def select_all(self, move: Move, vehicle_type=None, add_to_selection=False): move.action = ActionType.CLEAR_AND_SELECT if not add_to_selection else ActionType.ADD_TO_SELECTION move.left = 0.0 move.top = 0.0 move.right = self.game.world_width move.bottom = self.game.world_height if vehicle_type is not None: move.vehicle_type = vehicle_type
def do_select(s: MyStrategy, w: World, g: Game, m: Move, a=area): m.action = action #print("Selecting: " + str(a)) m.left = a.left - fuzz m.right = a.right + fuzz m.top = a.top m.bottom = a.bottom m.group = group m.vehicle_type = vtype
def move(self, me: Player, world: World, game: Game, move: Move): if world.tick_index == 0: move.action = ActionType.CLEAR_AND_SELECT move.right = world.width move.bottom = world.height if world.tick_index == 1: move.action = ActionType.MOVE move.x = world.width / 2.0 move.y = world.height / 2.0
def move(self, me: Player, world: World, game: Game, move: Move): self.map.update(world.new_vehicles, world.vehicle_updates) if world.tick_index == 0: move.action = ActionType.CLEAR_AND_SELECT move.right = world.width move.bottom = world.height if world.tick_index == 1: move.action = ActionType.MOVE move.x = world.width / 1.0 move.y = world.height / 2.0