Esempio n. 1
0
def create_laser(x, y, direction, owner_id, damage=12, length=20):
	_vel = numbers.velocity(direction, length)
	
	for i in range(length):
		_vel = numbers.velocity(direction, 3*(length*i))
		_bullet = create(x+_vel[0], y+_vel[1], direction, 0, 'laser.png', owner_id, damage=damage, life=10)
		entities.trigger_event(_bullet, 'set_rotation', degrees=direction)
		entities.register_event(_bullet, 'hit', hit_laser)
Esempio n. 2
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def create_smoke(pos, color=tcod.gray, age=0, grow=0.1, decay=0.1, direction=-1, speed=0.3, max_opacity=.75, interp_wind=True):
	_intensity = random.uniform(max_opacity*.25, max_opacity)
	_color = tcod.color_lerp(color, tcod.white, random.uniform(0, 0.3))
	
	if direction == -1:
		_velocity = [random.uniform(-speed, speed), random.uniform(-speed, speed), 0]
	else:
		_velocity = numbers.velocity(direction, speed)
	
	_effect = {'type': 'smoke',
	           'color': _color,
	           'intensity': _intensity*age,
	           'max_intensity': _intensity,
	           'decay': decay,
	           'grow': grow,
	           'disappear': False,
	           'pos': list(pos),
	           'float_pos': list(pos),
	           'interp_wind': interp_wind,
	           'velocity': [_velocity[0], _velocity[1], _velocity[2]],
	           'callback': process_smoke,
	           'draw_callback': draw_smoke,
	           'unregister_callback': clear_effect}
	
	register_effect(_effect)
Esempio n. 3
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def tick(entity):
	entity['recoil_time'] -= 1
	
	if not entity['owner_id'] in entities.ENTITIES:
		entities.unregister_event(entity, 'tick', tick)
		
		return False
	
	if entity['recoil_time']>0:
		return False
	elif not entity['rounds']:
		if entity['reload_time']:
			if entity['owner_id'] in entities.ENTITIES and 'player' in entities.get_entity(entity['owner_id']) and entity['reload_time'] == entity['reload_time_max']:
				display.print_text(0, 0, 'RELOADING', show_for=(entity['reload_time']/display.get_tps())*2, fade_out_speed=255)
				
			entity['reload_time'] -= 1
		else:
			entity['reload_time'] = entity['reload_time_max']
			entity['recoil_time'] = 1
			entity['rounds'] = entity['max_rounds']
			entity['firing'] = False
			entities.unregister_event(entity, 'tick', tick)
		
		return False
	
	_owner = entities.get_entity(entity['owner_id'])
	
	if 'shoot_direction' in entity:
		_direction = entity['shoot_direction']
	elif 'shoot_direction' in _owner:
		_direction = _owner['shoot_direction']
	else:
		_direction = _owner['direction']
	
	if entity['kickback']:
		entities.trigger_event(entities.get_entity(entity['owner_id']), 'push', velocity=numbers.velocity(_direction+180, entity['kickback']))
	
	if entity['missile']:
		bullet.create_missile(_owner['position'][0],
		                      _owner['position'][1],
		                      _direction,
		                      entity['speed'],
		                      'bullet.png',
		                      entity['owner_id'],
		                      turn_rate=entity['turn_rate'],
		                      tracking=entity['tracking'],
		                      radius=entity['damage_radius'])
	
	if entity['bullet']:
		bullet.create_bullet(_owner['position'][0],
		                     _owner['position'][1],
		                     _direction+random.randint(-entity['spray'], entity['spray']),
		                     entity['speed'],
		                     'bullet.png',
		                     entity['owner_id'],
		                     scale=.6,
		                     radius=entity['damage_radius'])
	
