Exemple #1
0
	def save(self, db):
		super(Trader, self).save(db)

		# mark self as a trader
		db("UPDATE player SET is_trader = 1 WHERE rowid = ?", self.worldid)

		for ship in self.ships:
			# prepare values
			ship_state = self.ships[ship]

			remaining_ticks = None
			# get current callback in scheduler, according to ship state, to retrieve
			# the number of ticks, when the call will actually be done
			current_callback = None
			if ship_state == self.shipStates.reached_warehouse:
				current_callback = Callback(self.ship_idle, ship)
			if current_callback is not None:
				# current state has a callback
				calls = Scheduler().get_classinst_calls(self, current_callback)
				assert len(calls) == 1, "got %s calls for saving %s: %s" %(len(calls), current_callback, calls)
				remaining_ticks = max(calls.values()[0], 1)

			targeted_warehouse = None if ship.worldid not in self.office else self.office[ship.worldid].worldid

			# put them in the database
			db("INSERT INTO trader_ships(rowid, state, remaining_ticks, targeted_warehouse) \
			   VALUES(?, ?, ?, ?)", ship.worldid, ship_state.index, remaining_ticks, targeted_warehouse)
Exemple #2
0
	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		LastActivePlayerSettlementManager().remove()
		LastActivePlayerSettlementManager.destroy_instance()

		self.gui.session = None

		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.main.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.main.fife.sound.emitter['ambient'][:]:
				emitter.stop()
				horizons.main.fife.sound.emitter['ambient'].remove(emitter)
			horizons.main.fife.sound.emitter['effects'].stop()
			horizons.main.fife.sound.emitter['speech'].stop()
		if hasattr(self, "cursor"): # the line below would crash uglily on ^C
			self.cursor.remove()
		self.cursor = None
		self.world = None
		self.keylistener = None
		self.ingame_gui = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None
		Scheduler.destroy_instance()


		self.selected_instances = None
		self.selection_groups = None
	def __init__(self, db, rng_seed=None):
		"""
		Unfortunately, right now there is no other way to setup Dummy versions of the GUI,
		View etc., unless we want to patch the references in the session module.
		"""
		super(LivingObject, self).__init__()
		self.gui = Dummy()
		self.db = db
		self.savecounter = 0	# this is a new game.
		self.is_alive = True

		WorldObject.reset()
		NamedObject.reset()
		AIPlayer.clear_caches()

		# Game
		self.current_tick = 0
		self.random = self.create_rng(rng_seed)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		ExtScheduler.create_instance(Dummy)
		self.manager = self.create_manager()
		self.view = Dummy()
		self.view.renderer = Dummy()
		Entities.load(self.db)
		self.scenario_eventhandler = Dummy()
		self.campaign = {}
		self.selected_instances = []

		# GUI
		self.gui.session = self
		self.ingame_gui = Dummy()

		GAME_SPEED.TICKS_PER_SECOND = 16
	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		self.gui.session = None

		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.main.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.main.fife.emitter['ambient'][:]:
				emitter.stop()
				horizons.main.fife.emitter['ambient'].remove(emitter)
			horizons.main.fife.emitter['effects'].stop()
			horizons.main.fife.emitter['speech'].stop()
		self.cursor = None
		self.world = None
		self.keylistener = None
		self.ingame_gui = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None
	def save(self, db):
		super(Pirate, self).save(db)
		db("UPDATE player SET is_pirate = 1 WHERE rowid = ?", self.worldid)
		db("INSERT INTO pirate_home_point(x, y) VALUES(?, ?)", self.home_point.x, self.home_point.y)

		current_callback = Callback(self.tick)
		calls = Scheduler().get_classinst_calls(self, current_callback)
		assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback, calls)
		remaining_ticks = max(calls.values()[0], 1)

		current_callback_long = Callback(self.tick_long)
		calls = Scheduler().get_classinst_calls(self, current_callback_long)
		assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback_long, calls)
		remaining_ticks_long = max(calls.values()[0], 1)

		db("INSERT INTO ai_pirate(rowid, remaining_ticks, remaining_ticks_long) VALUES(?, ?, ?)", self.worldid,
			remaining_ticks, remaining_ticks_long)

		for ship in self.ships:
			ship_state = self.ships[ship]
			db("INSERT INTO pirate_ships(rowid, state) VALUES(?, ?)",
				ship.worldid, ship_state.index)

		# save unit manager
		self.unit_manager.save(db)

		# save combat manager
		self.combat_manager.save(db)

		# save strategy manager
		self.strategy_manager.save(db)

		# save behavior manager
		self.behavior_manager.save(db)
Exemple #6
0
	def save(self, db):
		super(AIPlayer, self).save(db)

		# save the player
		db("UPDATE player SET client_id = 'AIPlayer' WHERE rowid = ?", self.worldid)
		current_callback = Callback(self.tick)
		calls = Scheduler().get_classinst_calls(self, current_callback)
		assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback, calls)
		remaining_ticks = max(calls.values()[0], 1)
		db("INSERT INTO ai_player(rowid, need_more_ships, need_feeder_island, remaining_ticks) VALUES(?, ?, ?, ?)", \
			self.worldid, self.need_more_ships, self.need_feeder_island, remaining_ticks)

		# save the ships
		for ship, state in self.ships.iteritems():
			db("INSERT INTO ai_ship(rowid, owner, state) VALUES(?, ?, ?)", ship.worldid, self.worldid, state.index)

		# save the land managers
		for land_manager in self.islands.itervalues():
			land_manager.save(db)

		# save the settlement managers
		for settlement_manager in self.settlement_managers:
			settlement_manager.save(db)

		# save the missions
		for mission in self.missions:
			mission.save(db)

		# save the personality manager
		self.personality_manager.save(db)
	def save(self, db):
		super(Collector, self).save(db)

