本文整理匯總了Python中PlayerUtil.getPlayerTeamAndID方法的典型用法代碼示例。如果您正苦於以下問題:Python PlayerUtil.getPlayerTeamAndID方法的具體用法?Python PlayerUtil.getPlayerTeamAndID怎麽用?Python PlayerUtil.getPlayerTeamAndID使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類PlayerUtil
的用法示例。
在下文中一共展示了PlayerUtil.getPlayerTeamAndID方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: getKnownTrainableUnits
# 需要導入模塊: import PlayerUtil [as 別名]
# 或者: from PlayerUtil import getPlayerTeamAndID [as 別名]
def getKnownTrainableUnits(playerOrID, askingPlayerOrID, knowableUnits, bonuses, military=None):
player, team = PlayerUtil.getPlayerAndTeam(playerOrID)
askingPlayer = PlayerUtil.getPlayer(askingPlayerOrID)
eAskingTeam, askingTeam = PlayerUtil.getPlayerTeamAndID(askingPlayer)
# trade = player.canTradeNetworkWith(askingPlayer.getID())
cities = PlayerUtil.getPlayerCities(player, lambda city: city.isRevealed(eAskingTeam, False))
# separate units into two groups: yes and maybe
units = getTrainableUnits(playerOrID, knowableUnits, False, military)
yesUnits = set()
maybeUnits = set()
BugUtil.debug("-----------------------")
for eUnit in units:
if not canAnyCityBuildUnit(eUnit, cities, eAskingTeam, False):
BugUtil.debug(" no %s", gc.getUnitInfo(eUnit).getDescription())
elif hasBonusesForUnit(eUnit, bonuses):
BugUtil.debug(" yes %s", gc.getUnitInfo(eUnit).getDescription())
yesUnits.add(eUnit)
elif bonuses is None:
BugUtil.debug(" maybe %s", gc.getUnitInfo(eUnit).getDescription())
maybeUnits.add(eUnit)
return yesUnits, maybeUnits
示例2: getCanTrainUnits
# 需要導入模塊: import PlayerUtil [as 別名]
# 或者: from PlayerUtil import getPlayerTeamAndID [as 別名]
def getCanTrainUnits(playerOrID, askingPlayerOrID=None, military=None):
"""
Returns the set of all units the player can train.
Searches all of the player's cities to find which units can be trained.
If askingPlayerOrID is given, only cities they have seen are checked, and
only units whose prerequisite techs they know or can research are returned.
Also, if the two players' trade networks are not connected, units that
require resources to train are returned in a second set.
If military is provided, only military or civilian units are checked
depending on its value, True or False, respectively.
*** OBSOLETE ***
"""
player, team = PlayerUtil.getPlayerAndTeam(playerOrID)
askingPlayer = PlayerUtil.getPlayer(askingPlayerOrID)
if askingPlayer:
eAskingTeam, askingTeam = PlayerUtil.getPlayerTeamAndID(askingPlayer)
trade = player.canTradeNetworkWith(askingPlayer.getID())
civInfo = gc.getCivilizationInfo(player.getCivilizationType())
units = set()
maybeUnits = set()
for eClass in range(NUM_CLASSES):
eUnit = civInfo.getCivilizationUnits(eClass)
if eUnit == -1:
classInfo = gc.getUnitClassInfo(eClass)
BugUtil.debug("%s doesn't have %s", civInfo.getDescription(), classInfo.getDescription())
eUnit = classInfo.getDefaultUnitIndex()
unitInfo = gc.getUnitInfo(eUnit)
if unitInfo:
if ((military == True and unitInfo.getUnitCombatType() <= 0)
or (military == False and unitInfo.getUnitCombatType() > 0)):
BugUtil.debug("skipping (non-)military %s", unitInfo.getDescription())
continue
if askingPlayer:
for eTech in unitTechs[eUnit]:
if not (askingTeam.isHasTech(eTech) or askingPlayer.canResearch(eTech, False)):
BugUtil.debug("%s doesn't comprehend %s", askingPlayer.getName(), gc.getTechInfo(eTech).getDescription())
skip = True
break
else:
skip = False
if skip:
BugUtil.debug("skipping unknowable %s", unitInfo.getDescription())
continue
for city in PlayerUtil.playerCities(player):
if askingPlayer:
if not city.isRevealed(eAskingTeam, False):
continue
if city.canTrain(eUnit, False, not trade):
if eUnit in unitsWithBonuses:
maybeUnits.add(eUnit)
else:
units.add(eUnit)
break
else:
if city.canTrain(eUnit, False, False):
units.add(eUnit)
break
BugUtil.debug("%s can train:", player.getName())
for eUnit in units:
unitInfo = gc.getUnitInfo(eUnit)
BugUtil.debug(" %s", unitInfo.getDescription())
if askingPlayer:
BugUtil.debug("%s can maybe train:", player.getName())
for eUnit in maybeUnits:
unitInfo = gc.getUnitInfo(eUnit)
BugUtil.debug(" %s", unitInfo.getDescription())
return units, maybeUnits
else:
return units