def __init__(self, face, playerIDs, age=generators.Age.Iron, regionsLimit=0): super(AbstractGeneratorFacade, self).__init__(face, playerIDs, age) terrain = generators.SmoothTerrainGenerator(face, exterms=3, top=3000, bottom=100, sea=0) lander = generators.SimpleLandGenerator(face, age, self.landings) capitaler = generators.SelfCapitalCell(face) dweller = generators.CommonSenseDwellinger(face, self.scapes, globalPopulation=10000) officier = generators.LordCourt(face, self.scapes) explorer = generators.SeparatedCells(face) historic = generators.NoDomainHistory(face) culture = generators.NoBuildingsBefore(face, age) self.generator = generators.MapGenerator(terrain, lander, capitaler, dweller, officier, explorer, historic, culture)
def __init__(self, face, playersIDs, age=generators.Age.Iron, regionsLimit=0): AbstractGeneratorFacade.__init__(self, face, playersIDs, regionsLimit, age) print("Regions limit", regionsLimit, self.regions) oikumenaPopulation = face * face * 100 # Layers terrain = generators.PikesAndPlatos(face, top=5000, bottom=-500, mounts=face) lander = generators.ExtensibleAreas(face, landscapes=self.landings) #lander = generators.PlanetEvo(face, age, landscapes=self.landings, envUpdateCircle=10) dweller = generators.StateCities(face, oikumenaPopulation) capitaler = generators.DistancedCapitals(face, playersIDs, self.regions) officier = generators.Guards(face) explorer = generators.SpeciesArials(face) historic = generators.NoDomainHistory(face) culture = generators.WarAndPease(face, age=age) self.generator = generators.MapGenerator(terrain, lander, capitaler, dweller, officier, explorer, historic, culture)
def __init__(self, face, playersIDs, age=generators.Age.Iron, regionsLimit=0): AbstractGeneratorFacade.__init__(self, face, playersIDs, regionsLimit, age) oikumenaPopulation = face * face * int(math.sqrt(face)) bases = list([0, face * face - 1, face * (face - 1) - 1, face - 1]) odd = face % 2 == 1 bases.extend([ face // 2, face * face - face // 2, (face * face + face) // 2 if odd else face * (face + 1) // 2 - 1, (face * face - face) // 2 if odd else face * face // 2 - 1 ]) terrain = generators.VoolcanoLake(face, top=500, bottom=-500) lander = generators.SimpleLandGenerator(face, age) capitaler = generators.ConstantableCapitals(face, playerIDs, bases) dweller = generators.EvolutionRandomHomo(face, oikumenaPopulation) officier = generators.LordCourt(face) explorer = generators.NearestVecine(face) historic = generators.NoDomainHistory(face) culture = generators.FamilyCastles(face) self.generator = generators.MapGenerator(terrain, lander, capitaler, dweller, officier, explorer, historic, culture)
def __init__(self, face, playersIDs, age=generators.Age.Neolit, regionsLimit=0): AbstractGeneratorFacade.__init__(self, face, playersIDs, age) oikumenaPopulation = int(face * face * 64) terrain = generators.VoolcanoIsland(face, top=5000, bottom=-500) lander = generators.ZonalLandscape(face, self.landings) dweller = generators.BurnInHomes(face, globalPopulation=oikumenaPopulation) capitaler = generators.SeparatedTribes(face, playersIDs, regionsCount=face + len(playersIDs)) officier = generators.AggressiveTribes(face) explorer = generators.LazyDevelopment(face) historic = generators.NoDomainHistory(face) culture = generators.DwellyCaves(face) self.generator = generators.MapGenerator(terrain, lander, capitaler, dweller, officier, explorer, historic, culture)
def __init__(self, face, playersIDs, age=1, regionsLimit=0): AbstractGeneratorFacade.__init__(self, face, playersIDs, age) wholePopulations = face * face * 10 terrain = generators.SmoothTerrainGenerator(face, extrems=int(face / 2), top=3000, bottom=-500, sea=0) lander = generators.SimpleLandGenerator(face, age, self.landings) dweller = generators.EvolutionRandomHomo(face, wholePopulations) capitaler = generators.SearchGoodPlaceToCapital(face, age, playersIDs) officier = generators.LordCourt(face, self.scapes) explorer = generators.InfinityAbsorbation(face) historic = generators.NoDomainHistory(face) culture = generators.WarAndPease(face, age) self.generator = generators.MapGenerator(terrain, lander, capitaler, dweller, officier, explorer, historic, culture)