	entity['recoil_time'] = entity['recoil_time_max']
	entity['rounds'] -= 1
Esempio n. 4
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def create_smoke_streamer(pos, size, length, color=tcod.gray):
	_direction = random.randint(0, 359)
	_end_velocity = numbers.velocity(_direction, length)
	_end_pos = [int(round(pos[0]+_end_velocity[0])), int(round(pos[1]+_end_velocity[1]))]
	
	for new_pos in render_los.draw_line(pos[0], pos[1], _end_pos[0], _end_pos[1]):
		_new_pos = [new_pos[0], new_pos[1], pos[2]]
		create_smoke_cloud(_new_pos, size, age=-numbers.distance(pos, new_pos)/float(length), color=color)
Esempio n. 5
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def tick_particle(particle):
	if particle['spin']:
		entities.trigger_event(particle, 'rotate_by', degrees=particle['spin'])
	
	if particle['fade_rate']:
		entities.trigger_event(particle, 'fade_by', amount=particle['fade_rate'])
	
	particle['sprite'].visible = True
	
	if particle['swerve_rate']:
		particle['direction'] += (random.randint(int(round(particle['swerve_rate']*.25)), particle['swerve_rate'])*particle['swerve_speed']/float(particle['swerve_speed_max']))*random.choice([-1, 1])
		particle['velocity'] = numbers.velocity(particle['direction'], particle['swerve_speed'])
		particle['swerve_speed'] -= 1
		
		if particle['swerve_speed']<=0:
			entities.delete_entity(particle)
				
			return False
	
	if particle['flashes']>-1:
		if random.uniform(0, 1)>1-particle['flash_chance']:
			particle['sprite'].visible = False
			particle['flashes'] -= 1
		
			if not particle['flashes']:
				entities.delete_entity(particle)
				
				return False
	
	if particle['streamer'] and random.uniform(0, 1)>1-particle['streamer_chance']:
		if particle['swerve_rate']:
			_image = 'streamer.png'
		else:
			_image = particle['sprite_name']
		
		_effect = create_particle(particle['position'][0],
		                          particle['position'][1],
		                          _image,
		                          background=particle['background'],
		                          direction=particle['direction'],
		                          rotation=particle['direction'],
		                          scale=particle['sprite'].scale,
		                          scale_min=particle['scale_min'],
		                          scale_rate=particle['scale_rate'])
		
		if particle['swerve_rate']:
			entities.trigger_event(_effect, 'set_rotation', degrees=particle['direction'])
			entities.trigger_event(_effect, 'set_scale', scale=particle['swerve_speed']/float(particle['swerve_speed_max']))
			_effect['sprite'].opacity = 255*particle['swerve_speed']/float(particle['swerve_speed_max'])
	
	if not particle['scale_rate'] == 1:
		if particle['sprite'].scale < particle['scale_min']:
			entities.delete_entity(particle)
		elif particle['sprite'].scale > particle['scale_max']:
			entities.delete_entity(particle)
		else:
			entities.trigger_event(particle, 'set_scale', scale=particle['sprite'].scale*particle['scale_rate'])
Esempio n. 6
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def move(item, direction, speed, friction=0.05, _velocity=0):
	"""Sets new velocity for an item. Returns nothing."""
	velocity = numbers.velocity(direction, speed)
	velocity[2] = _velocity
	
	item['speed'] = speed
	item['friction'] = friction
	item['velocity'] = velocity
	item['realpos'] = item['pos'][:]
	
	logging.debug('%s flies off in an arc! (%s)' % (get_name(item), item['velocity']))
Esempio n. 7
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def move(item, direction, speed, friction=0.05, _velocity=0):
	"""Sets new velocity for an item. Returns nothing."""
	velocity = numbers.velocity(direction, speed)
	velocity[2] = _velocity
	
	item['speed'] = speed
	item['friction'] = friction
	item['velocity'] = velocity
	item['realpos'] = item['pos'][:]
	
	logging.debug('%s flies off in an arc! (%s)' % (get_name(item), item['velocity']))
Esempio n. 8
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def create_smoke_streamer(pos, size, length, color=tcod.gray):
    _direction = random.randint(0, 359)
    _end_velocity = numbers.velocity(_direction, length)
    _end_pos = [
        int(round(pos[0] + _end_velocity[0])),
        int(round(pos[1] + _end_velocity[1]))
    ]

    for new_pos in render_los.draw_line(pos[0], pos[1], _end_pos[0],
                                        _end_pos[1]):
        _new_pos = [new_pos[0], new_pos[1], pos[2]]
        create_smoke_cloud(_new_pos,
                           size,
                           age=-numbers.distance(pos, new_pos) / float(length),
                           color=color)
Esempio n. 9
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def _gravity_well(entity):
	_moving_groups = [name for name in entities.GROUPS if not name in entity['_groups'] and not name in entities.IGNORE_ENTITY_GROUPS]
	
	for entity_id in entities.get_sprite_groups(_moving_groups):
		_entity = entities.get_entity(entity_id)
		
		if numbers.distance(entity['position'], _entity['position'])<entity['min_distance']:
			_entity['in_space'] = False
			
			continue
		
		if entity['kill_engines']:
			_entity['in_space'] = True
		
		_velocity = numbers.velocity(numbers.direction_to(_entity['position'], entity['position']), entity['strength'])
		
		entities.trigger_event(_entity, 'push', velocity=_velocity)
Esempio n. 10
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def create_smoke(pos,
                 color=tcod.gray,
                 age=0,
                 grow=0.1,
                 decay=0.1,
                 direction=-1,
                 speed=0.3,
                 max_opacity=.75,
                 interp_wind=True):
    _intensity = random.uniform(max_opacity * .25, max_opacity)
    _color = tcod.color_lerp(color, tcod.white, random.uniform(0, 0.3))

    if direction == -1:
        _velocity = [
            random.uniform(-speed, speed),
            random.uniform(-speed, speed), 0
        ]
    else:
        _velocity = numbers.velocity(direction, speed)

    _effect = {
        'type': 'smoke',
        'color': _color,
        'intensity': _intensity * age,
        'max_intensity': _intensity,
        'decay': decay,
        'grow': grow,
        'disappear': False,
        'pos': list(pos),
        'float_pos': list(pos),
        'interp_wind': interp_wind,
        'velocity': [_velocity[0], _velocity[1], _velocity[2]],
        'callback': process_smoke,
        'draw_callback': draw_smoke,
        'unregister_callback': clear_effect
    }

    register_effect(_effect)
Esempio n. 11
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def ivan_cycles(entity):
	if entity['warmup_cycles']:
		entity['warmup_cycles'] -= 1
		
		return False
	
	if entity['cycle'] == 'shoot':
		#if entity['shoot_cycle'] == entity['shoot_cycle_max']:
		#	for i in range(8):
		#		bullet.create_laser(entity['position'][0], entity['position'][0], 45*(i+1), entity['_id'], damage=30, length=90)
		
		entity['shoot_cycle'] -= 1
		
		if not entity['shoot_cycle']:
			entity['shoot_cycle'] = entity['shoot_cycle_max']
			entity['cycle'] = 'spawn'
		
		for direction in range(0, 360, 15):
			for i in range(4):
				bullet.create_bullet(entity['position'][0],
					                entity['position'][1],
					                direction+4*i,
					                60+(i*10),
					                'boss3_core.png',
					                entity['_id'],
					                damage=15)
	else:
		entity['spawn_cycle'] -= 1
		
		if not entity['spawn_cycle']:
			entity['spawn_cycle'] = entity['shoot_cycle_max']
			entity['cycle'] = 'shoot'
		
