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')
def NewSystemHousekeeping(self,oldsystem,newsystem): print oldsystem,' IS NOW AT ',newsystem print oldsystem.split('/')[0] if oldsystem.split('/')[0]=='Special': print 'Showing splash screen!' ShowProgress.activateProgressScreen('loading', 0) fg_util.launchBases(newsystem) fg_util.launchUnits(newsystem) news.newNews() newquest = adventure.newAdventure (self.cur_player,oldsystem,newsystem) if (newquest): self.cur.quests+=[newquest] else: self.RestoreDroneMission() self.CalculateSignificantDistance() ShowProgress.deactivateProgressScreen('loading') VS.hideSplashScreen()
def NewSystemHousekeeping(self, oldsystem, newsystem): print(oldsystem, ' IS NOW AT ', newsystem) print(oldsystem.split('/')[0]) if oldsystem.split('/')[0] == 'Special': print('Showing splash screen!') ShowProgress.activateProgressScreen('loading', 0) fg_util.launchBases(newsystem) fg_util.launchUnits(newsystem) news.newNews() newquest = adventure.newAdventure(self.cur_player, oldsystem, newsystem) if (newquest): self.cur.quests += [newquest] else: self.RestoreDroneMission() self.CalculateSignificantDistance() ShowProgress.deactivateProgressScreen('loading') VS.hideSplashScreen()
def Execute(self): ShowProgress.deactivateProgressScreen('loading')