Example #1
0
	def __init__(self, eventManager):

                self.EventKeyDown=6

                # initialize base class
                eventManager.addEventHandler("GameStart", self.onGameStart) #Stability
                eventManager.addEventHandler("BeginGameTurn", self.onBeginGameTurn) #Stability
                eventManager.addEventHandler("cityAcquired", self.onCityAcquired) #Stability
                eventManager.addEventHandler("cityRazed", self.onCityRazed) #Stability
                eventManager.addEventHandler("cityBuilt", self.onCityBuilt) #Stability
                eventManager.addEventHandler("combatResult", self.onCombatResult) #Stability
                eventManager.addEventHandler("changeWar", self.onChangeWar)
                eventManager.addEventHandler("religionFounded",self.onReligionFounded) #Victory
                eventManager.addEventHandler("buildingBuilt",self.onBuildingBuilt) #Victory
                eventManager.addEventHandler("projectBuilt",self.onProjectBuilt) #Victory
                eventManager.addEventHandler("BeginPlayerTurn", self.onBeginPlayerTurn)
                eventManager.addEventHandler("kbdEvent",self.onKbdEvent)
                eventManager.addEventHandler("OnLoad",self.onLoadGame) #edead: StoredData
                eventManager.addEventHandler("techAcquired",self.onTechAcquired) #Stability
                eventManager.addEventHandler("religionSpread",self.onReligionSpread) #Stability
                eventManager.addEventHandler("firstContact",self.onFirstContact)
                eventManager.addEventHandler("OnPreSave",self.onPreSave) #edead: StoredData
		eventManager.addEventHandler("vassalState", self.onVassalState)
		eventManager.addEventHandler("revolution", self.onRevolution)
		eventManager.addEventHandler("cityGrowth", self.onCityGrowth)
		eventManager.addEventHandler("unitPillage", self.onUnitPillage)
		eventManager.addEventHandler("cityCaptureGold", self.onCityCaptureGold)
		eventManager.addEventHandler("playerGoldTrade", self.onPlayerGoldTrade)
		eventManager.addEventHandler("tradeMission", self.onTradeMission)
		eventManager.addEventHandler("playerSlaveTrade", self.onPlayerSlaveTrade)
		eventManager.addEventHandler("playerChangeStateReligion", self.onPlayerChangeStateReligion)
		                
		#Leoreth
		eventManager.addEventHandler("greatPersonBorn", self.onGreatPersonBorn)
		eventManager.addEventHandler("unitCreated", self.onUnitCreated)
		eventManager.addEventHandler("unitBuilt", self.onUnitBuilt)
		eventManager.addEventHandler("plotFeatureRemoved", self.onPlotFeatureRemoved)
		eventManager.addEventHandler("goldenAge", self.onGoldenAge)
		eventManager.addEventHandler("releasedPlayer", self.onReleasedPlayer)
		eventManager.addEventHandler("cityAcquiredAndKept", self.onCityAcquiredAndKept)
		eventManager.addEventHandler("blockade", self.onBlockade)
		eventManager.addEventHandler("peaceBrokered", self.onPeaceBrokered)
               
                self.eventManager = eventManager

                self.rnf = RiseAndFall.RiseAndFall()
                self.barb = Barbs.Barbs()
                self.rel = Religions.Religions()
                self.res = Resources.Resources()
                self.up = UniquePowers.UniquePowers()
                self.aiw = AIWars.AIWars()
                self.pla = Plague.Plague()
                self.com = Communications.Communications()
                self.corp = Companies.Companies()

		self.dc = DynamicCivs.DynamicCivs()
Example #2
0
    def __init__(self, eventManager):

        self.lastRegionID = -1
        self.bStabilityOverlay = False
        self.EventKeyDown = 6
        self.EventKeyUp = 7
        self.eventManager = eventManager