		for i in range(5):
			_mine = create_eyemine(x=entity['position'][0], y=entity['position'][1], max_explode_velocity=90)
			entities.trigger_event(_mine, 'push', velocity=numbers.velocity(random.randint(0, 359), 65))
Esempio n. 12
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def tick_drunk(bullet):
	bullet['direction'] += random.randint(-6, 6)
	bullet['velocity'] = numbers.velocity(bullet['direction']+random.randint(-12, 12), bullet['speed'])
Esempio n. 13
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def hurt_player(situation):
	_player = LIFE[SETTINGS['controlling']]
	
	if situation['group']:
		if situation['armed']:
			_bandit_group_leader = get_group_leader_with_motive('crime', online=True)
			_military_group_leader = get_group_leader_with_motive('military', online=False)
			
			if not _military_group_leader:
				_military_group_leader = spawns.generate_group('soldier', amount=3, spawn_chunks=[spawns.get_spawn_in_ref('outposts', chunk_key=True)])[0]
			
			if not _bandit_group_leader:
				_chunk_key = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_military_group_leader['pos'], area=150, min_area=100))
				_bandit_group_leader = spawns.generate_group('bandit', amount=5, spawn_chunks=[_chunk_key])[0]
			
			_bandit_group_location = lfe.get_current_chunk_id(_bandit_group_leader)
			_military_group_location = lfe.get_current_chunk_id(_military_group_leader)
			order_group(_bandit_group_leader, _bandit_group_leader['group'], STAGE_RAIDING, 500, chunk_key=_military_group_location)
			alife.groups.discover_group(_bandit_group_leader, _military_group_leader['group'])
			alife.groups.declare_group_hostile(_bandit_group_leader, _bandit_group_leader['group'], _military_group_leader['group'])

			_real_direction = language.get_real_direction(numbers.direction_to((MAP_SIZE[0]/2, MAP_SIZE[1]/2), alife.chunks.get_chunk(_military_group_location)['pos']))
		
			_messages = [{'text': 'Attention all neutral and bandit squads.'},
		                 {'text': 'We finally got solid contact on military in the %s compound.' % _real_direction},
		                 {'text': 'We\'re located near coords %s and heading out soon.' % (', '.join(_bandit_group_location.split(',')))}]
			events.broadcast(_messages, 40)
			core.record_encounter(len(alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members']))
			
			_player_group_leader = LIFE[alife.groups.get_leader(_player, situation['group'])]
			
			for friendly_member in alife.groups.get_group(_player_group_leader, situation['group'])['members']:
				for hostile_member in alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members']:
					_target = alife.brain.meet_alife(LIFE[friendly_member], LIFE[hostile_member])
					_target['last_seen_time'] = 1
					_target['escaped'] = 1
					_target['last_seen_at'] = LIFE[hostile_member]['pos'][:]
					alife.stats.establish_hostile(LIFE[friendly_member], hostile_member)
			
			for hostile_member in alife.groups.get_group(_military_group_leader, _military_group_leader['group'])['members']:		
				for friendly_member in alife.groups.get_group(_player_group_leader, situation['group'])['members']:
					_target = alife.brain.meet_alife(LIFE[hostile_member], LIFE[friendly_member])
					_target['last_seen_time'] = 1
					_target['escaped'] = 1
					_target['last_seen_at'] = LIFE[friendly_member]['pos'][:]
					alife.stats.establish_hostile(LIFE[hostile_member], friendly_member)
			
			return True
	elif situation['armed']:
		_town_chunk_keys = []
		for ref in WORLD_INFO['refs']['towns']:
			_town_chunk_keys.extend(ref)
		
