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()
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()
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()
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()
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
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)
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 = ''
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]]
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()
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)