def init(self, obj): IObject.init(self, obj) # obj.name = "" obj.owner = Const.OID_NONE obj.x = 0.0 obj.y = 0.0 obj.radius = 0.0 obj.centerWeight = 250.0 obj.systems = [] obj.startingPos = [] obj.numOfStartPos = 0 obj.timeEnabled = None # none instead of False, to know when first enablement is happening obj.timePaused = False # this is only used for player-initiated pause, prevents autoenablement obj.creationTurn = 0 obj.imperator = Const.OID_NONE obj.description = "" obj.scenario = Const.SCENARIO_NONE obj.scenarioData = IDataHolder() # electromagnetic radiation obj.emrLevel = 1.0 obj.emrTrend = 1.0 obj.emrTime = 0 # galaxy keeps track of it's own time as well (because of pauses) obj.galaxyTurn = 0
def init(self, obj): IObject.init(self, obj) obj.members = [] # obj.relations = {} obj.alliance = OID_NONE obj.defRelation = REL_NEUTRAL obj.relationsCache = {}
def init(self, obj): IObject.init(self, obj) obj.members = [] # obj.relations = {} obj.alliance = Const.OID_NONE obj.defRelation = Const.REL_NEUTRAL obj.relationsCache = {}
def init(self, obj): IObject.init(self, obj) # obj.login = u'' obj.fullName = u'' # obj.buoys = {} obj.alliedBuoys = {} obj.planets = [] obj.fleets = [] obj.techs = {} # techs and their sublevel obj.obsoleteTechs = set() obj.rsrchQueue = [] obj.sciPoints = 0 obj.effSciPoints = 0 obj.techLevel = 1 obj.shipDesigns = {} obj.race = "H" # race Bionic, Human, Cyborg # bonuses obj.prodEff = 1.0 obj.sciEff = 1.0 # obj.govPwr = 0 obj.govPwrCtrlRange = 1 # fleet support obj.fleetUpgradePool = 0.0 obj.fleetUpgradeInProgress = 0 # production obj.prodQueues = [[],[],[],[],[]] obj.prodIncreasePool = 0.0 # diplomacy obj.diplomacyRels = {} obj.defaultRelation = Rules.defaultRelation obj.voteFor = OID_NONE obj.governorOf = OID_NONE obj.governors = [] obj.alliance = OID_NONE obj.imperator = 0 # combat # anti-small, anti-medium, anti-large, shield generator obj.planetWeapons = [None, None, None, None, None] # obj.staticMap = {} obj.dynamicMap = {} obj.galaxies = [] obj.validSystems = [] # obj.stats = IDataHolder() obj.stats.type = T_STATS obj.timeEnabled = 0 obj.stratRes = {} obj.lastLogin = 0.0 # obj.shipRedirections = {} obj.buoys = {} # obj.clientStats = {}
def init(self, obj): IObject.init(self, obj) # obj.login = u'' obj.fullName = u'' # obj.buoys = {} obj.alliedBuoys = {} obj.planets = [] obj.fleets = [] obj.techs = {} # techs and their sublevel obj.rsrchQueue = [] obj.sciPoints = 0 obj.effSciPoints = 0 obj.techLevel = 1 obj.shipDesigns = {} obj.race = "H" # race Bionic, Human, Cyborg # bonuses obj.prodEff = 1.0 obj.sciEff = 1.0 # obj.govPwr = 0 obj.govPwrCtrlRange = 1 # fleet support obj.fleetUpgradePool = 0.0 obj.fleetUpgradeInProgress = 0 # production obj.prodIncreasePool = 0.0 # diplomacy obj.diplomacyRels = {} obj.defaultRelation = Rules.defaultRelation obj.voteFor = OID_NONE obj.governorOf = OID_NONE obj.governors = [] obj.alliance = OID_NONE obj.imperator = 0 # combat # anti-small, anti-medium, anti-large, shield generator obj.planetWeapons = [None, None, None, None, None] # obj.staticMap = {} obj.dynamicMap = {} obj.galaxies = [] obj.validSystems = [] # obj.stats = IDataHolder() obj.stats.type = T_STATS obj.timeEnabled = 0 obj.stratRes = {} obj.lastLogin = 0.0 # obj.shipRedirections = {} obj.buoys = {} # obj.clientStats = {}
def init(self, obj): IObject.init(self, obj) # obj.name = "Outer Space" obj.turn = 0 obj.owner = OID_ADMIN obj.galaxies = [] obj.players = [] # auto loading of galaxies obj.galX = 0.0 obj.galY = 0.0 obj.galXStep = 100.0 obj.galYStep = 100.0 obj.galFilename = '' obj.galID = ''