		_nearest_town_chunk_key = alife.chunks.get_nearest_chunk_in_list(_player['pos'], _town_chunk_keys)
		_town_chunk = alife.chunks.get_chunk(_nearest_town_chunk_key)
		_distance_to_nearst_town = numbers.distance(_player['pos'], _town_chunk['pos'])
		_spawn_distance = 15*WORLD_INFO['chunk_size']
		
		if len(situation['online_alife']) == len(situation['trusted_online_alife']):
			if _distance_to_nearst_town<=50:
				_group_spawn_velocity = numbers.velocity(numbers.direction_to(_player['pos'], _town_chunk['pos']), _spawn_distance+(50-numbers.clip(_distance_to_nearst_town, 0, 50)))
				_group_spawn_pos = [int(round(_player['pos'][0]+_group_spawn_velocity[0])), int(round(_player['pos'][1]+_group_spawn_velocity[1]))]
				_group_spawn_pos[0] = numbers.clip(_group_spawn_pos[0], 0, MAP_SIZE[0])
				_group_spawn_pos[1] = numbers.clip(_group_spawn_pos[1], 0, MAP_SIZE[1])
				_group_spawn_chunk_key = alife.chunks.get_chunk_key_at(spawns.get_spawn_point_around(_group_spawn_pos, area=30))
				
				_alife = spawns.generate_group('bandit', amount=2, spawn_chunks=[_group_spawn_chunk_key])
				
				for ai in _alife:
					alife.brain.meet_alife(ai, _player)
					alife.stats.establish_hostile(ai, _player['id'])
				
				core.record_encounter(2, life_ids=[i['id'] for i in _alife])
			
				if random.randint(0, 1) or 1:
					_spawn_chunk_key = spawns.get_spawn_point_around(_group_spawn_pos, area=90, min_area=60, chunk_key=True)
					_other_group = spawns.generate_group('loner', amount=1, spawn_chunks=[_spawn_chunk_key])
					
					for ai in _other_group:
						for ai2 in _alife:
							_target = alife.brain.meet_alife(ai, ai2)
							_target['last_seen_time'] = 1
							_target['escaped'] = 1
							_target['last_seen_at'] = ai2['pos'][:]
							
							alife.stats.establish_hostile(ai, ai2['id'])
					
					for ai2 in _alife:
						for ai in _other_group:
							_target = alife.brain.meet_alife(ai2, ai)
							_target['last_seen_time'] = 1
							_target['escaped'] = 1
							_target['last_seen_at'] = ai['pos'][:]
							
							alife.stats.establish_hostile(ai2, ai['id'])
					
					_messages = [{'text': 'I\'m pinned down in the village!'},
					             {'text': 'Anyone nearby?'}]
					events.broadcast(_messages, 0)
				
				return True
	elif 1==2:
		_spawn_chunk_key = spawns.get_spawn_point_around(_player['pos'], min_area=125, area=200, chunk_key=True)
		_group = spawns.generate_group('loner', amount=1, spawn_chunks=[_spawn_chunk_key])
		
		core.record_encounter(1, life_ids=[l['id'] for l in _group])
		
		for ai in _group:
			events.attract_tracked_alife_to(spawns.get_spawn_point_around(_player['pos'], min_area=10, area=100))
			
	return False
Esempio n. 14
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def get_wind_velocity():
	#return get_current_weather()['name']
	return numbers.velocity(175+random.randint(-15, 15), .8)
Esempio n. 15
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def explode(item):
	if not item['type'] == 'explosive':
		return False
	
	logging.debug('The %s (item %s) explodes!' % (item['name'], item['uid']))
	
	#TODO: Don't breathe this!
	item['pos'] = get_pos(item['uid'])
	
	if item['damage']['force']:
		effects.create_explosion(item['pos'], item['damage']['force'])
	
	if SETTINGS['controlling'] and alife.sight.can_see_position(LIFE[SETTINGS['controlling']], item['pos']):
		gfx.message('%s explodes!' % get_name(item))
		logic.show_event('%s explodes!' % get_name(item), item=item, delay=0)
		
	#elif numbers.distance(
	
	#TODO: Dirty hack
	for life_id in LIFE:
		_limbs = LIFE[life_id]['body'].keys()
		
		if not _limbs:
			continue
		
		_force = numbers.clip((item['damage']['force']*2)-numbers.distance(LIFE[life_id]['pos'], item['pos']), 0, 100)
		
		if not _force:
			continue
		
		_known_item = alife.brain.remembers_item(LIFE[life_id], item)
		_direction = numbers.direction_to(item['pos'], LIFE[life_id]['pos'])
		
