Example #1
0
 def SpawnShips(self):
     debug.info("spawning\n %s" % (debug.pp(self.names)))
     playa = VS.getPlayer()
     if (playa):
         for n in self.names:
             if (len(n) > 0):
                 self.winglist += [self.SpawnShip(playa, n)]
Example #2
0
    def on_item_dropped(self, url):
        """
        triggered when an item is dropped in the qsteelwidget.
        """
        print 'Weld.on_item_dropped:', url
        #make sure all struct are present
        if not (self.project and self.project.level):
            print >> sys.stderr, 'it\'s too early to drop stuff: '\
            'create a project and a level first !'
            return

        #retrieve data if it comes from weld
        if url in self.resMan:
            props = self.resMan.file_props(url)
            if props is None:
                print >> sys.stderr, curr_f(), ': url(\'%s\') in self.resMan '\
                    'but can\'t retrieve props.' % (url)
                return
            props = self.project.level.resMan.add_resource(
                self.resMan.base_path, props)
            url = props['url']
            if props == {} or url not in self.project.level.resMan:
                print >> sys.stderr, curr_f(), 'could not retrieve file and/or '\
                    'dependencies for props:', pp(props)
                return

        #instanciate it
        if url in self.project.level.resMan:
            props = self.project.level.resMan.file_props(url)
            dtp = self.project.level.qsteelwidget.dropTargetPosition(
                Config.instance().drop_target_vec)
            props['position'] = dtp
            props[
                'rotation'] = self.project.level.qsteelwidget.dropTargetRotation(
                )
            if props['resource_type'] == 'meshes':
                props['meshName'] = props['name']
                self.project.level.instanciate(props)
                s = 'dropped agent \'%s\' with id %i' % (props['name'],
                                                         props['agentId'])
                print s
                Ui.instance().show_status(s)
            else:
                Ui.instance().show_status('can only drop meshes so far')
Example #3
0
    def add_resource(self, srcpath, props):
        """
        Retrieve into base_path the file descripted by the given props, as well
        as each file it may depends on, according to these rules:
        - <filename>.mesh files depend on <filename>.material

        Returns the full url to the new resource, if any.
        Also, it makes sure all needed resource are available in ogre (if props
        are valid).
        """

        if props['ext'] not in Config.instance().res_dep:
            print curr_f(
            ), ': no recorded dependencies for extension \'%s\'.' % props['ext']
            return

        #counts the number of dependencies retrieved
        cnt = 0
        for ext in Config.instance().res_dep[props['ext']]:
            dir = Config.instance().resource_ext_to_dirs[ext]

            filename = props['name'] + '.' + ext
            src = os.path.join(srcpath, dir, filename)
            dst = os.path.join(self.base_path, dir, filename)

            if self.retrieve_resource(src, dst):
                cnt += 1
            else:
                print >> sys.stderr, 'could not retrieve dependency \'%s\' for props' % ext, props

        #did we retrieve as many dependencies as needed ?
        if cnt == len(Config.instance().res_dep[props['ext']]):
            new_props = dict(props)
            new_props['url'] = 'file://' + os.path.join(
                self.base_path,
                Config.instance().resource_ext_to_dirs[props['ext']],
                props['name'] + '.' + props['ext'])
            return new_props
        print >> sys.stderr, curr_f(
        ), ': could not retrieve all dependencies for props:', pp(props)
        return {}
Example #4
0
 def instanciate(self, props, already_in=False):
     """
     Make Steel instanciate an object according to the given props.
     If already_in is set to False (default), the object is saved for reload.
     """
     print '<Level \'%s\'>.instanciate():\n%s' % (self.name, pp(props))
     if props['resource_type'] == 'meshes':
         self.resMan.inc_refcount(props)
         modelId = self.qsteelwidget.createOgreModel(
             props['meshName'] + '.' + props['ext'], props['position'],
             props['rotation'], not already_in)
         print 'modelId: %(modelId)i' % locals()
         agentId = self.qsteelwidget.createAgent()
         print 'agentId: %(agentId)i' % locals()
         r = self.qsteelwidget.linkAgentToOgreModel(agentId, modelId)
         print 'could link: %s' % r
         props['agentId'] = agentId
         if not already_in:
             self.agents.append(dict(props))
     else:
         print >> sys.__stderr__, 'Level.instanciate(): unknown resource type'
Example #5
0
File: weld.py Project: onze/Weld
    def on_item_dropped(self, url):
        """
        triggered when an item is dropped in the qsteelwidget.
        """
        print 'Weld.on_item_dropped:', url
        #make sure all struct are present
        if not(self.project and self.project.level):
            print >> sys.stderr, 'it\'s too early to drop stuff: '\
            'create a project and a level first !'
            return

        #retrieve data if it comes from weld
        if url in self.resMan:
            props = self.resMan.file_props(url)
            if props is None:
                print >> sys.stderr, curr_f(), ': url(\'%s\') in self.resMan '\
                    'but can\'t retrieve props.' % (url)
                return
            props = self.project.level.resMan.add_resource(self.resMan.base_path,
                                                           props)
            url = props['url']
            if props == {} or url not in self.project.level.resMan:
                print >> sys.stderr, curr_f(), 'could not retrieve file and/or '\
                    'dependencies for props:', pp(props)
                return

        #instanciate it
        if url in self.project.level.resMan:
            props = self.project.level.resMan.file_props(url)
            dtp = self.project.level.qsteelwidget.dropTargetPosition(Config.instance().drop_target_vec)
            props['position'] = dtp
            props['rotation'] = self.project.level.qsteelwidget.dropTargetRotation()
            if props['resource_type'] == 'meshes':
                props['meshName'] = props['name']
                self.project.level.instanciate(props)
                s = 'dropped agent \'%s\' with id %i' % (props['name'], props['agentId'])
                print s
                Ui.instance().show_status(s)
            else:
                Ui.instance().show_status('can only drop meshes so far')
Example #6
0
File: level.py Project: onze/Weld
 def instanciate(self, props, already_in=False):
     """
     Make Steel instanciate an object according to the given props.
     If already_in is set to False (default), the object is saved for reload.
     """
     print '<Level \'%s\'>.instanciate():\n%s' % (self.name, pp(props))
     if props['resource_type'] == 'meshes':
         self.resMan.inc_refcount(props)
         modelId = self.qsteelwidget.createOgreModel(props['meshName'] + '.' + props['ext'],
                                                     props['position'],
                                                     props['rotation'],
                                                     not already_in)
         print 'modelId: %(modelId)i' % locals()
         agentId = self.qsteelwidget.createAgent()
         print 'agentId: %(agentId)i' % locals()
         r = self.qsteelwidget.linkAgentToOgreModel(agentId, modelId)
         print 'could link: %s' % r
         props['agentId'] = agentId
         if not already_in:
             self.agents.append(dict(props))
     else:
         print >> sys.__stderr__, 'Level.instanciate(): unknown resource type'
Example #7
0
 def drawobjs(self):
     debug.debug("len buttons: %d" % (len(self.buttons)))
     debug.debug("num missions: %d" % (self.guild.nummissions))
     debug.debug("button list:\n %s" % (debug.pp(self.buttons)))
     for m in range(min(len(self.buttons), self.guild.nummissions)):
         debug.debug("draw button: %s" % (self.buttons[m].drawobjs()))
Example #8
0
def contractMissionsFor(fac,baseship,minsysaway,maxsysaway):
    global totalMissionNumber
    global insysMissionNumber
    totalMissionNumber=0
    insysMissionNumber=0
    facnum=faction_ships.factionToInt(fac)
    enemies = list(faction_ships.enemies[facnum])
    script=''
    cursystem = VS.getSystemFile()
    thisfaction = VS.GetGalaxyFaction (cursystem)
    preferredfaction=None
    if (VS.GetRelation (fac,thisfaction)>=0):
        preferredfaction=thisfaction  #try to stay in this territory
    l=[]
    num_wingmen=2
    num_rescue=2
    num_defend=1
    num_idefend=2
    num_bounty=1
    num_ibounty=1
    num_patrol=1
    num_ipatrol=1
    num_escort=1
    num_iescort=1
    mincount=2
    for i in range (minsysaway,maxsysaway+1):
        for j in getSystemsNAway(cursystem,i,preferredfaction):
            if (i<2 and num_rescue>0):
                if j[-1] in dynamic_battle.rescuelist:
                    generateRescueMission(j,dynamic_battle.rescuelist[j[-1]])
                    if checkCreatedMission():
                        num_rescue-=1
#            if (0 and i==0):
#                generateRescueMission(j,("confed","Shadow","pirates"))
            l = dynamic_battle.BattlesInSystem(j[-1])
            nodefend=1
            for k in l:
                if (VS.GetRelation(fac,k[1][1])>=0):
                    if ((j[-1]==VS.getSystemFile() and num_idefend<=0) or (j[-1]!=VS.getSystemFile() and num_defend<=0)):
                        mungeFixerPct()
                        debug.debug("Munged")
                    else:
                        nodefend=0
                    generateDefendMission(j,k[1][0],k[1][1],k[0][0],k[0][1])
                    restoreFixerPct()
                    if checkInsysNum():
                        num_idefend-=1
                    if checkMissionNum():
                        num_defend-=1
                    debug.debug("Generated defendX with insys at: "+str(num_idefend)+" and outsys at "+str (num_defend))
            (m,nummerchant,numthisfac)=GetFactionToDefend(thisfaction, fac, j[-1])

            if preferredfaction:
                for kk in faction_ships.enemies[faction_ships.factiondict[thisfaction]]:
                    k=faction_ships.intToFaction(kk)
                    for mm in fg_util.FGsInSystem(k,j[-1]):
                        if (i==0 or vsrandom.randrange(0,4)==0):#fixme betterthan 4
                            if nodefend and len(m) and vsrandom.random()<.4:
                                if 1:#for i in range(vsrandom.randrange(1,3)):
                                    insys=(j[-1]==VS.getSystemFile())
                                    if (insys and num_idefend<=0):
                                        mungeFixerPct()
                                    elif (num_defend<=0 and not insys):
                                        mungeFixerPct()
                                    rnd=vsrandom.randrange(0,len(m))
                                    def_fg=m[rnd]
                                    def_fac = "merchant"
                                    if rnd>=nummerchant:
                                        def_fac= thisfaction
                                    if rnd>=numthisfac:
                                        def_fac = fac
                                    generateDefendMission(j,def_fg,def_fac,mm,k)
                                    restoreFixerPct()
                                    if checkInsysNum():
                                        num_idefend-=1
                                    if checkMissionNum():
                                        num_defend-=1
                                    debug.debug("Generated defendY with insys at: "+str(num_idefend)+" and outsys at "+str (num_defend))
                                nodefend=0
                            elif ((i==0 or vsrandom.random()<.5)):
                                if ((j[-1]==VS.getSystemFile() and num_ibounty<=0) or (j[-1]!=VS.getSystemFile() and num_bounty<=0)):
                                   mungeFixerPct()
                                generateBountyMission(j,mm,k)
                                restoreFixerPct()
                                if checkInsysNum():
                                    debug.debug(" decrementing INSYS bounty to "+str(num_ibounty))
                                    num_ibounty-=1
                                if checkMissionNum():
                                    debug.debug(" decrementing bounty to "+str(num_bounty))
                                    num_bounty-=1
            #
            mincount=-2
            if i==0:
                mincount=1
            for k in range(vsrandom.randrange(mincount,4)): ###FIXME: choose a better number than 4.
                if k<0:
                    k=0
                rnd=vsrandom.random()
                if (rnd<.15):    # 15% - nothing
                    pass
                if (rnd<.5 or i==0):    # 35% - Patrol Mission
                    if ((j[-1]==VS.getSystemFile() and num_ipatrol<=0) or (j[-1]!=VS.getSystemFile() and num_patrol<=0)):
                        mungeFixerPct()
                    if (vsrandom.randrange(0,2) or j[-1] in faction_ships.fortress_systems):
                        generatePatrolMission(j,vsrandom.randrange(4,10))
                    else:
                        generateCleansweepMission(j,vsrandom.randrange(4,10),faction_ships.get_enemy_of(fac))
                    restoreFixerPct()
                    if checkInsysNum():
                        num_ipatrol-=1
                    if checkMissionNum():
                        num_patrol-=1
                else:   # 50% - Cargo mission
                    numcargos=vsrandom.randrange(1,25)
                    playership=VS.getPlayer().getName()
                    try:
                        hold=int(VS.LookupUnitStat(playership,"privateer","Hold_Volume"))
                    except:
                        hold=10;
                    if hold<10:
                        hold=10;
                    if hold > 32000:
                        hold = 32000
                    numcargos=vsrandom.randrange(hold//5, hold//2)
                    if numcargos < 20:
                        numcargos=vsrandom.randrange(hold//2, hold)
                    category=''
                    if (rnd>.87 and fac!='confed' and fac != "ISO" and fac!="militia" and fac!="homeland-security" and fac!="kilrathi" and fac!="merchant"):
                        category='Contraband'
                    else:
                        for myiter in range (100):