		# save state and remaining ticks for next callback
		# retrieve remaining ticks according current callback according to state
		current_callback = None
		remaining_ticks = None
		if self.state == self.states.idle:
			current_callback = self.search_job
		elif self.state == self.states.working:
			current_callback = self.finish_working
		if current_callback is not None:
			calls = Scheduler().get_classinst_calls(self, current_callback)
			assert len(calls) == 1, 'Collector should have callback %s scheduled, but has %s' % \
			        (current_callback, [ str(i) for i in Scheduler().get_classinst_calls(self).keys() ])
			remaining_ticks = max(calls.values()[0], 1) # save a number > 0

		db("INSERT INTO collector(rowid, state, remaining_ticks, start_hidden) VALUES(?, ?, ?, ?)",
		   self.worldid, self.state.index, remaining_ticks, self.start_hidden)

		# save the job
		if self.job is not None:
			obj_id = -1 if self.job.object is None else self.job.object.worldid
			# this is not in 3rd normal form since the object is saved multiple times but
			# it preserves compatiblity with old savegames this way.
			for entry in self.job.reslist:
				db("INSERT INTO collector_job(collector, object, resource, amount) VALUES(?, ?, ?, ?)",
				   self.worldid, obj_id, entry.res, entry.amount)
	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		# Has to be done here, cause the manager uses Scheduler!
		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		horizons.globals.fife.sound.end()

		# these will call end() if the attribute still exists by the LivingObject magic
		self.ingame_gui = None # keep this before world

		self.world.end() # must be called before the world ref is gone
		self.world = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None

		Scheduler().end()
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None

		horizons.main._modules.session = None
		self._clear_caches()

		# subscriptions shouldn't survive listeners (except the main Gui)
		self.gui.unsubscribe()
		SettingChanged.unsubscribe(self._on_setting_changed)
		MessageBus().reset()
		self.gui.subscribe()
	def __init__(self, gui, db):
		super(Session, self).__init__()
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sqlite)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		WorldObject.reset()
		NamedObject.reset()

		#game
		self.random = self.create_rng()
		self.timer = Timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self, (15, 15))
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.display_speed()

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.
	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		# Has to be done here, cause the manager uses Scheduler!
		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		horizons.globals.fife.sound.end()

		# these will call end() if the attribute still exists by the LivingObject magic
		self.ingame_gui = None # keep this before world

		if hasattr(self, 'world'):
			# must be called before the world ref is gone, but may not exist yet while loading
			self.world.end()
		self.world = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None

		Scheduler().end()
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None

		self._clear_caches()

		# discard() in case loading failed and we did not yet subscribe
		SettingChanged.discard(self._on_setting_changed)
		MessageBus().reset()
	def __init__(self, db, rng_seed=None, ingame_gui_class=IngameGui):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View()
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events

		#GUI
		self._ingame_gui_class = ingame_gui_class

		self.selected_instances = set()
		# List of sets that holds the player assigned unit groups.
		self.selection_groups = [set()] * 10

		self._old_autosave_interval = None
Exemple #12
0
	def cleanup(cls):
		"""
		If a test uses manual session management, we cannot be sure that session.end was
		called before a crash, leaving the game in an unclean state. This method should
		return the game to a valid state.
		"""
		Scheduler.destroy_instance()
	def setUp(self):
		self.inventory = GenericStorage()
		self.owner_inventory = GenericStorage()

		class Instance:
			def __init__(self, comp):
				self.comp = comp
				self.owner = None # type: Optional[Instance]

			def get_component(self, x):
				class Comp:
					inventory = self.comp
				return Comp()

		self.tradepost = TradePostComponent()
		self.tradepost.instance = Instance(self.inventory)
		self.tradepost.instance.owner = Instance(self.owner_inventory)
		self.tradepost.initialize()

		class Timer:
			def add_call(self, x):
				pass

			def get_ticks(self, x):
				return 100
		Scheduler.create_instance(timer=Timer())
Exemple #14
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	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		self.gui.session = None

		# Has to be done here, cause the manager uses Scheduler!
		self.end_production_finished_icon_manager()
		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.globals.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.globals.fife.sound.emitter['ambient'][:]:
				emitter.stop()
				horizons.globals.fife.sound.emitter['ambient'].remove(emitter)
			horizons.globals.fife.sound.emitter['effects'].stop()
			horizons.globals.fife.sound.emitter['speech'].stop()
		if hasattr(self, "cursor"): # the line below would crash uglily on ^C
			self.cursor.remove()

		if hasattr(self, 'cursor') and self.cursor is not None:
			self.cursor.end()
		# these will call end() if the attribute still exists by the LivingObject magic
		self.ingame_gui = None # keep this before world

		LastActivePlayerSettlementManager().remove() # keep after ingame_gui
		LastActivePlayerSettlementManager.destroy_instance()

		self.cursor = None
		self.world.end() # must be called before the world ref is gone
		self.world = None
		self.keylistener = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None

		Scheduler().end()
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None

		self.status_icon_manager.end()
		self.status_icon_manager = None

		horizons.main._modules.session = None
		self._clear_caches()

		# subscriptions shouldn't survive listeners (except the main Gui)
		self.gui.unsubscribe()
		AutosaveIntervalChanged.unsubscribe(self._on_autosave_interval_changed)
		MessageBus().reset()
		self.gui.subscribe()
Exemple #15
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	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		self.gui.session = None

