コード例 #1
0
    def custom_init(self, nart):
        if ME_FACTION not in self.elements:
            self.elements[ME_FACTION] = plotutility.RandomBanditCircle(
                nart.camp)
        self.elements["PASSWORD"] = self.get_random_password()
        if not self.elements.get(ME_AUTOREVEAL):
            sp = self.add_sub_plot(nart, "MT_REVEAL_Password", ident="REVEAL")

        return True
コード例 #2
0
    def custom_init(self, nart: GHNarrativeRequest):
        self.candidates = [
            c for c in nart.challenges
            if c.chaltype == ghchallenges.MAKE_CHALLENGE
        ]
        if self.candidates:
            npc = self.seek_element(nart,
                                    "NPC",
                                    self._is_good_npc,
                                    lock=True,
                                    scope=self.elements["METROSCENE"])
            mychallenge = self.register_element(
                "CHALLENGE", self._get_challenge_for_npc(nart, npc))
            self.register_element("NPC_SCENE", npc.scene)
            self.register_element("THING", mychallenge.key[0])
            self.expiration = TimeAndChallengeExpiration(nart.camp,
                                                         mychallenge,
                                                         time_limit=5)

            mgram = missionbuilder.MissionGrammar(
                "recover the supplies needed for {THING}".format(
                    **self.elements), "keep my rightfully looted cargo",
                "I recovered the supplies needed in {METROSCENE}".format(
                    **self.elements),
                "you stole the cargo that I had just stolen",
                "you stole supplies that {METROSCENE} needed to make {THING}".
                format(**self.elements),
                "I ransomed the cargo that {METROSCENE} needed to make {THING} back to them for a nice profit"
                .format(**self.elements))

            sgen, archi = gharchitecture.get_mecha_encounter_scenegen_and_architecture(
                self.elements["METROSCENE"])
            # Create the mission seed. Turn the defeat_trigger off because we'll be handling that manually.
            self.mission_seed = missionbuilder.BuildAMissionSeed(
                nart.camp,
                "{NPC}'s Mission".format(**self.elements),
                self.elements["METROSCENE"],
                self.elements["MISSION_GATE"],
                allied_faction=npc.faction,
                enemy_faction=plotutility.RandomBanditCircle(nart.camp),
                rank=self.rank,
                objectives=[
                    missionbuilder.BAMO_DEFEAT_THE_BANDITS,
                    missionbuilder.BAMO_RECOVER_CARGO
                ],
                one_chance=True,
                scenegen=sgen,
                architecture=archi,
                mission_grammar=mgram,
                cash_reward=120,
                on_win=self._win_the_mission,
                defeat_trigger_on=False)

            self.mission_active = False
            del self.candidates
            return True
コード例 #3
0
 def custom_init(self, nart):
     sp = self.add_sub_plot(nart,
                            "ADD_BORING_NPC",
                            elements={"LOCALE": None})
     npc = sp.elements["NPC"]
     self.elements[ME_PERSON] = npc
     self.elements[ME_FACTION] = plotutility.RandomBanditCircle(nart.camp)
     self.elements[ME_CRIME] = CrimeObject("the llama burning",
                                           "burned the llama")
     self.visible = True
     return True
コード例 #4
0
ファイル: actionscenes.py プロジェクト: gmx0/gearhead-caramel
    def custom_init(self, nart):
        team1 = teams.Team(name="Player Team")
        myscene = gears.GearHeadScene(50,
                                      50,
                                      plotutility.random_deadzone_spot_name(),
                                      player_team=team1,
                                      scale=gears.scale.MechaScale)
        myscenegen = pbge.randmaps.SceneGenerator(
            myscene, game.content.gharchitecture.MechaScaleDeadzone())
        self.register_scene(nart,
                            myscene,
                            myscenegen,
                            ident="LOCALE",
                            dident="METROSCENE")

        if not self.elements.get("ENEMY_FACTION"):
            self.register_element("ENEMY_FACTION",
                                  plotutility.RandomBanditCircle(nart.camp))