                            carg=VS.getRandCargo(numcargos,category)
                            category=carg.GetCategory()
                            if (category[:9] != 'Fragments' and category[:10]!='Contraband' and category.find('upgrades')!=0 and (category.find('starships')!=0 or rnd>.999)):
                                break
                            if (myiter!=99):
                                category=''
                        if baseship:
                            faction=fac
                            name=baseship.getName()
                            if baseship.isPlanet():
                                faction="planets"
                                name=baseship.getFullname()
                            debug.info("TRADING")
                            debug.debug("getFullname(): %s, getName(): %s, faction: %s" % (baseship.getFullname(), baseship.getName(), faction))
                            exports=trading.getNoStarshipExports(name,faction,20)
                            debug.debug("exports:\n%s" % (debug.pp(exports)))
                            if (category.find("assengers")==-1 and len(exports)):
                                category=exports[vsrandom.randrange(0,len(exports))][0]
                    #debug.debug("CATEGORY OK "+category)
                    generateCargoMission(j,numcargos,category,fac)
                numescort = vsrandom.randrange(0,2)
                if (numescort>len(m)):
                    numescort=len(m)
                count=0
                for k in m:
                    if (i==0):
                        if vsrandom.random()<.92:
                            count+=1
                            continue
                    elif (vsrandom.random()<.97):
                        count+=1
                        continue
                    f = "merchant"
                    if count>=nummerchant:
                        f= thisfaction
                    if count>=numthisfac:
                        f = fac
                    if (vsrandom.random()<.25):
                        if (num_wingmen>0):
                            generateWingmanMission(k,f)
                            num_wingmen-=1
                    elif (i==0):
                        if (vsrandom.random()<.25):
                            if num_iescort<=0:
                                mungeFixerPct()
                            generateEscortLocal(j,k,f)
                            restoreFixerPct()
                            if checkCreatedMission():
                                num_iescort-=1
                    else:
                        if num_escort<=0:
                            mungeFixerPct()
                        generateEscortMission(j,k,f)
                        restoreFixerPct()
                        if checkCreatedMission():
                            num_escort-=1
                    count+=1
Example #9
0
 def __init__(self, categories, pr, qr, ships, planets):
     debug.info("surplus %f %f" % (pr, qr))
     debug.info(debug.pp(categories))
     universe.systemCargoDemand(categories, pr, qr, ships, planets)
Example #10
0
 def __init__(self, categories, pr, qr, ships, planets):
     debug.info("surplus %f %f" % (pr, qr))
     debug.info(debug.pp(categories))
     universe.systemCargoDemand(categories, pr, qr, ships, planets)
Example #11
0
def contractMissionsFor(fac, baseship, minsysaway, maxsysaway):
    global totalMissionNumber
    global insysMissionNumber
    totalMissionNumber = 0
    insysMissionNumber = 0
    facnum = faction_ships.factionToInt(fac)
    enemies = list(faction_ships.enemies[facnum])
    script = ''
    cursystem = VS.getSystemFile()
    thisfaction = VS.GetGalaxyFaction(cursystem)
    preferredfaction = None
    if (VS.GetRelation(fac, thisfaction) >= 0):
        preferredfaction = thisfaction  #try to stay in this territory
    l = []
    num_wingmen = 2
    num_rescue = 2
    num_defend = 1
    num_idefend = 2
    num_bounty = 1
    num_ibounty = 1
    num_patrol = 1
    num_ipatrol = 1
    num_escort = 1
    num_iescort = 1
    mincount = 2
    for i in range(minsysaway, maxsysaway + 1):
        for j in getSystemsNAway(cursystem, i, preferredfaction):
            if (i < 2 and num_rescue > 0):
                if j[-1] in dynamic_battle.rescuelist:
                    generateRescueMission(j, dynamic_battle.rescuelist[j[-1]])
                    if checkCreatedMission():
                        num_rescue -= 1