		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.main.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.main.fife.sound.emitter['ambient'][:]:
				emitter.stop()
				horizons.main.fife.sound.emitter['ambient'].remove(emitter)
			horizons.main.fife.sound.emitter['effects'].stop()
			horizons.main.fife.sound.emitter['speech'].stop()
		if hasattr(self, "cursor"): # the line below would crash uglily on ^C
			self.cursor.remove()

		if hasattr(self, 'cursor') and self.cursor is not None:
			self.cursor.end()
		# these will call end() if the attribute still exists by the LivingObject magic
		self.ingame_gui = None # keep this before world

		LastActivePlayerSettlementManager().remove() # keep after ingame_gui
		LastActivePlayerSettlementManager.destroy_instance()

		self.cursor = None
		try:
			# This is likely to throw when the game state is invalid.
			# Try to continue cleanup afterwards even if this fails.
			# NOTE: This is not a proper solution, separating sessions by design (e.g. single processes) would be.
			self.world.end() # must be called before the world ref is gone
		except Exception:
			import traceback
			traceback.print_exc()
			print 'Exception on world end(), trying to continue to cleanup'
		self.world = None
		self.keylistener = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None

		Scheduler().end()
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None

		self.status_icon_manager = None
		self.message_bus = None

		horizons.main._modules.session = None
		self._clear_caches()
Exemple #16
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	def save(self, db):
		super(AIPlayer, self).save(db)

		# save the player
		db("UPDATE player SET client_id = 'AIPlayer' WHERE rowid = ?", self.worldid)

		current_callback = Callback(self.tick)
		calls = Scheduler().get_classinst_calls(self, current_callback)
		assert len(calls) == 1, "got {0!s} calls for saving {1!s}: {2!s}".format(len(calls), current_callback, calls)
		remaining_ticks = max(calls.values()[0], 1)

		current_callback_long = Callback(self.tick_long)
		calls = Scheduler().get_classinst_calls(self, current_callback_long)
		assert len(calls) == 1, "got {0!s} calls for saving {1!s}: {2!s}".format(len(calls), current_callback_long, calls)
		remaining_ticks_long = max(calls.values()[0], 1)

		db("INSERT INTO ai_player(rowid, need_more_ships, need_more_combat_ships, need_feeder_island, remaining_ticks, remaining_ticks_long) VALUES(?, ?, ?, ?, ?, ?)",
			self.worldid, self.need_more_ships, self.need_more_combat_ships, self.need_feeder_island, remaining_ticks, remaining_ticks_long)

		# save the ships
		for ship, state in self.ships.iteritems():
			db("INSERT INTO ai_ship(rowid, owner, state) VALUES(?, ?, ?)", ship.worldid, self.worldid, state.index)

		# save the land managers
		for land_manager in self.islands.itervalues():
			land_manager.save(db)

		# save the settlement managers
		for settlement_manager in self.settlement_managers:
			settlement_manager.save(db)

		# save the missions
		for mission in self.missions:
			mission.save(db)

		# save the personality manager
		self.personality_manager.save(db)

		# save the unit manager
		self.unit_manager.save(db)

		# save the combat manager
		self.combat_manager.save(db)

		# save the strategy manager
		self.strategy_manager.save(db)

		# save the behavior manager
		self.behavior_manager.save(db)
	def save(self, db):
		super(WildAnimal, self).save(db)
		# save members
		db("INSERT INTO wildanimal(rowid, health, can_reproduce) VALUES(?, ?, ?)", \
			 self.worldid, self.health, int(self.can_reproduce))
		# set island as owner
		db("UPDATE unit SET owner = ? WHERE rowid = ?", self.home_island.worldid, self.worldid)

		# save remaining ticks when in waiting state
		if self.state == self.states.no_job_waiting:
			calls = Scheduler().get_classinst_calls(self, self.handle_no_possible_job)
			assert(len(calls) == 1), 'calls: %s' % calls
			remaining_ticks = max(calls.values()[0], 1) # we have to save a number > 0
			db("UPDATE collector SET remaining_ticks = ? WHERE rowid = ?", \
				 remaining_ticks, self.worldid)
Exemple #18
0
	def save(self, db):
		super(Pirate, self).save(db)
		db("UPDATE player SET is_pirate = 1 WHERE rowid = ?", self.worldid)
		db("INSERT INTO pirate_home_point(x, y) VALUES(?, ?)", self.home_point.x, self.home_point.y)

		for ship in self.ships:
			# prepare values
			ship_state = self.ships[ship]
			current_callback = Callback(self.lookout, ship)
			calls = Scheduler().get_classinst_calls(self, current_callback)
			assert len(calls) == 1, "got %s calls for saving %s: %s" %(len(calls), current_callback, calls)
			remaining_ticks = max(calls.values()[0], 1)

			db("INSERT INTO pirate_ships(rowid, state, remaining_ticks) VALUES(?, ?, ?)",
				ship.worldid, ship_state.index, remaining_ticks)
Exemple #19
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	def end(self):
		self.log.debug("Ending session")
		self.is_alive = False

		self.gui.session = None

		Scheduler().rem_all_classinst_calls(self)
		ExtScheduler().rem_all_classinst_calls(self)

		if horizons.main.fife.get_fife_setting("PlaySounds"):
			for emitter in horizons.main.fife.sound.emitter['ambient'][:]:
				emitter.stop()
				horizons.main.fife.sound.emitter['ambient'].remove(emitter)
			horizons.main.fife.sound.emitter['effects'].stop()
			horizons.main.fife.sound.emitter['speech'].stop()
		if hasattr(self, "cursor"): # the line below would crash uglily on ^C
			self.cursor.remove()

		if hasattr(self, 'cursor') and self.cursor is not None:
			self.cursor.end()
		# these will call end() if the attribute still exists by the LivingObject magic
		self.ingame_gui = None # keep this before world

		LastActivePlayerSettlementManager().remove() # keep after ingame_gui
		LastActivePlayerSettlementManager.destroy_instance()

		self.cursor = None
		self.world.end() # must be called before the world ref is gone
		self.world = None
		self.keylistener = None
		self.view = None
		self.manager = None
		self.timer = None
		self.scenario_eventhandler = None

		Scheduler().end()
		Scheduler.destroy_instance()

		self.selected_instances = None
		self.selection_groups = None

		self.status_icon_manager = None
		self.message_bus = None

		horizons.main._modules.session = None
		self._clear_caches()
Exemple #20
0
	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self._clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(
		  renderer=self.view.renderer['GenericRenderer'],
		  layer=self.view.layers[LAYERS.OBJECTS]
		  )
		self.production_finished_icon_manager = None
		self.create_production_finished_icon_manager()


		self.selected_instances = set()
		self.selection_groups = [set() for _ in range(10)]  # List of sets that holds the player assigned unit groups.

		self._old_autosave_interval = None
Exemple #21
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	def __init__(self, gui, db, rng_seed=None):
		super(Session, self).__init__()
		assert isinstance(gui, Gui)
		assert isinstance(db, horizons.util.uhdbaccessor.UhDbAccessor)
		self.log.debug("Initing session")
		self.gui = gui # main gui, not ingame gui
		self.db = db # main db for game data (game.sql)
		# this saves how often the current game has been saved
		self.savecounter = 0
		self.is_alive = True

		self.message_bus = MessageBus()

		# misc
		WorldObject.reset()
		NamedComponent.reset()
		AIPlayer.clear_caches()

		#game
		self.random = self.create_rng(rng_seed)
		assert isinstance(self.random, Random)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		self.manager = self.create_manager()
		self.view = View(self)
		Entities.load(self.db)
		self.scenario_eventhandler = ScenarioEventHandler(self) # dummy handler with no events
		self.campaign = {}

		#GUI
		self.gui.session = self
		self.ingame_gui = IngameGui(self, self.gui)
		self.keylistener = IngameKeyListener(self)
		self.coordinates_tooltip = None
		self.display_speed()
		LastActivePlayerSettlementManager.create_instance(self)


		self.status_icon_manager = StatusIconManager(self)

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.
Exemple #22
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	def __init__(self, db, rng_seed=None):
		"""
		Unfortunately, right now there is no other way to setup Dummy versions of the GUI,
		View etc., unless we want to patch the references in the session module.
		"""
		super(LivingObject, self).__init__()
		self.gui = Dummy()
		self.db = db
		self.savecounter = 0	# this is a new game.
		self.is_alive = True

		WorldObject.reset()
		NamedComponent.reset()
		AIPlayer.clear_caches()

		# Game
		self.random = self.create_rng(rng_seed)
		self.timer = self.create_timer()
		Scheduler.create_instance(self.timer)
		ExtScheduler.create_instance(Dummy)
		self.manager = self.create_manager()
		self.view = Dummy()
		self.view.renderer = Dummy()
		Entities.load(self.db)
		self.scenario_eventhandler = Dummy()
		self.campaign = {}

		self.message_bus = MessageBus()
		self.status_icon_manager = StatusIconManager(self)


		# GUI
		self.gui.session = self
		self.ingame_gui = Dummy()
		LastActivePlayerSettlementManager.create_instance(self)

		self.selected_instances = set()
		self.selection_groups = [set()] * 10 # List of sets that holds the player assigned unit groups.

		GAME_SPEED.TICKS_PER_SECOND = 16
    def save(self, db):
        super(Collector, self).save(db)

        # save state and remaining ticks for next callback
        # retrieve remaining ticks according current callback according to state
        current_callback = None
        remaining_ticks = None
        if self.state == self.states.idle:
            current_callback = self.search_job
        elif self.state == self.states.working:
            current_callback = self.finish_working
        if current_callback is not None:
            calls = Scheduler().get_classinst_calls(self, current_callback)
            assert len(calls) == 1, "Collector should have callback %s scheduled, but has %s" % (
                current_callback,
                [str(i) for i in Scheduler().get_classinst_calls(self).keys()],
            )
            remaining_ticks = max(calls.values()[0], 1)  # save a number > 0

        db(
            "INSERT INTO collector(rowid, state, remaining_ticks, start_hidden) VALUES(?, ?, ?, ?)",
            self.worldid,
            self.state.index,
            remaining_ticks,
            self.start_hidden,
        )

        # save the job
        if self.job is not None:
            obj_id = -1 if self.job.object is None else self.job.object.worldid
            db(
                "INSERT INTO collector_job(rowid, object, resource, amount) VALUES(?, ?, ?, ?)",
                self.worldid,
                obj_id,
                self.job.res,
                self.job.amount,
            )
	def remove(self):
		"""Clean up"""
		Scheduler.rem_all_classinst_calls(self)
		self.__inventory_copy = None
		self.__storage_component = None
		self.__message_class = None
Exemple #25
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 def recover(self, building):
     super(FireDisaster, self).recover(building)
     RemoveStatusIcon.broadcast(self, building, FireStatusIcon)
     Scheduler().rem_call(self, Callback(self.wreak_havoc, building))
     self._affected_buildings.remove(building)
Exemple #26
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 def remove(self):
     self._instance.getLocationRef().getLayer().deleteInstance(
         self._instance)
     self._instance = None
     Scheduler().rem_all_classinst_calls(self)
     super().remove()
Exemple #27
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	def schedule_action(self, action):
		if self.sleep_ticks_remaining > 0:
			Scheduler().add_new_object(Callback(action, self.session), self, run_in=self.sleep_ticks_remaining)
		else:
			action(self.session)
	def test_create_then_register_with_timer(self):
		# create a new scheduler but do not reset timer mock
		Scheduler.destroy_instance()
		Scheduler.create_instance(self.timer)
		self.scheduler = Scheduler()
		self.timer.add_call.assert_called_once_with(self.scheduler.tick)
Exemple #29
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    def load(self, options):
        """Loads a map. Key method for starting a game."""
        """
		TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
		are initialised.
		"""
        if options.is_scenario:
            # game_identifier is a yaml file, that contains reference to actual map file
            self.scenario_eventhandler = ScenarioEventHandler(
                self, options.game_identifier)
            # scenario maps can be normal maps or scenario maps:
            map_filename = self.scenario_eventhandler.get_map_file()
            options.game_identifier = os.path.join(
                SavegameManager.scenario_maps_dir, map_filename)
            if not os.path.exists(options.game_identifier):
                options.game_identifier = os.path.join(
                    SavegameManager.maps_dir, map_filename)
            options.is_map = True

        self.log.debug("Session: Loading from %s", options.game_identifier)
        savegame_db = SavegameAccessor(
            options.game_identifier, options.is_map)  # Initialize new dbreader
        savegame_data = SavegameManager.get_metadata(savegame_db.db_path)
        self.view.resize_layers(savegame_db)

        # load how often the game has been saved (used to know the difference between
        # a loaded and a new game)
        self.savecounter = savegame_data.get('savecounter', 0)

        if savegame_data.get('rng_state', None):
            rng_state_list = json.loads(savegame_data['rng_state'])

            # json treats tuples as lists, but we need tuples here, so convert back
            def rec_list_to_tuple(x):
                if isinstance(x, list):
                    return tuple(rec_list_to_tuple(i) for i in x)
                else:
                    return x

            rng_state_tuple = rec_list_to_tuple(rng_state_list)
            # changing the rng is safe for mp, as all players have to have the same map
            self.random.setstate(rng_state_tuple)

        self.world = World(
            self
        )  # Load horizons.world module (check horizons/world/__init__.py)
        self.world._init(savegame_db,
                         options.force_player_id,
                         disasters_enabled=options.disasters_enabled)
        self.view.load(savegame_db)  # load view
        if not self.is_game_loaded():
            options.init_new_world(self)
        else:
            # try to load scenario data
            self.scenario_eventhandler.load(savegame_db)
        self.manager.load(
            savegame_db
        )  # load the manager (there might me old scheduled ticks).
        self.world.init_fish_indexer()  # now the fish should exist
        if self.is_game_loaded():
            LastActivePlayerSettlementManager().load(
                savegame_db)  # before ingamegui
        self.ingame_gui.load(
            savegame_db)  # load the old gui positions and stuff

        for instance_id in savegame_db(
                "SELECT id FROM selected WHERE `group` IS NULL"
        ):  # Set old selected instance
            obj = WorldObject.get_object_by_id(instance_id[0])
            self.selected_instances.add(obj)
            obj.get_component(SelectableComponent).select()
        for group in xrange(len(
                self.selection_groups)):  # load user defined unit groups
            for instance_id in savegame_db(
                    "SELECT id FROM selected WHERE `group` = ?", group):
                self.selection_groups[group].add(
                    WorldObject.get_object_by_id(instance_id[0]))

        # cursor has to be inited last, else player interacts with a not inited world with it.
        self.current_cursor = 'default'
        self.cursor = SelectionTool(self)
        # Set cursor correctly, menus might need to be opened.
        # Open menus later; they may need unit data not yet inited
        self.cursor.apply_select()

        Scheduler().before_ticking()
        savegame_db.close()

        assert hasattr(self.world, "player"), 'Error: there is no human player'
        """
Exemple #30
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	def finish_production_now(self):
		"""Makes the production finish now"""
		if self._state != PRODUCTION.STATES.producing:
			return
		Scheduler().rem_call(self, self._get_producing_callback())
		self._finished_producing()
Exemple #31
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    def buy_resource(self,
                     ship_worldid,
                     resource_id,
                     amount,
                     add_error_type=False,
                     suppress_messages=False):
        """ Attempt to buy the given amount of resource from the ship, return the amount bought
		@param add_error_type: if True, return tuple where second item is ERROR_TYPE"""
        ship = WorldObject.get_object_by_id(ship_worldid)

        def err(string, err_type):
            if not suppress_messages and ship.owner.is_local_player:
                self.session.ingame_gui.message_widget.add_custom(
                    string, point=ship.position)
            return 0 if not add_error_type else 0, err_type

        if resource_id not in self.buy_list:
            return err(T("The trade partner does not buy this."),
                       TRADE_ERROR_TYPE.PERMANENT)

        price = int(
            self.session.db.get_res_value(resource_id) *
            TRADER.PRICE_MODIFIER_SELL)  # price per ton of resource
        assert price > 0

        # can't buy more than the ship has
        amount = min(
            amount,
            ship.get_component(StorageComponent).inventory[resource_id])
        if amount <= 0:
            return err(T("You do not possess this."),
                       TRADE_ERROR_TYPE.PERMANENT)
        # can't buy more than we can fit in the inventory
        amount = min(amount,
                     self.get_inventory().get_free_space_for(resource_id))
        if amount <= 0:
            return err(T("The trade partner can not store more of this."),
                       TRADE_ERROR_TYPE.TEMPORARY)
        # can't buy more than we can afford
        amount = min(amount, self.get_owner_inventory()[RES.GOLD] // price)
        if amount <= 0:
            return err(T("The trade partner can not afford to buy this."),
                       TRADE_ERROR_TYPE.TEMPORARY)

        # can't buy more than we are trying to buy according to the settings
        amount = min(
            amount, self.slots[self.buy_list[resource_id]].limit -
            self.get_inventory()[resource_id])
        if amount <= 0:
            return err(T("The trade partner does not buy more of this."),
                       TRADE_ERROR_TYPE.TEMPORARY)

        total_price = price * amount
        assert self.get_owner_inventory().alter(RES.GOLD, -total_price) == 0
        assert ship.owner.get_component(StorageComponent).inventory.alter(
            RES.GOLD, total_price) == 0
        assert self.get_inventory().alter(resource_id, amount) == 0
        assert ship.get_component(StorageComponent).inventory.alter(
            resource_id, -amount) == 0
        self.trade_history.append((Scheduler().cur_tick, ship.owner.worldid,
                                   resource_id, amount, -total_price))
        self.buy_history[Scheduler().cur_tick] = (resource_id, amount,
                                                  total_price)
        self.total_expenses += total_price
        self._changed()
        return amount if not add_error_type else amount, TRADE_ERROR_TYPE.TEMPORARY
 def hide(self):
     super(BoatbuilderTab, self).hide()
     Scheduler().rem_all_classinst_calls(self)
Exemple #33
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	def _clean_job_history_log(self):
		""" remove too old entries """
		first_relevant_tick = Scheduler().cur_tick - self.get_utilization_history_length()
		while len(self._job_history) > 1 and self._job_history[1][0] < first_relevant_tick:
			self._job_history.popleft()
 def show(self):
     super(BoatbuilderTab, self).show()
     Scheduler().add_new_object(Callback(self.refresh),
                                self,
                                run_in=GAME_SPEED.TICKS_PER_SECOND,
                                loops=-1)
 def save(self, db):
     ticks = Scheduler().get_remaining_ticks(self, self.run, True)
     db("INSERT INTO disaster_manager(remaining_ticks) VALUES(?)", ticks)
     for disaster in self._active_disaster.values():
         disaster.save(db)
def time_passed(session, seconds):
    """Returns whether at least *seconds* seconds have passed since the game started."""
    return (Scheduler().cur_tick >= Scheduler().get_ticks(seconds))
 def load(self, db, worldid):
     super(ColorOverlayComponent, self).load(db, worldid)
     Scheduler().add_new_object(self.initialize, self, run_in=0)
Exemple #38
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	def get_age(self):
		return Scheduler().cur_tick - self._creation_tick
Exemple #39
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	def remove(self):
		"""Clean up"""
		Scheduler().rem_all_classinst_calls(self)
		self.__inventory_copy = None
		self.__storage_component = None
		self.__message_class = None
Exemple #40
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 def end(self):
     Scheduler().rem_all_classinst_calls(self)
     self.session = None
     self._events = None
     self._data = None
	def setUp(self):
		self.callback = Mock()
		self.timer = Mock()
		Scheduler.create_instance(self.timer)
		self.scheduler = Scheduler()
		self.timer.reset_mock()
Exemple #42
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 def handle_no_possible_job(self):
     """Called when we can't find a job. default is to wait and try again in a few secs"""
     self.log.debug("%s: found no possible job, retry in %s ticks", self,
                    COLLECTORS.DEFAULT_WAIT_TICKS)
     Scheduler().add_new_object(self.search_job, self,
                                COLLECTORS.DEFAULT_WAIT_TICKS)
Exemple #43
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 def save(self, db):
     super(ProductionBuilder, self).save(db)
     translated_last_collector_improvement_storage = self.last_collector_improvement_storage - Scheduler(
     ).cur_tick  # pre-translate for the loading process
     translated_last_collector_improvement_road = self.last_collector_improvement_road - Scheduler(
     ).cur_tick  # pre-translate for the loading process
     db(
         "INSERT INTO ai_production_builder(rowid, settlement_manager, last_collector_improvement_storage, last_collector_improvement_road) VALUES(?, ?, ?, ?)",
         self.worldid, self.settlement_manager.worldid,
         translated_last_collector_improvement_storage,
         translated_last_collector_improvement_road)
     for (x, y), (purpose, _) in self.plan.iteritems():
         db(
             "INSERT INTO ai_production_builder_plan(production_builder, x, y, purpose) VALUES(?, ?, ?, ?)",
             self.worldid, x, y, purpose)
    def ship_idle(self, ship):
        """Called if a ship is idle. Sends ship to a random place.
		@param ship: ship instance"""
        self.log.debug("%s %s: idle, moving to random location",
                       self.__class__.__name__, self.worldid)
        Scheduler().add_new_object(Callback(self.send_ship, ship), self)
	def tearDown(self):
		Scheduler.destroy_instance()
    def init_new_world(self, trader_enabled, pirate_enabled,
                       natural_resource_multiplier):
        """
		This should be called if a new map is loaded (not a savegame, a fresh
		map). In other words, when it is loaded for the first time.

		NOTE: commands for creating the world objects are executed directly,
		      bypassing the manager.
		      This is necessary because else the commands would be transmitted
		      over the wire in network games.