		#TODO: Intelligent(?) limb groups?
		_distance = numbers.distance(LIFE[life_id]['pos'], item['pos'])/2
		
		for i in range(_force-_distance):
			_limb = random.choice(_limbs)
			
			for _attached_limb in life.get_all_attached_limbs(LIFE[life_id], _limb):
				if _attached_limb in _limbs:
					_limbs.remove(_attached_limb)
			
			#_limb = random.choice(LIFE[life_id]['body'].keys())
			
			if _known_item and _known_item['last_seen_time'] < 100 and _known_item['last_owned_by']:
				life.memory(LIFE[life_id], 'blown_up_by', target=_known_item['last_owned_by'])
			
			#for _limb in _limbs:
			life.add_wound(LIFE[life_id], _limb, force_velocity=numbers.velocity(_direction, _force*2))
			
			if not _limbs:
				break
		
		life.push(LIFE[life_id], _direction, _force)
		
		if 'player' in LIFE[life_id]:
			life.say(LIFE[life_id], '@n are thrown by the explosion!', action=True)
		else:
			life.say(LIFE[life_id], '@n is thrown by the explosion!', action=True)
	
	if 'fire' in item['damage']:
		_circle = drawing.draw_circle(item['pos'], item['radius'])
		_zone = zones.get_zone_at_coords(item['pos'])
		
		if _zone:	
			for pos in zones.dijkstra_map(item['pos'], [item['pos']], [_zone], return_score_in_range=[0, item['damage']['fire']]):
				if not pos in _circle:
					continue
				
				if not maps.position_is_in_map(pos):
					continue
				
				for life_id in LIFE_MAP[pos[0]][pos[1]]:
					for _visible_item in [get_item_from_uid(i) for i in life.get_all_visible_items(LIFE[life_id])]:
						if not 'CAN_BURN' in _visible_item['flags']:
							continue
						
						burn(_visible_item, item['damage']['fire'])
				
				if not random.randint(0, 4):
					effects.create_fire((pos[0], pos[1], item['pos'][2]),
					                    intensity=item['damage']['fire']/2)
			
				_dist = numbers.distance(item['pos'], pos)/2
				if not random.randint(0, _dist) or not _dist:
					effects.create_ash(pos)
		
				if gfx.position_is_in_frame(pos):
					_render_pos = gfx.get_render_position(pos)
					gfx.refresh_view_position(_render_pos[0], _render_pos[1], 'map')
	
	#if item['uid'] in ITEMS and ITEMS[item['uid']]['owner'] and item['uid'] in LIFE[ITEMS[item['uid']]['owner']]['inventory']:
	delete_item(item)
Esempio n. 16
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def explode(item):
	if not item['type'] == 'explosive':
		return False
	
	logging.debug('The %s (item %s) explodes!' % (item['name'], item['uid']))
	
	#TODO: Don't breathe this!
	item['pos'] = get_pos(item['uid'])
	
	alife.noise.create(item['pos'], item['damage']['force']*100, 'an explosion', 'a low rumble')
	
	if item['damage']['force']:
		effects.create_light(item['pos'], (255, 69, 0), item['damage']['force']*6, 1, fade=3)
		effects.create_smoke_cloud(item['pos'],
			                       item['damage']['force']*6,
			                       age=.8,
			                       factor_distance=True)
		
		for i in range(random.randint(1, 3)):
			effects.create_smoke_streamer(item['pos'],
				                          3+random.randint(0, 2),
				                          (item['damage']['force']*2)+random.randint(3, 6),
				                          color=tcod.color_lerp(tcod.gray, tcod.crimson, random.uniform(0.1, 0.3)))
	
	if SETTINGS['controlling'] and alife.sight.can_see_position(LIFE[SETTINGS['controlling']], item['pos']):
		gfx.message('%s explodes!' % get_name(item))
		logic.show_event('%s explodes!' % get_name(item), item=item, delay=0)
		
