True
"""TUTORIAL: