def end(self, keep_map=False, remove_savegame=True):
		"""
		Clean up temporary files.
		"""
		super(SPTestSession, self).end()

		# remove the saved game
		savegame_db = SavegameAccessor(self.savegame, self.started_from_map)
		savegame_db.close()
		if remove_savegame and not self.started_from_map:
			os.remove(self.savegame)
Exemple #2
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    def end(self, keep_map=False, remove_savegame=True):
        """
		Clean up temporary files.
		"""
        super(SPTestSession, self).end()

        # remove the saved game
        savegame_db = SavegameAccessor(self.savegame, self.started_from_map)
        savegame_db.close()
        if remove_savegame and not self.started_from_map:
            os.remove(self.savegame)
	def end(self, keep_map=False, remove_savegame=True):
		"""
		Clean up temporary files.
		"""
		super(SPTestSession, self).end()

		# Find all islands in the map first
		savegame_db = SavegameAccessor(self.savegame)
		if not keep_map:
			for (island_file, ) in savegame_db('SELECT file FROM island'):
				if not island_file.startswith('random:'): # random islands don't exist as files
					os.remove(island_file)

		# Finally remove savegame
		savegame_db.close()
		if remove_savegame:
			os.remove(self.savegame)
Exemple #4
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def edit_game_map(saved_game_name):
	"""
	Start editing the specified map.

	@param map_name: name of map or path to map
	@return: bool, whether loading succeeded
	"""
	saved_games = SavegameManager.get_saves()
	saved_game_path = _find_matching_map(saved_game_name, saved_games)
	if not saved_game_path:
		return False

	accessor = SavegameAccessor(saved_game_path, False)
	map_name = accessor.map_name
	accessor.close()
	if isinstance(map_name, list):
		# a random map represented by a list of island strings
		return _edit_map(map_name)
	return edit_map(map_name)
Exemple #5
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def edit_game_map(saved_game_name):
	"""
	Start editing the specified map.

	@param map_name: name of map or path to map
	@return: bool, whether loading succeeded
	"""
	saved_games = SavegameManager.get_saves()
	saved_game_path = _find_map(saved_game_name, saved_games)
	if not saved_game_path:
		return False

	accessor = SavegameAccessor(saved_game_path, False)
	map_name = accessor.map_name
	accessor.close()
	if isinstance(map_name, list):
		# a random map represented by a list of island strings
		return _edit_map(map_name)
	return edit_map(map_name)
Exemple #6
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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 initialized.
		"""
        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,
                                       options)  # 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)

        LoadingProgress.broadcast(self, 'session_create_world')
        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, self.world)  # 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 be old scheduled ticks).
        LoadingProgress.broadcast(self, "session_index_fish")
        self.world.init_fish_indexer()  # now the fish should exist

        # load the old gui positions and stuff
        # Do this before loading selections, they need the minimap setup
        LoadingProgress.broadcast(self, "session_load_gui")
        self.ingame_gui = self._ingame_gui_class(self)
        self.ingame_gui.load(savegame_db)

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

        assert hasattr(self.world, "player"), 'Error: there is no human player'
        LoadingProgress.broadcast(self, "session_finish")
        """
Exemple #7
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	def load(self, savegame, players, trader_enabled, pirate_enabled,
	         natural_resource_multiplier, is_scenario=False, campaign=None,
	         force_player_id=None, disasters_enabled=True, is_multiplayer=False):
		"""Loads a map. Key method for starting a game.
		@param savegame: path to the savegame database.
		@param players: iterable of dictionaries containing id, name, color, local, ai, and difficulty
		@param is_scenario: Bool whether the loaded map is a scenario or not
		@param force_player_id: the worldid of the selected human player or default if None (debug option)
		"""
		"""
		TUTORIAL: Here you see how the vital game elements (and some random things that are also required)
		are initialised.
		"""
		if is_scenario:
			# savegame is a yaml file, that contains reference to actual map file
			self.scenario_eventhandler = ScenarioEventHandler(self, savegame)
			# scenario maps can be normal maps or scenario maps:
			map_filename = self.scenario_eventhandler.get_map_file()
			savegame = os.path.join(SavegameManager.scenario_maps_dir, map_filename)
			if not os.path.exists(savegame):
				savegame = os.path.join(SavegameManager.maps_dir, map_filename)
		self.campaign = {} if not campaign else campaign

		self.log.debug("Session: Loading from %s", savegame)
		savegame_db = SavegameAccessor(savegame) # Initialize new dbreader
		savegame_data = SavegameManager.get_metadata(savegame)

		# 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, force_player_id, disasters_enabled=disasters_enabled)
		self.view.load(savegame_db) # load view
		if not self.is_game_loaded():
			# NOTE: this must be sorted before iteration, cause there is no defined order for
			#       iterating a dict, and it must happen in the same order for mp games.
			for i in sorted(players, lambda p1, p2: cmp(p1['id'], p2['id'])):
				self.world.setup_player(i['id'], i['name'], i['color'], i['clientid'] if is_multiplayer else None, i['local'], i['ai'], i['difficulty'])
			self.world.set_forced_player(force_player_id)
			center = self.world.init_new_world(trader_enabled, pirate_enabled, natural_resource_multiplier)
			self.view.center(center[0], center[1])
		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'
		"""
	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 initialized.
		"""
		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, options) # 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)

		LoadingProgress.broadcast(self, 'session_create_world')
		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, self.world) # 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 be old scheduled ticks).
		LoadingProgress.broadcast(self, "session_index_fish")
		self.world.init_fish_indexer() # now the fish should exist

		# load the old gui positions and stuff
		# Do this before loading selections, they need the minimap setup
		LoadingProgress.broadcast(self, "session_load_gui")
		self.ingame_gui = self._ingame_gui_class(self)
		self.ingame_gui.load(savegame_db)

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

		assert hasattr(self.world, "player"), 'Error: there is no human player'
		LoadingProgress.broadcast(self, "session_finish")
		"""
Exemple #9
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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 #10
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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'
		"""