        # initialize base class
        eventManager.addEventHandler("GameStart", self.onGameStart)
        eventManager.addEventHandler("OnLoad", self.onLoadGame)
        eventManager.addEventHandler("OnPreSave", self.onPreSave)
        eventManager.addEventHandler("BeginGameTurn", self.onBeginGameTurn)
        eventManager.addEventHandler("EndGameTurn", self.onEndGameTurn)
        eventManager.addEventHandler("BeginPlayerTurn", self.onBeginPlayerTurn)
        eventManager.addEventHandler("EndPlayerTurn", self.onEndPlayerTurn)
        eventManager.addEventHandler("firstContact", self.onFirstContact)
        eventManager.addEventHandler("cityAcquired", self.onCityAcquired)
        eventManager.addEventHandler("goldenAge", self.onGoldenAge)  # srpt
        eventManager.addEventHandler("corporationSpread",
                                     self.onCorporationSpread)  # srpt
        eventManager.addEventHandler("cityAcquiredAndKept",
                                     self.onCityAcquiredAndKept)
        eventManager.addEventHandler("cityRazed", self.onCityRazed)
        eventManager.addEventHandler("cityBuilt", self.onCityBuilt)
        eventManager.addEventHandler("combatResult", self.onCombatResult)
        eventManager.addEventHandler("buildingBuilt", self.onBuildingBuilt)
        eventManager.addEventHandler("projectBuilt", self.onProjectBuilt)
        eventManager.addEventHandler("techAcquired", self.onTechAcquired)
        eventManager.addEventHandler("religionSpread", self.onReligionSpread)
        eventManager.addEventHandler("unitSpreadReligionAttempt",
                                     self.onUnitSpreadReligionAttempt)
        eventManager.addEventHandler("playerChangeStateReligion",
                                     self.onPlayerChangeStateReligion)
        eventManager.addEventHandler("vassalState", self.onVassalState)
        eventManager.addEventHandler("changeWar", self.onChangeWar)
        eventManager.addEventHandler("unitBuilt", self.onUnitBuilt)
        eventManager.addEventHandler("revolution", self.onRevolution)
        eventManager.addEventHandler("setPlayerAlive", self.onSetPlayerAlive)
        eventManager.addEventHandler("greatPersonBorn", self.onGreatPersonBorn)
        eventManager.addEventHandler("kbdEvent", self.onKbdEvent)

        self.rnf = RiseAndFall.RiseAndFall()
        self.cnm = CityNameManager.CityNameManager()
        self.res = Resources.Resources()
        self.rel = Religions.Religions()
        self.barb = Barbs.Barbs()
        self.aiw = AIWars.AIWars()
        self.vic = Victory.Victory()
        #self.pla = Plague.Plague()
        self.com = Communications.Communications()
        self.dc = DynamicCivs.DynamicCivs()
        self.corp = Companies.Companies()
        self.rfccwaiw = RFCCWAIWars.RFCCWAIWars()
Example #3
0
 def __init__(self,
              resources=Resources.Resources(),
              size=(512, 512),
              world=None,
              color=(0, 0, 0, 0)):
     self.size = size
     self.layers = []
     self.resources = resources
     self.world = world
     self.mask = pygame.Surface([size[0], size[1]], pygame.SRCALPHA,
                                32).convert_alpha()
     self.mask.fill(color)
     self.original = self.mask.copy()
     self.haveLight = False
     self.navMesh = NavMesh.NavMesh()
Example #4
0
def start(player1: Player.Player, player2: Player.Player):
    global screen
    pygame.init()
    pygame.display.set_caption("ShootingFight")
    screen = pygame.display.set_mode((Width, Height))

    global resource
    resource = Resources.Resources()
    global Bullets
    global UFOs
    global Aliens

    Bullets = []
    UFOs = []
    Aliens = []
    player1.Reset()
    player2.Reset()
Example #5
0
 def __init__ (self):
     self.fullscreen = True
     self.ToggleFullScreen()
     Game.setInstance(self)
     self.INIT = True
     pygame.init()
     self.resources = Resources.Resources() 
     
     pygame.display.set_caption(self.GAMENAME)
     #pygame.display.toggle_fullscreen()
     
     if not hasattr(self, 'World'):
         self.world = World.World(self, self.RESOLUTION, Vector2.Vector2(0, 0))
         