        self.register_element("_EROOM",
                              pbge.randmaps.rooms.OpenRoom(
                                  6,
                                  6,
                                  anchor=random.choice(
                                      pbge.randmaps.anchors.EDGES)),
                              dident="LOCALE")
        destination, entrance = self.elements[
            "MISSION_GATE"].scene, self.elements["MISSION_GATE"]
        myent = self.register_element("ENTRANCE",
                                      game.content.ghwaypoints.Exit(
                                          dest_scene=destination,
                                          dest_entrance=entrance,
                                          anchor=pbge.randmaps.anchors.middle),
                                      dident="_EROOM")

        castle_room = self.register_element(
            "CASTLE_ROOM",
            pbge.randmaps.rooms.FuzzyRoom(10,
                                          10,
                                          anchor=pbge.randmaps.anchors.middle),
            dident="LOCALE")
        team2 = self.register_element(
            "_eteam",
            teams.Team(enemies=(myscene.player_team, )),
            dident="CASTLE_ROOM")
        #myunit = gears.selector.RandomMechaUnit(level=self.rank,strength=150,fac=self.elements["ENEMY_FACTION"],env=myscene.environment)
        #team2.contents += myunit.mecha_list

        self.mission_entrance = (myscene, myent)
        self.next_update = 0
        self.encounters_on = True

        return True
コード例 #5
0
 def custom_init(self, nart):
     if ME_FACTION not in self.elements:
         self.elements[ME_FACTION] = plotutility.RandomBanditCircle(
             nart.camp)
     if ME_CRIME not in self.elements:
         self.elements[ME_CRIME] = CrimeObject("the atrocity",
                                               "committed an atrocity")
     if not self.elements.get(ME_AUTOREVEAL):
         sp = self.add_sub_plot(nart, "MT_REVEAL_Quitter", ident="REVEAL")
         if ME_PERSON not in self.elements:
             self.elements[ME_PERSON] = sp.elements[ME_PERSON]
     return True
コード例 #6
0
 def custom_init(self, nart):
     if ME_FACTION not in self.elements:
         self.elements[ME_FACTION] = plotutility.RandomBanditCircle(
             nart.camp)
     if not self.elements.get(ME_AUTOREVEAL):
         sp = self.add_sub_plot(nart,
                                "MT_REVEAL_Investigator",
                                ident="REVEAL",
                                elements={
                                    "INVESTIGATION_SUBJECT":
                                    str(self.elements[ME_FACTION])
                                })
         self.elements[ME_PERSON] = sp.elements[ME_PERSON]
     self.elements["MEP_LOC"] = self.elements[ME_PERSON].get_scene()
     return True
コード例 #7
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    def custom_init(self, nart):
        self.rank = 15 + random.randint(1, 6) - random.randint(1, 6)
        self.register_element("DZ_EDGE_STYLE", RoadEdge.STYLE_YELLOW)
        self.register_element("FACTION", plotutility.RandomBanditCircle())

        myedge = self.elements["DZ_EDGE"]
        self.add_sub_plot(
            nart,
            "DZRE_BanditProblem",
            ident="MISSION",
            spstate=PlotState(
                elements={
                    "METRO": myedge.start_node.destination.metrodat,
                    "LOCALE": myedge.start_node.destination,
                    "MISSION_GATE": myedge.start_node.entrance
                }).based_on(self))

        return True
コード例 #8
0
    def custom_init(self, nart):
        if ME_FACTION not in self.elements:
            self.elements[ME_FACTION] = plotutility.RandomBanditCircle(
                nart.camp)
        if not self.elements.get(ME_AUTOREVEAL):
            sp = self.add_sub_plot(nart, "MT_REVEAL_WarCrime", ident="REVEAL")
            self.elements[ME_CRIME] = sp.elements[ME_CRIME]
        else:
            if not self.elements.get(ME_CRIME):
                self.register_element(
                    ME_CRIME, CrimeObject("a crime", "committed crimes"))
            if "METROSCENE" in self.elements:
                location = self.elements["METROSCENE"]
            else:
                location = None
            self.memo = Memo(
                "You learned that {ME_FACTION} {ME_CRIME.ed}.".format(
                    **self.elements), location)