	#elif numbers.distance(
	
	#TODO: Dirty hack
	for life_id in LIFE:
		_limbs = LIFE[life_id]['body'].keys()
		
		if not _limbs:
			continue
		
		_force = numbers.clip((item['damage']['force']*2)-numbers.distance(LIFE[life_id]['pos'], item['pos']), 0, 100)
		
		if not _force:
			continue
		
		_known_item = alife.brain.remembers_item(LIFE[life_id], item)
		_direction = numbers.direction_to(item['pos'], LIFE[life_id]['pos'])
		
		#TODO: Intelligent(?) limb groups?
		_distance = numbers.distance(LIFE[life_id]['pos'], item['pos'])/2
		
		for i in range(_force-_distance):
			_limb = random.choice(_limbs)
			
			for _attached_limb in life.get_all_attached_limbs(LIFE[life_id], _limb):
				if _attached_limb in _limbs:
					_limbs.remove(_attached_limb)
			
			#_limb = random.choice(LIFE[life_id]['body'].keys())
			
			#ex: memory(life, 'shot at by (missed)', target=item['owner'], danger=3, trust=-10)
			if _known_item and _known_item['last_seen_time'] < 100 and _known_item['last_owned_by']:
				life.memory(LIFE[life_id], 'blown_up_by', target=_known_item['last_owned_by'], trust=-10, danger=3)
			
			#for _limb in _limbs:
			life.add_wound(LIFE[life_id], _limb, force_velocity=numbers.velocity(_direction, _force*2))
			
			if not _limbs:
				break
		
		life.push(LIFE[life_id], _direction, _force)
		
		if 'player' in LIFE[life_id]:
			life.say(LIFE[life_id], '@n are thrown by the explosion!', action=True)
		else:
			life.say(LIFE[life_id], '@n is thrown by the explosion!', action=True)
	
	if 'fire' in item['damage']:
		_circle = drawing.draw_circle(item['pos'], item['radius'])
		_zone = zones.get_zone_at_coords(item['pos'])
		
		if _zone:	
			for pos in zones.dijkstra_map(item['pos'], [item['pos']], [_zone], return_score_in_range=[0, item['damage']['fire']]):
				if not pos in _circle:
					continue
				
				if not maps.position_is_in_map(pos):
					continue
				
				for life_id in LIFE_MAP[pos[0]][pos[1]]:
					for _visible_item in [get_item_from_uid(i) for i in life.get_all_visible_items(LIFE[life_id])]:
						if not 'CAN_BURN' in _visible_item['flags']:
							continue
						
						burn(_visible_item, item['damage']['fire'])
				
				if not random.randint(0, 4):
					effects.create_fire((pos[0], pos[1], item['pos'][2]),
					                    intensity=item['damage']['fire']/2)
			
				_dist = numbers.distance(item['pos'], pos)/2
				if not random.randint(0, _dist) or not _dist:
					effects.create_ash(pos)
		
				if gfx.position_is_in_frame(pos):
					_render_pos = gfx.get_render_position(pos)
					gfx.refresh_view_position(_render_pos[0], _render_pos[1], 'map')
	
	#if item['uid'] in ITEMS and ITEMS[item['uid']]['owner'] and item['uid'] in LIFE[ITEMS[item['uid']]['owner']]['inventory']:
	delete_item(item)
Esempio n. 17
0
def spawn_enemies():
	global TRANSITION_PAUSE, CHANGE_WAVE_FIRE, CHANGE_WAVE, ANNOUNCE, WAVE
	
