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Python Weapon.load_attacks方法代码示例

本文整理汇总了Python中horizons.world.units.weapon.Weapon.load_attacks方法的典型用法代码示例。如果您正苦于以下问题:Python Weapon.load_attacks方法的具体用法?Python Weapon.load_attacks怎么用?Python Weapon.load_attacks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horizons.world.units.weapon.Weapon的用法示例。


在下文中一共展示了Weapon.load_attacks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: _load_combat

# 需要导入模块: from horizons.world.units.weapon import Weapon [as 别名]
# 或者: from horizons.world.units.weapon.Weapon import load_attacks [as 别名]
	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)
开发者ID:ThePawnBreak,项目名称:unknown-horizons,代码行数:11,代码来源:__init__.py

示例2: _init

# 需要导入模块: from horizons.world.units.weapon import Weapon [as 别名]
# 或者: from horizons.world.units.weapon.Weapon import load_attacks [as 别名]

#.........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:104,代码来源:__init__.py

示例3: _load_combat

# 需要导入模块: from horizons.world.units.weapon import Weapon [as 别名]
# 或者: from horizons.world.units.weapon.Weapon import load_attacks [as 别名]
	def _load_combat(self, savegame_db):
		# load ongoing attacks
		if self.session.is_game_loaded():
			Weapon.load_attacks(self.session, savegame_db)
开发者ID:ErwinJunge,项目名称:unknown-horizons,代码行数:6,代码来源:__init__.py

示例4: _init

# 需要导入模块: from horizons.world.units.weapon import Weapon [as 别名]
# 或者: from horizons.world.units.weapon.Weapon import load_attacks [as 别名]

#.........这里部分代码省略.........
					self.island_map[coords] = island

		# load world buildings (e.g. fish)
		for (building_worldid, building_typeid) in \
		    savegame_db("SELECT rowid, type FROM building WHERE location = ?", self.worldid):
			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 players
			# this has to be done here because otherwise the ships and other objects won't exist
			AIPlayer.load_abstract_buildings(self.session.db) # TODO: find a better place for this
			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, change_type, a, b):
			player1 = a.name
			player2 = b.name

			#check if status really changed, if so update status string
			if change_type == 'friend':
				status = 'friends'
			elif change_type == 'enemy':
				status = 'enemies'
			else:
				status = 'neutral'

			self.session.ingame_gui.message_widget.add(self.max_x/2, self.max_y/2, 'DIPLOMACY_STATUS_CHANGED',
				{'player1' : player1, 'player2' : player2, 'status' : status})

		self.diplomacy.add_diplomacy_status_changed_listener(notify_change)

		self.inited = True
		"""TUTORIAL:
开发者ID:mihaibivol,项目名称:unknown-horizons,代码行数:104,代码来源:__init__.py


注:本文中的horizons.world.units.weapon.Weapon.load_attacks方法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。