def getPriceModifier(isUncapped): import difficulty if (not difficulty.usingDifficulty()): return 1.0 if (isUncapped): return getMissionDifficulty() / .5 + .9 return VS.GetDifficulty() / .5 + .9
def launch (fgname, faction, type,ai, nr_ships, nr_waves, vec, logo='',useani=1,skipdj=0): # print 'log'+ str( logo) + ' useani '+ str(useani) diff=usingDifficulty() # if useani: # VS.playAnimation ("warp.ani",vec,300.0) if (not diff or (type.find(".blank")==-1 and -1==type.find(".stock"))): for i in range(nr_ships): ret = VS.launch (fgname,type,faction,"unit",ai,1,nr_waves,VS.SafeEntrancePoint (vec,40),logo) unit.moveOutOfPlayerPath(ret) if (not skipdj): dj_lib.PlayMusik(0,dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret rsize=0.0 diffic = VS.GetDifficulty() ret=VS.Unit() for i in range(nr_ships): mynew=VS.launch(fgname,type,faction,"unit",ai,1,nr_waves,VS.SafeEntrancePoint (vec,40),logo) unit.moveOutOfPlayerPath(mynew) if (i==0): ret = mynew rsize =mynew.rSize ()*1.75 ship_upgrades.upgradeUnit ( mynew,diffic) vec=(vec[0]-rsize, vec[1],#-rsize vec[2]-rsize) if (not skipdj): dj_lib.PlayMusik(0,dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret
def getPriceModifier(isUncapped): import difficulty if (not difficulty.usingDifficulty()): return 1.0 if (isUncapped): return getMissionDifficulty()/.5+.9 return VS.GetDifficulty()/.5+.9
def launch(fgname, faction, type, ai, nr_ships, nr_waves, vec, logo='', useani=1): debug.debug("fgname: %s, faction %s" % (fgname, faction)) debug.debug("type: %s" % (type)) debug.debug("ai: %s, nr_ships: %d, nr_waves: %d" % (ai, nr_ships, nr_waves)) debug.debug("vec: %s, logo: %s, useani: %d" % (vec, logo, useani)) #debug.debug('log'+ str( logo) + ' useani '+ str(useani)) use_diff = usingDifficulty() # if useani: # VS.playAnimation ("warp.ani",vec,300.0) if isinstance(type, list) or isinstance(type, tuple): debug.debug("inside isinstance conditional (type is list or tuple)") for t in type: if t.endswith(".blank"): isblank = True break else: isblank = type.endswith(".blank") debug.debug("isblank = %s" % (isblank)) # originally, this was # if (not diff or not isblank) # which effectively always ignored isblank, since diff is almost never false if (not isblank): debug.info("Launching non-blank ship(s)") ret = VS.launch(fgname, type, faction, "unit", ai, nr_ships, nr_waves, VS.SafeEntrancePoint(vec, 40), logo) ship_upgrades.adjust_upgrades(ret) dj_lib.PlayMusik(0, dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) else: # only upgrade blank ships (for now) debug.info("Launching blank ship(s)") rsize = 0.0 diffic = VS.GetDifficulty() #debug.debug("VS.Unit #1") ret = VS.Unit() for i in range(nr_ships): mynew = VS.launch(fgname, type, faction, "unit", ai, 1, nr_waves, VS.SafeEntrancePoint(vec, 40), logo) if (i == 0): ret = mynew rsize = mynew.rSize() * 1.75 debug.debug("upgradeUnit '%s' using difficulty %.2f ..." % (mynew.getName(), float(diffic))) ship_upgrades.upgradeUnit(mynew, diffic) debug.debug( "'- Done upgrading unit '%s' using difficulty %.2f ..." % (mynew.getName(), float(diffic))) vec = ( vec[0] - rsize, vec[1], #-rsize vec[2] - rsize) dj_lib.PlayMusik(0, dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret
def getPriceModifier(isUncapped): return 1.15 import difficulty if not difficulty.usingDifficulty(): return 1.0 if isUncapped: return getMissionDifficulty() / 0.5 + 0.9 return VS.GetDifficulty() / 0.5 + 0.9