def init(self, obj): IObject.init(self, obj) # obj.x = 0.0 obj.y = 0.0 obj.planets = [] obj.fleets = [] obj.closeFleets = [] obj.starClass = u'---' # Star clasification obj.signature = 100 # renaming obj.lastNameChng = 0 # combat obj.combatCounter = 0 # system wide data obj.scannerPwrs = {} # mine field obj.minefield = {} # for every owner (key) list of minefield (triplet) exists (mine_id, amount, last_deployed)
def init(self, obj): IObject.init(self, obj) # obj.x = 0.0 obj.y = 0.0 obj.radius = 0.0 obj.centerWeight = 250.0 obj.systems = [] obj.startingPos = [] obj.numOfStartPos = 0 obj.timeEnabled = 0 # TODO change to 0 obj.timeStopped = 0 obj.creationTime = 0.0 obj.imperator = OID_NONE obj.description = "" # electromagnetic radiation obj.emrLevel = 1.0 obj.emrTrend = 1.0 obj.emrTime = 0
def init(self, obj): IObject.init(self, obj) # obj.x = 0.0 obj.y = 0.0 obj.planets = [] obj.fleets = [] obj.closeFleets = [] obj.starClass = u'---' # Star clasification obj.signature = 100 # rotation #~ obj.dist = 0.0 #~ obj.dAngle = 0.0 #~ obj.sAngle = 0.0 # renaming obj.lastNameChng = 0 # combat obj.combatCounter = 0 # system wide data obj.scannerPwrs = {} # mine field obj.minefield = {}
def init(self, obj): IObject.init(self, obj) # obj.x = 0.0 obj.y = 0.0 obj.oldX = 0.0 obj.oldY = 0.0 obj.orbiting = OID_NONE obj.closeSystem = OID_NONE obj.speed = 0.0 obj.maxSpeed = 0.0 obj.signature = 0 obj.eta = 0.0 obj.target = OID_NONE # obj.operEn = 0 obj.storEn = 0 obj.maxEn = 0 obj.operProd = 0.0 obj.ships = [] # action obj.actions = [] obj.actionIndex = 0 obj.actionWaitCounter = 1 # obj.speedBoost = 1.0 obj.combatPwr = 0 obj.isMilitary = 0 obj.scannerPwr = 0 obj.origScannerPwr = 0 obj.scannerOn = True obj.combatExp = 0 obj.combatCounter = 0 obj.combatRetreatWait = 0 obj.lastUpgrade = 0 # obj.customname = None obj.allowmerge = 1 #states: 0: no merge; 1: normal merging; 2: fleets can merge with this fleet, but this fleet cannot merge with others
def init(self, obj): IObject.init(self, obj) # obj.x = 0.0 obj.y = 0.0 obj.plDiameter = 0 obj.plType = u'-' obj.plMin = 0 obj.plBio = 0 obj.plEn = 0 obj.plEnv = 0 obj.plSlots = 0 obj.plMaxSlots = 0 obj.plStratRes = 0 obj.plDisease = 0 obj.plStarting = 0 obj.orbit = 0 obj.storPop = 0 obj.slots = [] # storage obj.storBio = 0 obj.storEn = 0 obj.minBio = Rules.colonyMinBio obj.minEn = Rules.colonyMinEn obj.maxBio = 0 obj.maxEn = 0 # changes/prod obj.prodQueue = [] obj.changeBio = 0 obj.changeEn = 0 obj.changePop = 0 obj.changeEnv = 0 obj.prodProd = 0 obj.effProdProd = 0 obj.prodSci = 0 obj.effProdSci = 0 obj.unemployedPop = 0 # eating / housing obj.popEatBio = 10 obj.popEatEn = 0 obj.maxPop = 0 # extra goodies obj.solarmod = 0 obj.scannerPwr = 0 obj.signature = 75 obj.autoMinStor = 1 obj.morale = Rules.maxMorale obj.changeMorale = 0.0 obj.moraleTrgt = 0.0 obj.revoltLen = 0 obj.combatExp = 0 obj.isMilitary = 0 obj.refuelMax = 0 obj.refuelInc = 0 obj.repairShip = 0.0 obj.upgradeShip = 0.0 obj.trainShipInc = 0 obj.trainShipMax = 0 obj.fleetSpeedBoost = 1.0 obj.ownerSince = 0 obj.shield = 0 #current planetary shield level obj.maxShield = 0 #structural max sheild (best structure method) obj.prevShield = 0 #previous turn's shield level (for client growth calculation)
def getPublicInfo(self, tran, obj): result = IObject.getPublicInfo(self, tran, obj) result.type = obj.type result.name = obj.name return result