#            if (0 and i==0):
#                generateRescueMission(j,("confed","Shadow","pirates"))
            l = dynamic_battle.BattlesInSystem(j[-1])
            nodefend = 1
            for k in l:
                if (VS.GetRelation(fac, k[1][1]) >= 0):
                    if ((j[-1] == VS.getSystemFile() and num_idefend <= 0) or
                        (j[-1] != VS.getSystemFile() and num_defend <= 0)):
                        mungeFixerPct()
                        debug.debug("Munged")
                    else:
                        nodefend = 0
                    generateDefendMission(j, k[1][0], k[1][1], k[0][0],
                                          k[0][1])
                    restoreFixerPct()
                    if checkInsysNum():
                        num_idefend -= 1
                    if checkMissionNum():
                        num_defend -= 1
                    debug.debug("Generated defendX with insys at: " +
                                str(num_idefend) + " and outsys at " +
                                str(num_defend))
            (m, nummerchant,
             numthisfac) = GetFactionToDefend(thisfaction, fac, j[-1])

            if preferredfaction:
                for kk in faction_ships.enemies[
                        faction_ships.factiondict[thisfaction]]:
                    k = faction_ships.intToFaction(kk)
                    for mm in fg_util.FGsInSystem(k, j[-1]):
                        if (i == 0 or vsrandom.randrange(0, 4)
                                == 0):  #fixme betterthan 4
                            if nodefend and len(m) and vsrandom.random() < .4:
                                if 1:  #for i in range(vsrandom.randrange(1,3)):
                                    insys = (j[-1] == VS.getSystemFile())
                                    if (insys and num_idefend <= 0):
                                        mungeFixerPct()
                                    elif (num_defend <= 0 and not insys):
                                        mungeFixerPct()
                                    rnd = vsrandom.randrange(0, len(m))
                                    def_fg = m[rnd]
                                    def_fac = "merchant"
                                    if rnd >= nummerchant:
                                        def_fac = thisfaction
                                    if rnd >= numthisfac:
                                        def_fac = fac
                                    generateDefendMission(
                                        j, def_fg, def_fac, mm, k)
                                    restoreFixerPct()
                                    if checkInsysNum():
                                        num_idefend -= 1
                                    if checkMissionNum():
                                        num_defend -= 1
                                    debug.debug(
                                        "Generated defendY with insys at: " +
                                        str(num_idefend) + " and outsys at " +
                                        str(num_defend))
                                nodefend = 0
                            elif ((i == 0 or vsrandom.random() < .5)):
                                if ((j[-1] == VS.getSystemFile()
                                     and num_ibounty <= 0)
                                        or (j[-1] != VS.getSystemFile()
                                            and num_bounty <= 0)):
                                    mungeFixerPct()
                                generateBountyMission(j, mm, k)
                                restoreFixerPct()
                                if checkInsysNum():
                                    debug.debug(
                                        " decrementing INSYS bounty to " +
                                        str(num_ibounty))
                                    num_ibounty -= 1
                                if checkMissionNum():
                                    debug.debug(" decrementing bounty to " +
                                                str(num_bounty))
                                    num_bounty -= 1
            #
            mincount = -2
            if i == 0:
                mincount = 1
            for k in range(vsrandom.randrange(
                    mincount, 4)):  ###FIXME: choose a better number than 4.
                if k < 0:
                    k = 0
                rnd = vsrandom.random()
                if (rnd < .15):  # 15% - nothing
                    pass
                if (rnd < .5 or i == 0):  # 35% - Patrol Mission
                    if ((j[-1] == VS.getSystemFile() and num_ipatrol <= 0) or
                        (j[-1] != VS.getSystemFile() and num_patrol <= 0)):
                        mungeFixerPct()
                    if (vsrandom.randrange(0, 2)
                            or j[-1] in faction_ships.fortress_systems):
                        generatePatrolMission(j, vsrandom.randrange(4, 10))
                    else:
                        generateCleansweepMission(
                            j, vsrandom.randrange(4, 10),
                            faction_ships.get_enemy_of(fac))
                    restoreFixerPct()
                    if checkInsysNum():
                        num_ipatrol -= 1
                    if checkMissionNum():
                        num_patrol -= 1
                else:  # 50% - Cargo mission
                    numcargos = vsrandom.randrange(1, 25)
                    playership = VS.getPlayer().getName()
                    try:
                        hold = int(
                            VS.LookupUnitStat(playership, "privateer",
                                              "Hold_Volume"))
                    except:
                        hold = 10
                    if hold < 10:
                        hold = 10
                    if hold > 32000:
                        hold = 32000
                    numcargos = vsrandom.randrange(hold // 5, hold // 2)
                    if numcargos < 20:
                        numcargos = vsrandom.randrange(hold // 2, hold)
                    category = ''
                    if (rnd > .87 and fac != 'confed' and fac != "ISO"
                            and fac != "militia" and fac != "homeland-security"
                            and fac != "kilrathi" and fac != "merchant"):
                        category = 'Contraband'
                    else:
                        for myiter in range(100):
                            carg = VS.getRandCargo(numcargos, category)
                            category = carg.GetCategory()
                            if (category[:9] != 'Fragments'
                                    and category[:10] != 'Contraband'
                                    and category.find('upgrades') != 0
                                    and (category.find('starships') != 0
                                         or rnd > .999)):
                                break
                            if (myiter != 99):
                                category = ''
                        if baseship:
                            faction = fac
                            name = baseship.getName()
                            if baseship.isPlanet():
                                faction = "planets"
                                name = baseship.getFullname()
                            debug.info("TRADING")
                            debug.debug(
                                "getFullname(): %s, getName(): %s, faction: %s"
                                % (baseship.getFullname(), baseship.getName(),
                                   faction))
                            exports = trading.getNoStarshipExports(
                                name, faction, 20)
                            debug.debug("exports:\n%s" % (debug.pp(exports)))
                            if (category.find("assengers") == -1
                                    and len(exports)):
                                category = exports[vsrandom.randrange(
                                    0, len(exports))][0]
                    #debug.debug("CATEGORY OK "+category)
                    generateCargoMission(j, numcargos, category, fac)
                numescort = vsrandom.randrange(0, 2)
                if (numescort > len(m)):
                    numescort = len(m)
                count = 0
                for k in m:
                    if (i == 0):
                        if vsrandom.random() < .92:
                            count += 1
                            continue
                    elif (vsrandom.random() < .97):
                        count += 1
                        continue
                    f = "merchant"
                    if count >= nummerchant:
                        f = thisfaction
                    if count >= numthisfac:
                        f = fac
                    if (vsrandom.random() < .25):
                        if (num_wingmen > 0):
                            generateWingmanMission(k, f)
                            num_wingmen -= 1
                    elif (i == 0):
                        if (vsrandom.random() < .25):
                            if num_iescort <= 0:
                                mungeFixerPct()
                            generateEscortLocal(j, k, f)
                            restoreFixerPct()
                            if checkCreatedMission():
                                num_iescort -= 1
                    else:
                        if num_escort <= 0:
                            mungeFixerPct()
                        generateEscortMission(j, k, f)
                        restoreFixerPct()
                        if checkCreatedMission():
                            num_escort -= 1
                    count += 1
Example #12
0
    def add_resource(self, srcpath, props):
        """
        Retrieve into base_path the file descripted by the given props, as well
        as each file it may depends on, according to these rules:
        - <filename>.mesh files depend on <filename>.material

