def doHolyCitySeekAndDestroy(pUnit, pCity): if pUnit.getX() != pCity.getX() or pUnit.getY() != pCity.getY(): pUnit.getGroup().pushMission(MissionTypes.MISSION_MOVE_TO, pCity.getX(), pCity.getY(), 0, False, True, MissionAITypes.NO_MISSIONAI, pUnit.plot(), pUnit) else: BasicInquisitionGameUtils.doInquisitorPersecution(pCity, pUnit)
def onModNetMessage(self, argsList): iData1, iData2, iData3, iData4, iData5 = argsList iMessageID = iData1 # Launch Inquisition! if (iMessageID == 665): iPlotX = iData2 iPlotY = iData3 iOwner = iData4 iUnitID = iData5 pPlot = CyMap().plot(iPlotX, iPlotY) pCity = pPlot.getPlotCity() pPlayer = gc.getPlayer(iOwner) pUnit = pPlayer.getUnit(iUnitID) #BugUtil.alert("Inquisition Alert") BasicInquisitionGameUtils.doInquisitorPersecution(pCity, pUnit)
def onModNetMessage(self, argsList): iData1, iData2, iData3, iData4, iData5 = argsList iMessageID = iData1 # Launch Inquisition! if (iMessageID == 665): iPlotX = iData2 iPlotY = iData3 iOwner = iData4 iUnitID = iData5 pPlot = CyMap( ).plot( iPlotX, iPlotY ) pCity = pPlot.getPlotCity( ) pPlayer = gc.getPlayer( iOwner ) pUnit = pPlayer.getUnit( iUnitID ) #BugUtil.alert("Inquisition Alert") BasicInquisitionGameUtils.doInquisitorPersecution( pCity, pUnit )
def doHolyCitySeekAndDestroy(pUnit, pCity ): if pUnit.getX( ) != pCity.getX( ) or pUnit.getY( ) != pCity.getY( ): pUnit.getGroup().pushMission(MissionTypes.MISSION_MOVE_TO, pCity.getX( ), pCity.getY( ), 0, False, True, MissionAITypes.NO_MISSIONAI, pUnit.plot(), pUnit) else: BasicInquisitionGameUtils.doInquisitorPersecution( pCity, pUnit )