Esempio n. 1
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 def game_master_submit_scenario_data(self):
     path = 'data/scenarios/%s/config.py'%self.scenario
     store = load_mod_file.load(path)
     if store == False:
         print 'failed to load config O.o'
     else:
         self.talkToServer('getGameScenarioInfo', {'name':store.name, 'maxp':store.num_players, 'teams':store.teams})
Esempio n. 2
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 def load_dir(self, path):
     access = {'BaseUnit':Unit}
     for unit in glob.glob(path+'*.py'):
         store = load_mod_file.load(unit, access)
         if store == False:
             print 'fail load unit <%s>'%unit
         else:
             self.units[store.unit.type] = store.unit
Esempio n. 3
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 def load_dir(self, path):
     self.abilities = {}
     access = {'BaseAbility':Ability}
     for ability in glob.glob(path+'*.py'):
         name = os.path.split(ability)[1].split('.')[0]
         store = load_mod_file.load(ability, access)
         if store == False:
             print 'fail load ability <%s>'%ability
         else:
             self.abilities[name] = store.ability
Esempio n. 4
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    def __init__(self, engine, scenario):
        self.engine = engine

        self.abilh = AbilityHandler()
        self.abilh.load_dir('data/scenarios/%s/abilities/'%scenario)
        self.abilh.load_dir('data/abilities/')

        self.unith = UnitHandler(self)
        self.unith.load_dir('data/scenarios/%s/units/'%scenario)
        self.unith.load_dir('data/units/')

        self.units = []

        store = load_mod_file.load('data/scenarios/%s/config.py'%scenario)
        if store == False:
            print 'fail load config <%s>'%scenario
        else: self.config = store

        access = {'Unit':self.make_unit,
                  'engine':self.engine,
                  'parent':self,
                  'BaseScenario':BaseScenario,
                  'gui':gui}
        store = load_mod_file.load('data/scenarios/%s/scenario.py'%scenario, access)
        if store == False:
            print 'fail load scenario <%s>'%scenario
        else:
            self.mod = store.scenario(self)

        access = {'BaseAI':AI}
        store = load_mod_file.load('data/scenarios/%s/ai.py'%scenario, access)
        if store == False:
            print 'fail load ai <%s>'%scenario
        else:
            self.core_ai = store.ai

        self.ai_players = []
Esempio n. 5
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 def load_map_file(self, path):
     access = {"game": self.engine.client, "gfx_engine": self.engine}
     succeed = load_mod_file.load(path, access)
     if succeed == False:
         self.engine.failed = True