def appendName(faction): from difficulty import usingDifficulty use_diff = usingDifficulty() use_blank = useBlank[faction] _random = vsrandom.random() #debug.debug("faction %s: (use_blank=%d >= _random=%.3f) ?" % (intToFaction(faction), use_blank, _random)) if use_diff and use_blank >= _random: #debug.debug("'-> using .blank") return ".blank" else: #debug.debug("'-> NOT using .blank") return ""
def launch (fgname, faction, type, ai, nr_ships, nr_waves, vec, logo='',useani=1): debug.debug("fgname: %s, faction %s" % (fgname, faction)) debug.debug("type: %s" % (type)) debug.debug("ai: %s, nr_ships: %d, nr_waves: %d" % (ai, nr_ships, nr_waves)) debug.debug("vec: %s, logo: %s, useani: %d" % (vec, logo, useani)) #debug.debug('log'+ str( logo) + ' useani '+ str(useani)) use_diff = usingDifficulty() # if useani: # VS.playAnimation ("warp.ani",vec,300.0) if isinstance(type, list) or isinstance(type, tuple): debug.debug("inside isinstance conditional (type is list or tuple)") for t in type: if t.endswith(".blank"): isblank = True break else: isblank = type.endswith(".blank") debug.debug("isblank = %s" % (isblank)) # originally, this was # if (not diff or not isblank) # which effectively always ignored isblank, since diff is almost never false if (not isblank): debug.info("Launching non-blank ship(s)") ret = VS.launch (fgname,type,faction,"unit",ai,nr_ships,nr_waves,VS.SafeEntrancePoint (vec,40),logo) ship_upgrades.adjust_upgrades(ret) dj_lib.PlayMusik(0,dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) else: # only upgrade blank ships (for now) debug.info("Launching blank ship(s)") rsize=0.0 diffic = VS.GetDifficulty() #debug.debug("VS.Unit #1") ret=VS.Unit() for i in range(nr_ships): mynew=VS.launch(fgname,type,faction,"unit",ai,1,nr_waves,VS.SafeEntrancePoint (vec,40),logo) if (i==0): ret = mynew rsize = mynew.rSize()*1.75 debug.debug("upgradeUnit '%s' using difficulty %.2f ..." % (mynew.getName(), float(diffic))) ship_upgrades.upgradeUnit(mynew,diffic) debug.debug("'- Done upgrading unit '%s' using difficulty %.2f ..." % (mynew.getName(), float(diffic))) vec=(vec[0]-rsize, vec[1],#-rsize vec[2]-rsize) dj_lib.PlayMusik(0,dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret
def launch(fgname, faction, type, ai, nr_ships, nr_waves, vec, logo='', useani=1, skipdj=0): # print 'log'+ str( logo) + ' useani '+ str(useani) diff = usingDifficulty() # if useani: # VS.playAnimation ("warp.ani",vec,300.0) if (not diff or (type.find(".blank") == -1 and -1 == type.find(".stock"))): for i in range(nr_ships): ret = VS.launch(fgname, type, faction, "unit", ai, 1, nr_waves, VS.SafeEntrancePoint(vec, 40), logo) unit.moveOutOfPlayerPath(ret) if (not skipdj): dj_lib.PlayMusik(0, dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret rsize = 0.0 diffic = VS.GetDifficulty() ret = VS.Unit() for i in range(nr_ships): mynew = VS.launch(fgname, type, faction, "unit", ai, 1, nr_waves, VS.SafeEntrancePoint(vec, 40), logo) unit.moveOutOfPlayerPath(mynew) if (i == 0): ret = mynew rsize = mynew.rSize() * 1.75 ship_upgrades.upgradeUnit(mynew, diffic) vec = ( vec[0] - rsize, vec[1], #-rsize vec[2] - rsize) if (not skipdj): dj_lib.PlayMusik(0, dj_lib.HOSTILE_NEWLAUNCH_DISTANCE) return ret
def appendName(faction): from difficulty import usingDifficulty if (useBlank[faction] and usingDifficulty()): return ".blank" else: return ""