def remove_settlement(self, building):
		"""Removes the settlement property from tiles within the radius of the given building"""
		settlement = building.settlement
		buildings_to_abandon, settlement_coords_to_change = Tear.additional_removals_after_tear(building)
		assert building not in buildings_to_abandon
		self.abandon_buildings(buildings_to_abandon)
		
		flat_land_set = self.terrain_cache.cache[TerrainRequirement.LAND][(1, 1)]
		land_or_coast = self.terrain_cache.land_or_coast
		settlement_tiles_changed = []
		clean_coords = set()
		for coords in settlement_coords_to_change:
			tile = self.ground_map[coords]
			tile.settlement = None
			building = tile.object
			if building is not None:
				settlement.remove_building(building)
				building.owner = None
				building.settlement = None
			if coords in land_or_coast:
				clean_coords.add(coords)
			settlement_tiles_changed.append(self.ground_map[coords])
			del settlement.ground_map[coords]
			Minimap.update(coords)
			if coords in flat_land_set:
				self.available_flat_land += 1
		self.available_land_cache.add_area(clean_coords)

		self._register_change()
		if self.terrain_cache:
			settlement.buildability_cache.modify_area(clean_coords)

		SettlementRangeChanged.broadcast(settlement, settlement_tiles_changed)
	def confirm_ranged_delete(self, building):
			buildings_to_destroy = len(Tear.additional_removals_after_tear(building)[0])
			if buildings_to_destroy == 0:
				return True
			
			title = _("Destroy all buildings")
			msg = _("This will destroy all the buildings that fall outside of"
		            " the settlement range.")
			msg += u"\n\n"
			msg += N_("%s additional building will be destroyed.",
		              "%s additional buildings will be destroyed",
		              buildings_to_destroy) % buildings_to_destroy
			return building.session.ingame_gui.show_popup(title, msg, show_cancel_button=True)
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	def remove_settlement(self, position, radius, settlement):
		"""Removes the settlement property from tiles within the circle defined by \
		position and radius.
		@param position: Rect
		@param radius:
		@param settlement:
		"""
		buildings_to_abandon, settlement_coords_to_change = Tear.destroyable_buildings(position, settlement)
		self.abandon_buildings(buildings_to_abandon)
		
		flat_land_set = self.terrain_cache.cache[TerrainRequirement.LAND][(1, 1)]
		land_or_coast = self.terrain_cache.land_or_coast
		settlement_tiles_changed = []
		clean_coords = set()
		for coords in settlement_coords_to_change:
			tile = self.ground_map[coords]
			tile.settlement = None
			building = tile.object
			if building is not None:
				settlement.remove_building(building)
				building.owner = None
				building.settlement = None
			if coords in land_or_coast:
				clean_coords.add(coords)
			settlement_tiles_changed.append(self.ground_map[coords])
			del settlement.ground_map[coords]
			Minimap.update(coords)
			if coords in flat_land_set:
				self.available_flat_land += 1
		self.available_land_cache.add_area(clean_coords)

		self._register_change()
		if self.terrain_cache:
			settlement.buildability_cache.modify_area(clean_coords)

		SettlementRangeChanged.broadcast(settlement, settlement_tiles_changed)
 def destruct_building(self):
     self.instance.session.ingame_gui.hide_menu()
     Tear(self.instance).execute(self.instance.session)
    def remove(s, p):
        """
		Place a couple of buildings and tear down one randomly, run a while afterwards.
		Called by test_removal with different parameters.
		"""
        settlement, island = settle(s)
        settlement.warehouse.get_component(
            StorageComponent).inventory.adjust_limit(sys.maxsize)

        # Plant trees
        for (x, y) in product(range(23, 38), repeat=2):
            if s.random.randint(0, 1) == 1:
                tree = Build(BUILDINGS.TREE,
                             x,
                             y,
                             island,
                             settlement=settlement)(p)
                assert tree
                tree.get_component(Producer).finish_production_now()

        jack = Build(BUILDINGS.LUMBERJACK,
                     25,
                     30,
                     island,
                     settlement=settlement)(p)
        assert jack
        jack = Build(BUILDINGS.LUMBERJACK,
                     35,
                     30,
                     island,
                     settlement=settlement)(p)
        assert jack

        # Throw some fish into the water
        for x in (25, 30, 35):
            school = Build(BUILDINGS.FISH_DEPOSIT,
                           x,
                           18,
                           s.world,
                           ownerless=True)(None)
            assert school
            school.get_component(Producer).finish_production_now()

        fisherman = Build(BUILDINGS.FISHER,
                          25,
                          20,
                          island,
                          settlement=settlement)(p)
        assert fisherman
        fisherman = Build(BUILDINGS.FISHER,
                          35,
                          20,
                          island,
                          settlement=settlement)(p)
        assert fisherman

        # Some wild animals in the forest
        for (x_off, y_off) in product([-5, -4, 4, 5], repeat=2):
            x = 30 + x_off
            y = 30 + y_off
            animal = CreateUnit(island.worldid, UNITS.WILD_ANIMAL, x, y)(None)
            assert animal
            animal.get_component(Producer).finish_production_now()

        hunter = Build(BUILDINGS.HUNTER, 30, 35, island,
                       settlement=settlement)(p)
        assert hunter

        # Build a farm
        assert Build(BUILDINGS.FARM, 26, 33, island, settlement=settlement)(p)
        assert Build(BUILDINGS.PASTURE, 22, 33, island,
                     settlement=settlement)(p)
        assert Build(BUILDINGS.PASTURE, 26, 37, island,
                     settlement=settlement)(p)

        # Build roads
        for (start, dest) in [(Point(27, 30), Point(30, 23)),
                              (Point(32, 23), Point(35, 29)),
                              (Point(25, 22), Point(30, 23)),
                              (Point(32, 23), Point(35, 22)),
                              (Point(30, 34), Point(32, 25)),
                              (Point(26, 32), Point(27, 30))]:
            path = a_star_find_path(start.to_tuple(), dest.to_tuple(),
                                    island.path_nodes.nodes)
            assert path
            for (x, y) in path:
                Build(BUILDINGS.TRAIL, x, y, island, settlement=settlement)(p)

        s.run(seconds=before_ticks)
        # Tear down a random building that is not a trail or tree.
        target = [
            b for b in settlement.buildings
            if b.id not in (BUILDINGS.TRAIL, BUILDINGS.TREE)
        ][tear_index]
        Tear(target)(p)
        s.run(seconds=after_ticks)
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 def handle_mine_empty(self, mine):
     Tear(mine).execute(self.session)
     self.land_manager.refresh_resource_deposits()
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	def abandon_buildings(self, buildings_list):
		"""Abandon all buildings in the list
		@param buildings_list: buildings to abandon
		"""
		for building in buildings_list:
			Tear(building)(building.owner)
	def destruct_building(self):
		self.instance.session.ingame_gui.hide_menu()
		if self.destruct_button.gui.isVisible():
			self.destruct_button.hide_tooltip()
		Tear(self.instance).execute(self.instance.session)