当前位置: 首页>>代码示例>>Python>>正文


Python disastermanager.DisasterManager类代码示例

本文整理汇总了Python中horizons.world.disaster.disastermanager.DisasterManager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, 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)
开发者ID:aviler,项目名称:unknown-horizons,代码行数:8,代码来源:__init__.py

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:
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

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...")
开发者ID:perher,项目名称:unknown-horizons,代码行数:67,代码来源:__init__.py

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:
开发者ID:perher,项目名称:unknown-horizons,代码行数:101,代码来源:__init__.py


注:本文中的horizons.world.disaster.disastermanager.DisasterManager类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。