	_i = random.choice([0, 1, 2, 3])
	
	if WAVE == 3:
		TRANSITION_PAUSE = 30*30
		CHANGE_WAVE = True
		CHANGE_WAVE_FIRE = False
		
		return False
	
	if LEVEL == 2:
		return False
	
	if _i == 1:
		_xrange = random.choice([(100, worlds.get_size()[0]*.25),
		                         (worlds.get_size()[0]*.25, worlds.get_size()[0]*.5),
		                         (worlds.get_size()[0]*.5, worlds.get_size()[0]*.75),
		                         (worlds.get_size()[0]*.75, worlds.get_size()[0]-100)])
		_y = 100
	elif _i == 2:
		_x = worlds.get_size()[0]-100
		_y = random.choice([(100, worlds.get_size()[1]*.25),
		                         (worlds.get_size()[1]*.25, worlds.get_size()[1]*.5),
		                         (worlds.get_size()[1]*.5, worlds.get_size()[1]*.75),
		                         (worlds.get_size()[1]*.75, worlds.get_size()[1]-100)])
	elif _i == 3:
		_x = 100
		_y = random.randint(100, worlds.get_size()[1]-100)
	else:
		_x = random.randint(100, worlds.get_size()[0]-100)
		_y = worlds.get_size()[1]-100
	
	_missile_turrets = int(round(10*((WAVE+1)/5.0)))
	_gun_turrets = int(round(10*(WAVE/5.0)))
	_fleas = int(round(5*(WAVE/5.0)))
	
	for i in range(_fleas):
		if _i == 1:
			_x = random.randint(100, worlds.get_size()[0]-100)
			_y = 100
		elif _i == 2:
			_x = worlds.get_size()[0]-100
			_y = random.randint(100, worlds.get_size()[1]-100)
		elif _i == 3:
			_x = 100
			_y = random.randint(100, worlds.get_size()[1]-100)
		else:
			_x = random.randint(100, worlds.get_size()[0]-100)
			_y = worlds.get_size()[1]-100
		
		_entity = ships.create_flea(x=_x, y=_y, hazard=True)
		_move_direction = numbers.direction_to((_x, _y,), (worlds.get_size()[0]/2, worlds.get_size()[1]/2))
		
		entities.trigger_event(_entity, 'push', velocity=numbers.velocity(_move_direction, 20))
	
	for i in range(_gun_turrets):
		if _i == 1:
			_x = random.randint(200, worlds.get_size()[0]-200)
			_y = 200
		elif _i == 2:
			_x = worlds.get_size()[0]-200
			_y = random.randint(200, worlds.get_size()[1]-200)
		elif _i == 3:
			_x = 200
			_y = random.randint(200, worlds.get_size()[1]-200)
		else:
			_x = random.randint(200, worlds.get_size()[0]-200)
			_y = worlds.get_size()[1]-200
		
		_entity = ships.create_gun_turret(x=_x, y=_y)
		_move_direction = numbers.direction_to((_x, _y,), (worlds.get_size()[0]/2, worlds.get_size()[1]/2))
		
		entities.trigger_event(_entity, 'push', velocity=numbers.velocity(_move_direction, 20))
	
	for i in range(_missile_turrets):
		if _i == 1:
			_x = random.randint(100, worlds.get_size()[0]-100)
			_y = 100
		elif _i == 2:
			_x = worlds.get_size()[0]-100
			_y = random.randint(100, worlds.get_size()[1]-100)
		elif _i == 3:
			_x = 100
			_y = random.randint(100, worlds.get_size()[1]-100)
		else:
			_x = random.randint(100, worlds.get_size()[0]-100)
			_y = worlds.get_size()[1]-100
		
		_entity = ships.create_missile_turret(x=_x, y=_y)
		_move_direction = numbers.direction_to((_x, _y,), (worlds.get_size()[0]/2, worlds.get_size()[1]/2))
		
		entities.trigger_event(_entity, 'push', velocity=numbers.velocity(_move_direction, 20))
	
	WAVE += 1
	ANNOUNCE = True