     self.fps = 0
     self.fps_time = 0
     self.delta = 0
Example #6
0
def checkturn(iGameTurn):
    # 阿根廷出生前1回合,设置马岛,并将马岛设置为阿根廷的UHV
    if iGameTurn == getTurnForYear(1805): #1805
        tPlot=(41,6)
        iPlayer=iEngland
        iBestInfantry = utils.getBestInfantry(iPlayer)
        gc.getMap().plot(tPlot[0], tPlot[1]).setPlotType(PlotTypes.PLOT_HILLS, True, True)
        Resources.Resources().createResource(41, 7, iFish)
        foundCity(iEngland,tPlot,"Falkland",3)
        #utils.makeUnitAI(iSettler, iEngland, tPlot, UnitAITypes.UNITAI_ATTACK_CITY, 1)
        utils.makeUnitAI(iBestInfantry, iEngland, tPlot, UnitAITypes.UNITAI_ATTACK_CITY, 1+gc.getGame().getHandicapType())
        pass
        #self.createResource(88, 37, iHorse)
    if iGameTurn == getTurnForYear(1870): #1805
        if(utils.getHumanID()==iArgentina):
            if(gc.getPlayer(iBrazil).isAlive() and gc.getPlayer(iArgentina).isAlive()):
                pass
                #declareWar(iBrazil,iArgentina)
Example #7
0
 def __init__(self, type_map, name):
     pygame.init()
     if type_map < 3:
         self.empty_map(type_map)
     else:
         self.load_file(name)
     self.type = 0
     self.resources = Resources()
     self.graphical_logic = Graphical_logic()
     self.w_event = Events()
     self.minimap_x = 0
     self.minimap_y = 0
     self.count = 0
     self.days = 0
     self.cell_type = 0
     self.fraction = 0
     self.stage = 0
     self.save_load_name = ''
Example #8
0
 def __init__(self,map_name):
     pygame.init()
     self.core = Core()
     self.mode = Event_Handler()
     self.file = 'ingame_temp'#заміна self.file в Core.py
     #self.map_type - треба замінити в Core.py
     #self.x_coord_start self.x_coord_end - замінити в Core.py
     self.battle = Battle('1')
     self.resources = Resources()
     self.graphical_logic = Graphical_logic()
     self.w_event = Events()
     self.minimap_x =0
     self.minimap_y =0
     self.count = 0
     self.days = 0
     self.fraction = 1 # першими ходять червоні
     self.map_name = map_name
     self.stage = 0
     self.save_load_name = ''
     self.fractions = [[1, 1, 0, 0, 3, 1],[2, 1, 0, 0, 0, 0]]
Example #9
0
    def __init__(self):      
        
        self.__window__()
        
        self.assets = Resources(ENTITIES, PROJECTILES, GUI).pack
        
        self.isPressed = False
       
        self.entities = pygame.sprite.Group()
        self.projectiles = pygame.sprite.Group()
        self.blocks = pygame.sprite.Group()

        self.player = EntityPlayer(self)
        
        self.loadgame()
            
        self.gen_world(self.current_level)      

        self.timer = pygame.time.Clock()
        
        self.draw_screen()
Example #10
0
    def __init__(self,
                 speaker,
                 language,
                 configuration,
                 run_mode,
                 DIRS,
                 clear_old_data=False,
                 max_cores=None):

        self.speaker = speaker
        self.language = language
        self.configuration = configuration
        self.run_mode = run_mode
        self.clear_old_data = clear_old_data

        # Using all available CPU cores unless defined otherwise
        if max_cores is not None and max_cores.isdigit():
            self.max_cores = int(max_cores)
        else:
            self.max_cores = multiprocessing.cpu_count()

        # ANT: moved most things to Resources object
        self.res = Resources(speaker=speaker,
                             language=language,
                             configuration=configuration,
                             DIRS=DIRS)

        self.recipe_file = os.path.join(DIRS['CONFIG'], configuration + '.cfg')

        train_dir = self.res.path[c.TRAIN]
        voice_dir = self.res.path[c.VOICE]
        train_proc = os.path.join(train_dir, const.PROCESSOR)

        print train_dir
        print voice_dir

        if not os.path.isdir(train_proc):
            os.makedirs(train_proc)

        ## Setting this to true stores a version of XML for synthesised utterances after each
        ## processor is applied, and also a graphic in PDF format:
        self.make_archive = False

        ## voice_config_file will exist after a voice has been trained and saved:
        self.voice_config_file = os.path.join(voice_dir, fname.VOICE_CONF)