		@return: the coordinates of the players first ship
		"""

        # workaround: the creation of all the objects causes a lot of logging output we don't need.
        #             therefore, reset the levels for now
        loggers_to_silence = {'world.production': None}
        for logger_name in loggers_to_silence:
            logger = logging.getLogger(logger_name)
            loggers_to_silence[logger_name] = logger.getEffectiveLevel()
            logger.setLevel(logging.WARN)

        # add a random number of environmental objects
        if natural_resource_multiplier != 0:
            self._add_nature_objects(natural_resource_multiplier)

        # reset loggers, see above
        for logger_name, level in loggers_to_silence.iteritems():
            logging.getLogger(logger_name).setLevel(level)

        # add free trader
        if trader_enabled:
            self.trader = Trader(self.session, 99999, u"Free Trader", Color())

        ret_coords = None
        for player in self.players:
            # Adding ships for the players
            # hack to place the ship on the development map
            point = self.get_random_possible_ship_position()
            # Execute command directly, not via manager, because else it would be transmitted over the
            # network to other players. Those however will do the same thing anyways.
            ship = CreateUnit(player.worldid, UNITS.PLAYER_SHIP, point.x,
                              point.y)(issuer=self.session.world.player)
            # give ship basic resources
            for res, amount in self.session.db(
                    "SELECT resource, amount FROM start_resources"):
                ship.get_component(StorageComponent).inventory.alter(
                    res, amount)
            if player is self.player:
                ret_coords = point.to_tuple()

                # HACK: Store starting ship as first unit group, and select it
                def _preselect_player_ship(player_ship):
                    sel_comp = player_ship.get_component(SelectableComponent)
                    sel_comp.select(reset_cam=True)
                    self.session.selected_instances = set([player_ship])
                    self.session.ingame_gui.handle_selection_group(1, True)
                    sel_comp.show_menu()

                select_ship = partial(_preselect_player_ship, ship)
                Scheduler().add_new_object(select_ship, ship, run_in=0)

        # load the AI stuff only when we have AI players
        if any(isinstance(player, AIPlayer) for player in self.players):
            AIPlayer.load_abstract_buildings(
                self.session.db)  # TODO: find a better place for this

        # add a pirate ship
        if pirate_enabled:
            self.pirate = Pirate(self.session, 99998, "Captain Blackbeard",
                                 Color())

        assert ret_coords is not None, "Return coords are None. No players loaded?"
        return ret_coords
Exemple #47
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	def start(self):
		# Add the check_events method to the scheduler to be checked every few seconds
		self.check_events("game_started")
		Scheduler().add_new_object(self._scheduled_check, self,
		                           run_in=Scheduler().get_ticks(self.CHECK_CONDITIONS_INTERVAL),
		                           loops=-1)
 def hide(self):
     super().hide()
     Scheduler().rem_all_classinst_calls(self)
Exemple #49
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	def schedule_check(self, condition):
		"""Let check_events run in one tick for condition. Useful for lag prevetion if time is a
		critical factor, e.g. when the user has to wait for a function to return.."""
		if self.session.world.inited: # don't check while loading
			Scheduler().add_new_object(Callback(self.check_events, condition), self, run_in=self.sleep_ticks_remaining)
Exemple #50
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 def on_queue_element_finished(self, production):
     """Callback used for the SingleUseProduction"""
     self.remove_production(production)
     Scheduler().add_new_object(self.start_next_production, self)
Exemple #51
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	def __init__(self, player):
		super(PlayerStats, self).__init__()
		self.player = player
		self.db = player.session.db
		self._collect_info()
		self.collection_tick = Scheduler().cur_tick
	def show(self):
		super(ProductionOverviewTab, self).show()
		Scheduler().add_new_object(Callback(self._refresh_utilization),
		                           self, run_in=GAME_SPEED.TICKS_PER_SECOND, loops=-1)
Exemple #53
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 def end(self):
     Scheduler().rem_all_classinst_calls(self)
Exemple #54
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 def get_latest_stats(self):
     if self._stats is None or self._stats.collection_tick + PLAYER.STATS_UPDATE_FREQUENCY < Scheduler(
     ).cur_tick:
         self._stats = PlayerStats(self)
     return self._stats
Exemple #55
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 def notify_unit_path_blocked(self, unit):
     self.log.warning("%s %s: ship blocked", self.__class__.__name__,
                      self.worldid)
     # retry moving ship in 2 secs
     Scheduler().add_new_object(Callback(self.ship_idle, unit), self, \
                                GAME_SPEED.TICKS_PER_SECOND * 2)
class TestScheduler(TestCase):

	def setUp(self):
		self.callback = Mock()
		self.timer = Mock()
		Scheduler.create_instance(self.timer)
		self.scheduler = Scheduler()
		self.timer.reset_mock()

	def tearDown(self):
		Scheduler.destroy_instance()

	def test_create_then_register_with_timer(self):
		# create a new scheduler but do not reset timer mock
		Scheduler.destroy_instance()
		Scheduler.create_instance(self.timer)
		self.scheduler = Scheduler()
		self.timer.add_call.assert_called_once_with(self.scheduler.tick)

	def test_end_then_unregister_from_timer(self):
		self.scheduler.end()
		self.timer.remove_call.assert_called_once_with(self.scheduler.tick)

	def test_multiple_sequential_ticks(self):
		self.scheduler.before_ticking()
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertEqual(Scheduler.FIRST_TICK_ID, self.scheduler.cur_tick)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		self.assertEqual(Scheduler.FIRST_TICK_ID+1, self.scheduler.cur_tick)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID+2)
		self.assertEqual(Scheduler.FIRST_TICK_ID+2, self.scheduler.cur_tick)

	def test_fail_when_missing_start_tick(self):
		def tick():
			self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		self.scheduler.before_ticking()
		self.assertRaises(Exception, tick)

	def test_fail_when_same_tick_twice(self):
		def tick():
			self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.scheduler.before_ticking()
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertRaises(Exception, tick)

	def test_add_callback_before_first_tick(self):
		self.scheduler.add_new_object(self.callback, None, run_in=0)
		self.scheduler.before_ticking()
		self.callback.assert_called_once_with()

	def test_add_callback_run_in_1_on_first_tick(self):
		self.scheduler.add_new_object(self.callback, None, run_in=1)
		self.scheduler.before_ticking()
		self.assertFalse(self.callback.called)

