Esempio n. 1
0
    def __init__(self,
                 face,
                 playerIDs,
                 age=generators.Age.Iron,
                 regionsLimit=0):
        super(AbstractGeneratorFacade, self).__init__(face, playerIDs, age)

        terrain = generators.SmoothTerrainGenerator(face,
                                                    exterms=3,
                                                    top=3000,
                                                    bottom=100,
                                                    sea=0)
        lander = generators.SimpleLandGenerator(face, age, self.landings)
        capitaler = generators.SelfCapitalCell(face)
        dweller = generators.CommonSenseDwellinger(face,
                                                   self.scapes,
                                                   globalPopulation=10000)
        officier = generators.LordCourt(face, self.scapes)
        explorer = generators.SeparatedCells(face)
        historic = generators.NoDomainHistory(face)
        culture = generators.NoBuildingsBefore(face, age)

        self.generator = generators.MapGenerator(terrain, lander, capitaler,
                                                 dweller, officier, explorer,
                                                 historic, culture)
Esempio n. 2
0
    def __init__(self,
                 face,
                 playersIDs,
                 age=generators.Age.Iron,
                 regionsLimit=0):
        AbstractGeneratorFacade.__init__(self, face, playersIDs, regionsLimit,
                                         age)
        print("Regions limit", regionsLimit, self.regions)
        oikumenaPopulation = face * face * 100
        # Layers
        terrain = generators.PikesAndPlatos(face,
                                            top=5000,
                                            bottom=-500,
                                            mounts=face)
        lander = generators.ExtensibleAreas(face, landscapes=self.landings)
        #lander = generators.PlanetEvo(face, age, landscapes=self.landings, envUpdateCircle=10)
        dweller = generators.StateCities(face, oikumenaPopulation)
        capitaler = generators.DistancedCapitals(face, playersIDs,
                                                 self.regions)
        officier = generators.Guards(face)
        explorer = generators.SpeciesArials(face)
        historic = generators.NoDomainHistory(face)
        culture = generators.WarAndPease(face, age=age)

        self.generator = generators.MapGenerator(terrain, lander, capitaler,
                                                 dweller, officier, explorer,
                                                 historic, culture)
Esempio n. 3
0
    def __init__(self,
                 face,
                 playersIDs,
                 age=generators.Age.Iron,
                 regionsLimit=0):
        AbstractGeneratorFacade.__init__(self, face, playersIDs, regionsLimit,
                                         age)
        oikumenaPopulation = face * face * int(math.sqrt(face))

        bases = list([0, face * face - 1, face * (face - 1) - 1, face - 1])
        odd = face % 2 == 1
        bases.extend([
            face // 2, face * face - face // 2,
            (face * face + face) // 2 if odd else face * (face + 1) // 2 - 1,
            (face * face - face) // 2 if odd else face * face // 2 - 1
        ])

        terrain = generators.VoolcanoLake(face, top=500, bottom=-500)
        lander = generators.SimpleLandGenerator(face, age)
        capitaler = generators.ConstantableCapitals(face, playerIDs, bases)
        dweller = generators.EvolutionRandomHomo(face, oikumenaPopulation)
        officier = generators.LordCourt(face)
        explorer = generators.NearestVecine(face)
        historic = generators.NoDomainHistory(face)
        culture = generators.FamilyCastles(face)

        self.generator = generators.MapGenerator(terrain, lander, capitaler,
                                                 dweller, officier, explorer,
                                                 historic, culture)
Esempio n. 4
0
    def __init__(self,
                 face,
                 playersIDs,
                 age=generators.Age.Neolit,
                 regionsLimit=0):
        AbstractGeneratorFacade.__init__(self, face, playersIDs, age)

        oikumenaPopulation = int(face * face * 64)

        terrain = generators.VoolcanoIsland(face, top=5000, bottom=-500)
        lander = generators.ZonalLandscape(face, self.landings)
        dweller = generators.BurnInHomes(face,
                                         globalPopulation=oikumenaPopulation)
        capitaler = generators.SeparatedTribes(face,
                                               playersIDs,
                                               regionsCount=face +
                                               len(playersIDs))
        officier = generators.AggressiveTribes(face)
        explorer = generators.LazyDevelopment(face)
        historic = generators.NoDomainHistory(face)
        culture = generators.DwellyCaves(face)

        self.generator = generators.MapGenerator(terrain, lander, capitaler,
                                                 dweller, officier, explorer,
                                                 historic, culture)
Esempio n. 5
0
    def __init__(self, face, playersIDs, age=1, regionsLimit=0):
        AbstractGeneratorFacade.__init__(self, face, playersIDs, age)

        wholePopulations = face * face * 10

        terrain = generators.SmoothTerrainGenerator(face,
                                                    extrems=int(face / 2),
                                                    top=3000,
                                                    bottom=-500,
                                                    sea=0)
        lander = generators.SimpleLandGenerator(face, age, self.landings)
        dweller = generators.EvolutionRandomHomo(face, wholePopulations)
        capitaler = generators.SearchGoodPlaceToCapital(face, age, playersIDs)
        officier = generators.LordCourt(face, self.scapes)
        explorer = generators.InfinityAbsorbation(face)
        historic = generators.NoDomainHistory(face)
        culture = generators.WarAndPease(face, age)

        self.generator = generators.MapGenerator(terrain, lander, capitaler,
                                                 dweller, officier, explorer,
                                                 historic, culture)