        ## Does a trained config already exist for this voice? Treat as trained if so:-
        if os.path.isfile(self.voice_config_file) and not clear_old_data:
            self.trained = self.res.voice_trained = True
        else:
            self.trained = self.res.voice_trained = False

        if self.run_mode == 'runtime':
            if not self.trained:
                sys.exit(
                    'No voice of specified configuration exists to synthesise from'
                )

        if self.trained:
            load_from_file = self.voice_config_file
        else:
            assert os.path.isfile(
                self.recipe_file
            ), "Recipe file %s must exist to train a voice from scratch for requested configuration" % (
                self.recipe_file)
            load_from_file = self.recipe_file

        print 'try loading config from python...'
        print load_from_file

        self.config = {}
        execfile(load_from_file, self.config)
        del self.config['__builtins__']
        print self.config
        # main_work(config)

        print self.run_mode
        ## Check run mode is ok (TODO: assert run_mode isn't "train" if self.trained?):
        if not self.run_mode or not self.config.has_key(self.run_mode +
                                                        '_stages'):
            print "ERROR: called with mode '%s', but '%s_stages' is not defined in the config file." % (
                self.run_mode, self.run_mode)
            sys.exit(1)

    #     ## Actually load config:
    #     print "Load voice from %s ..."%(load_from_file)
    #     try:
    #         self.config = ConfigObj(load_from_file, encoding='UTF8', interpolation="Template")
    #     except (ConfigObjError, IOError), e:
    #         sys.exit('Could not read "%s": %s' % (load_from_file, e))

    #     ### -------- load processors ------------

    #     self.processors = []
    #     self.config[self.run_mode].walk(self._load_item, call_on_sections=False)

    # # recursively traverse configuration recipe to load processors of current mode
    # #
    # def _load_item(self, section, key):
    #     if key=="stages":
    #         if isinstance(section[key], list):
    #             for stage in section[key]:
    #                 self.config[stage].walk(self._load_item, call_on_sections=False)
    #         else: self.config[section[key]].walk(self._load_item, call_on_sections=False)

    #     elif key=="processors":
    #         if isinstance(section[key], list):
    #             for proc_name in section[key]:
    #                self.load_processor(proc_name)
    #         else: self.load_processor(section[key])

    #     elif key=="resources":
    #         if isinstance(section[key], list):
    #             for resource_name in section[key]:
    #                 self.load_resource(resource_name)
    #         else: self.load_resource(section[key])

    # def load_processor(self, proc_name):  ## , model=False):
    #     """
    #     Check processor exists and can be loaded. If all OK, add to end of self.processors
    #     """
    #     print "    *** voice loading processor %s ***"%(proc_name)

    #     assert proc_name in self.config,'%s doesn\'t have proc_name in config'%proc_name
    #     processor_config = ConfigObj()
    #     processor_config.update(self.config[proc_name])

### --------------------------------------------------------------------------------
### OSW: I previously removed the possibility of naming a processor after its class
### and having it use default configs, but this should be reinstated...
### --------------------------------------------------------------------------------
### Don't allow proc name to be the name of its class: want to keep
### the style consistent, but consistently using class name as processor name
### means we can not have 2 processors of the same class in the pipeline.
### An example of this is a decision tree for pauses and prominence, or
### a VSM for letters and words.
#         if not isinstance(processor_config, basestring):
#             if not 'object_class' in processor_config:
#                 if not '.' in proc_name:
#                     oclas = proc_name + '.' + proc_name
#                 else: oclas = proc_name
#
#                 processor_config['object_class'] = oclas
### --------------------------------------------------------------------------------

# class_string = processor_config['class']

# ## Need to get from string to class name, and import class definition:
# ClassName = dynamic_load_object(class_string)  ## , model=model)

# ## TODO: Is there a better way to do this? One might be a mapping like:
# ## mapping = {'NaiveTokeniser.NaiveTokeniser': NaiveTokeniser.NaiveTokeniser}

# processor = ClassName(proc_name, processor_config, self.res) #, self.shared_models)

        self.processors = []

        for stage in self.config[self.run_mode + '_stages']:
            #print [stage]
            #if stage not in self.config:
            #    sys.exit('Stage "%s" not defined in config file'%(stage))
            self.processors.extend(stage)

        ## Fix a few other things -- where is the right place to do this?
        seen_names = []
        for processor in self.processors:
            if not hasattr(processor, "language"):
                processor.language = self.language  ## osw TODO: Right place to set this?
            if self.clear_old_data:
                # make sure it's not marked as trained
                processor.trained = False
            if processor.processor_name in seen_names:
                sys.exit(
                    'Configuration contains multiple processors with name: "%s"'
                    % (processor.processor_name))
            seen_names.append(processor.processor_name)

            processor.verify(self.res)