		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.callback.assert_called_once_with()

	def test_add_callback_only_triggered_once(self):
		self.scheduler.before_ticking()
		self.scheduler.add_new_object(self.callback, None, run_in=2)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertFalse(self.callback.called)

		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1) # callback called here
		self.callback.reset_mock()

		self.scheduler.tick(Scheduler.FIRST_TICK_ID+2)
		self.assertFalse(self.callback.called)

	def test_started_ticking_then_add_callback_for_next_tick(self):
		self.scheduler.before_ticking()
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.scheduler.add_new_object(self.callback, None, run_in=0)
		self.assertFalse(self.callback.called)

		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		self.callback.assert_called_once_with()

	def test_started_ticking_then_add_callback_for_future(self):
		self.scheduler.before_ticking()
		self.scheduler.add_new_object(self.callback, None, run_in=2)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertFalse(self.callback.called)

		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		self.callback.assert_called_once_with()

	def test_within_callback_add_new_callback_for_same_tick(self):
		self.scheduler.before_ticking()
		callback2 = Mock()
		def add_callback():
			self.scheduler.add_new_object(callback2, None, run_in=0)
		self.callback.side_effect = add_callback

		self.scheduler.add_new_object(self.callback, None, run_in=1)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		callback2.assert_called_once_with()

	def test_within_callback_add_new_callback_for_future_tick(self):
		self.scheduler.before_ticking()
		callback2 = Mock()
		def add_callback():
			self.scheduler.add_new_object(callback2, None, run_in=1)
		self.callback.side_effect = add_callback

		self.scheduler.add_new_object(self.callback, None, run_in=1)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertFalse(callback2.called)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		callback2.assert_called_once_with()

	def test_add_periodic_callback_called_every_tick_3_times(self):
		self.scheduler.before_ticking()
		self.scheduler.add_new_object(self.callback, None, run_in=1, loops=4)
		for i in xrange(Scheduler.FIRST_TICK_ID, 4):
			self.scheduler.tick(i)
			self.callback.assert_called_once_with()
			self.callback.reset_mock()

		self.scheduler.tick(4)
		self.assertFalse(self.callback.called)

	def test_add_periodic_callback_run_every_other_tick_3_times(self):
		self.scheduler.before_ticking()
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.scheduler.add_new_object(self.callback, None, run_in=1, loops=3, loop_interval=2)

		for i in xrange(Scheduler.FIRST_TICK_ID+1, 7):
			self.scheduler.tick(i)
			if (i % 2 - 1 == 0):
				self.callback.assert_called_once_with()
				self.callback.reset_mock()
			else:
				self.assertFalse(self.callback.called)

		self.scheduler.tick(7)
		self.assertFalse(self.callback.called)

	def test_remove_call_from_instance(self):
		self.scheduler.before_ticking()
		instance1 = Mock()
		instance2 = Mock()
		self.scheduler.add_new_object(self.callback, instance1, run_in=1)
		self.scheduler.add_new_object(self.callback, instance2, run_in=1)
		self.scheduler.rem_call(instance1, self.callback)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.callback.assert_called_once_with() # instance2 callback kept

	def test_list_and_manually_remove_all_classinstance_callbacks(self):
		self.scheduler.before_ticking()
		instance1 = Mock()
		self.scheduler.add_new_object(self.callback, instance1, run_in=1)
		self.scheduler.add_new_object(self.callback, instance1, run_in=1)

		callbacks = self.scheduler.get_classinst_calls(instance1)
		for callback in callbacks:
			self.scheduler.rem_object(callback)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertFalse(self.callback.called)

	def test_remove_all_classinstance_callbacks(self):
		self.scheduler.before_ticking()
		instance1 = Mock()
		self.scheduler.add_new_object(self.callback, instance1, run_in=1)
		self.scheduler.add_new_object(self.callback, instance1, run_in=1)

		self.scheduler.rem_all_classinst_calls(instance1)
		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertFalse(self.callback.called)

	def test_get_remaining_tick_until_callback(self):
		self.scheduler.before_ticking()
		instance = Mock()
		self.scheduler.add_new_object(self.callback, instance, run_in=2)
		self.assertEqual(2, self.scheduler.get_remaining_ticks(instance, self.callback))

		self.scheduler.tick(Scheduler.FIRST_TICK_ID)
		self.assertEqual(1, self.scheduler.get_remaining_ticks(instance, self.callback))

	def test_get_remaining_tick_periodic_callback(self):
		self.scheduler.before_ticking()
		instance = Mock()
		self.scheduler.add_new_object(self.callback, instance, run_in=1, loops=2, loop_interval=3)
		self.assertEqual(1, self.scheduler.get_remaining_ticks(instance, self.callback))

		self.scheduler.tick(Scheduler.FIRST_TICK_ID) # first time fired
		self.assertEqual(3, self.scheduler.get_remaining_ticks(instance, self.callback))
		self.scheduler.tick(Scheduler.FIRST_TICK_ID+1)
		self.assertEqual(2, self.scheduler.get_remaining_ticks(instance, self.callback))
		self.scheduler.tick(Scheduler.FIRST_TICK_ID+2)
		self.assertEqual(1, self.scheduler.get_remaining_ticks(instance, self.callback))
Exemple #57
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	def remove(self):
		self._remove_listeners()
		Scheduler().rem_all_classinst_calls(self)
		super(Production, self).remove()
 def update(self):
     if self.production_builder.last_collector_improvement_road + self.personality.collector_improvement_road_expires > Scheduler(
     ).cur_tick:
         # skip this goal leave time for the collectors to do their work
         self._problematic_buildings = None
         self._is_active = False
     else:
         self._problematic_buildings = self._get_problematic_collector_coverage_buildings(
         )
         self._is_active = bool(self._problematic_buildings)