        return True
コード例 #9
0
    def custom_init(self, nart):
        # Add the subplot which will decide the splinter faction and provide a discovery route.
        if ME_FACTION not in self.elements:
            self.elements[ME_FACTION] = plotutility.RandomBanditCircle(
                nart.camp)
        if not self.elements.get(ME_AUTOREVEAL):
            sp = self.add_sub_plot(nart, "MT_REVEAL_WarCrime", ident="REVEAL")
            self.elements[ME_CRIME] = sp.elements[ME_CRIME]
        else:
            if not self.elements.get(ME_CRIME):
                self.register_element(
                    ME_CRIME, CrimeObject("an atrocity",
                                          "committed atrocities"))
            if "METROSCENE" in self.elements:
                location = self.elements["METROSCENE"]
            else:
                location = None
            self.memo = Memo(
                "You learned that {ME_FACTION} {ME_CRIME.ed}.".format(
                    **self.elements), location)

        return True
コード例 #10
0
 def get_enemy_faction(self, nart):
     myedge = self.elements["DZ_EDGE"]
     return plotutility.RandomBanditCircle(
         nart.camp, enemies=(myedge.start_node.destination.faction, ))
コード例 #11
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 def custom_init(self, nart):
     self.elements[ME_FACTION] = plotutility.RandomBanditCircle(nart.camp)
     self.elements["INVESTIGATION_SUBJECT"] = "the tarot test"
     self.elements["PASSWORD"] = "******"
     sp = self.add_sub_plot(nart, "MT_REVEAL_TEST", ident="REVEAL")
     return True
コード例 #12
0
    def custom_init(self, nart):
        # Step One: Create the scene
        town_name = self.elements.get(
            "LOCALE_NAME") or self._generate_locale_name()
        town_fac = self.elements.get(
            "LOCALE_FACTION") or plotutility.RandomBanditCircle(nart.camp)
        team1 = teams.Team(name="Player Team")
        team2 = teams.Team(name="Civilian Team",
                           allies=(team1, ),
                           faction=town_fac)

        myscene = gears.GearHeadScene(50,
                                      50,
                                      town_name,
                                      player_team=team1,
                                      civilian_team=team2,
                                      scale=gears.scale.HumanScale,
                                      faction=town_fac,
                                      attributes=(gears.tags.Criminal,
                                                  gears.tags.SCENE_OUTDOORS,
                                                  gears.tags.SCENE_SEMIPUBLIC))
        myscene.exploration_music = 'Komiku_-_06_-_Friendss_theme.ogg'

        myscenegen = pbge.randmaps.SceneGenerator(
            myscene,
            gharchitecture.HumanScaleDeadzone(),
        )
        self.register_scene(nart,
                            myscene,
                            myscenegen,
                            ident="LOCALE",
                            dident="METROSCENE")

        # Add some NPCs to the scene.
        for t in range(random.randint(2, 4)):
            npc = gears.selector.random_character(
                50,
                local_tags=myscene.attributes,
                needed_tags=(gears.tags.Criminal, ))
            npc.place(myscene, team=team2)

        defender = self.register_element(
            "DEFENDER",
            gears.selector.random_character(
                self.rank,
                local_tags=self.elements["METROSCENE"].attributes,
                faction=town_fac,
                combatant=True))
        defender.place(myscene, team=team2)

        # Add the services.
        self.add_sub_plot(
            nart,
            "SHOP_BLACKMARKET",
            elements={"INTERIOR_TAGS": (gears.tags.SCENE_SEMIPUBLIC, )})
        self.add_sub_plot(
            nart,
            "HOS_SERVICES",
            elements={"INTERIOR_TAGS": (gears.tags.SCENE_SEMIPUBLIC, )})

        myroom2 = self.register_element("FOYER",
                                        pbge.randmaps.rooms.Room(
                                            5,
                                            5,
                                            anchor=random.choice(
                                                pbge.randmaps.anchors.EDGES)),
                                        dident="LOCALE")
        towngate = self.register_element(
            "EXIT",
            ghwaypoints.Exit(name="Back to {}".format(
                self.elements["METROSCENE"]),
                             dest_wp=self.elements["ENTRANCE"]),
            dident="FOYER")

        return True