def ReloadUniverse(): global genUniverse, hasUniverse if cp >= 0: ShowProgress.activateProgressScreen("loading", force=True) debug.debug('Purging...') for i in fg_util.AllFactions(): fg_util.PurgeZeroShips(i) systemcount[i] = 0 debug.debug('StartSystemCount') ForEachSys(CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse = 0 needNewUniverse = 0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp, "FactionRefList") if (reflist != curfaclist): needNewUniverse = 1 debug.debug('reflist is ' + str(reflist)) debug.debug('curfaclist is ' + str(curfaclist)) if (fg_util.HasLegacyFGFormat()): needNewUniverse = 1 debug.warn( 'save using legacy FG format... resetting universe to reformat' ) fg_util.DeleteLegacyFGLeftovers() if needNewUniverse: fg_util.WriteStringList(cp, "FactionRefList", curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips( ) ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse = MakeUniverse() #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in range(len(fgnames)): fg_util.origfgoffset = fgoffset[i] fgnames[i] = fg_util.TweakFGNames(origfgnames[i]) fgoffset[i] += 1 campaigns.loadAll(cp) hasUniverse = True #TODO: add ships to current system (for both modes) uru? ShowProgress.deactivateProgressScreen('loading') else: debug.error('fatal error: no cockpit')
def ReloadUniverse(): global genUniverse, hasUniverse if cp>=0: ShowProgress.activateProgressScreen("loading",force=True) debug.debug('Purging...') for i in fg_util.AllFactions(): fg_util.PurgeZeroShips(i) systemcount[i]=0 debug.debug('StartSystemCount') ForEachSys(CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse=0 needNewUniverse=0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp,"FactionRefList") if (reflist !=curfaclist): needNewUniverse = 1 debug.debug('reflist is '+str(reflist)) debug.debug('curfaclist is '+str(curfaclist)) if (fg_util.HasLegacyFGFormat()): needNewUniverse = 1 debug.warn('save using legacy FG format... resetting universe to reformat') fg_util.DeleteLegacyFGLeftovers() if needNewUniverse: fg_util.WriteStringList(cp,"FactionRefList",curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips() ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse=MakeUniverse() #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in xrange(len(fgnames)): fg_util.origfgoffset=fgoffset[i] fgnames[i]=fg_util.TweakFGNames(origfgnames[i]) fgoffset[i]+=1 campaigns.loadAll(cp) hasUniverse=True; #TODO: add ships to current system (for both modes) uru? ShowProgress.deactivateProgressScreen('loading') else: debug.error('fatal error: no cockpit')
from campaign_lib import * import debug import campaigns import verify_missions campaigns.loadAll(0) global traverser traverser=[] def isType(a,typ): return a.__init__.im_func==typ.__init__.im_func exnonescript=None class MyCondition: def __init__(self,var=[]): self.system=("","") self.vars=var def pre(self,precond): #FIXME return True def script(self,scriptname,trav): if (scriptname==None and not isType(trav.node,CampaignChoiceNode)): trav.warn("None script") return False return isinstance(scriptname,TrueSubnode) def post(self,postcond): #FIXME return True
sys=VS.getSystemFile() if (VS.GetGalaxyProperty("Sol/Sol","jumps")!="" and VS.GetGalaxyProperty("Sol/Sol","faction")!=""): debug.debug("He's got SOL") sys="Sol/Sol" ForEachSys(sys,CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse=0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp,"FactionRefList") if (reflist !=curfaclist): debug.debug('reflist is '+str(reflist)) debug.debug('curfaclist is '+str(curfaclist)) fg_util.WriteStringList(cp,"FactionRefList",curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips () ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse=Makesys(sys) #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in range(len(fgnames)): fgnames[i]=fg_util.TweakFGNames(origfgnames[i]) fg_util.origfgoffset+=1 campaigns.loadAll(cp) #TODO: add ships to current system (for both modes) uru? else: debug.error('fatal error: no cockpit')
and VS.GetGalaxyProperty("Sol/Sol", "faction") != ""): debug.debug("He's got SOL") sys = "Sol/Sol" ForEachSys(sys, CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse = 0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp, "FactionRefList") if (reflist != curfaclist): debug.debug('reflist is ' + str(reflist)) debug.debug('curfaclist is ' + str(curfaclist)) fg_util.WriteStringList(cp, "FactionRefList", curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips( ) ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse = Makesys(sys) #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in range(len(fgnames)): fgnames[i] = fg_util.TweakFGNames(origfgnames[i]) fg_util.origfgoffset += 1 campaigns.loadAll(cp) #TODO: add ships to current system (for both modes) uru? else: debug.error('fatal error: no cockpit')