        Returns the full url to the new resource, if any.
        Also, it makes sure all needed resource are available in ogre (if props
        are valid).
        """

        if props['ext'] not in Config.instance().res_dep:
            print curr_f(), ': no recorded dependencies for extension \'%s\'.' % props['ext']
            return

        #counts the number of dependencies retrieved
        cnt = 0
        for ext in Config.instance().res_dep[props['ext']]:
            dir = Config.instance().resource_ext_to_dirs[ext]

            filename = props['name'] + '.' + ext
            src = os.path.join(srcpath, dir, filename)
            dst = os.path.join(self.base_path, dir, filename)

            if self.retrieve_resource(src, dst):
                cnt += 1
            else:
                print >> sys.stderr, 'could not retrieve dependency \'%s\' for props' % ext, props

        #did we retrieve as many dependencies as needed ?
        if cnt == len(Config.instance().res_dep[props['ext']]):
            new_props = dict(props)
            new_props['url'] = 'file://' + os.path.join(self.base_path,
                                                        Config.instance().resource_ext_to_dirs[props['ext']],
                                                        props['name'] + '.' + props['ext'])
            return new_props
        print >> sys.stderr, curr_f(), ': could not retrieve all dependencies for props:', pp(props)
        return {}
Example #13
0
 def drawobjs(self):
     debug.debug("len buttons: %d" % (len(self.buttons)))
     debug.debug("num missions: %d" % (self.guild.nummissions))
     debug.debug("button list:\n %s" % (debug.pp(self.buttons)))
     for m in range(min(len(self.buttons),self.guild.nummissions)):
         debug.debug("draw button: %s" % (self.buttons[m].drawobjs()))