コード例 #1
0
    def custom_init(self, nart):
        myscene = self.elements["LOCALE"]
        myroom = self.register_element("ROOM",
                                       pbge.randmaps.rooms.FuzzyRoom(10, 10),
                                       dident="LOCALE")
        myfac = self.elements.get("ENEMY_FACTION")
        team2 = self.register_element(
            "_eteam",
            teams.Team(enemies=(myscene.player_team, )),
            dident="ROOM")

        for i in range(4):
            mek = gears.selector.generate_ace(self.rank, myfac,
                                              myscene.environment)
            champions.upgrade_to_champion(mek)
            team2.contents.append(mek)

            if i == 0:
                self.register_element("_commander", mek.get_pilot())

        self.obj = adventureseed.MissionObjective(
            "Investigate the meteor", missionbuilder.MAIN_OBJECTIVE_VALUE * 2)
        self.adv.objectives.append(self.obj)
        self.combat_entered = False
        self.combat_finished = False

        return True
コード例 #2
0
    def _pick_an_item(self, itype, rank, camp):
        candidates = [item for item in gears.selector.DESIGN_LIST if
                      itype in item.shop_tags and self.item_matches_shop(item, camp)]
        if candidates:
            # Step one: Sort the candidates by cost.
            random.shuffle(candidates)
            candidates.sort(key=lambda i: i.cost)
            # Step two: Determine this store's ideal index position.
            ideal_index = len(candidates) * min(max(rank,0),100) / 100.0
            # Step three: Create a new list sorted by distance from ideal_index.
            sorted_candidates = candidates.copy()
            sorted_candidates.sort(key=lambda i: abs(candidates.index(i) - ideal_index))
            # Step four: Choose an item, the lower the better.
            max_i = min(len(candidates)-1,max(5,len(candidates)//3))
            i = min(random.randint(0,max_i),random.randint(0,max_i),random.randint(0,max_i))
            it = copy.deepcopy(sorted_candidates[i])
            if isinstance(it, gears.base.Mecha):
                it.colors = self.mecha_colors
            if self.sell_champion_equipment and random.randint(1,3) == 1:
                if isinstance(it, gears.base.Mecha):
                    champions.upgrade_to_champion(it)
                elif it.scale == gears.scale.MechaScale and isinstance(it, (gears.base.Component, gears.base.Shield, gears.base.Launcher)):
                    champions.upgrade_item_to_champion(it)

            return it
コード例 #3
0
 def custom_init(self, nart):
     if super().custom_init(nart):
         myteam = self.elements["_eteam"]
         if myteam.contents:
             champions.upgrade_to_champion(random.choice(myteam.contents))
         return True
     else:
         return False
コード例 #4
0
    def custom_init(self, nart):
        myscene = self.elements["LOCALE"]
        myscene.attributes.add(gears.tags.SCENE_SOLO)

        self.register_element("ROOM",
                              pbge.randmaps.rooms.FuzzyRoom(10, 10),
                              dident="LOCALE")
        team2 = self.register_element(
            "_eteam",
            teams.Team(enemies=(myscene.player_team, )),
            dident="ROOM")

        fac = self.elements["ENEMY_FACTION"]

        npc = self.seek_element(nart,
                                "_champion",
                                self.adv.is_good_enemy_npc,
                                must_find=False,
                                lock=True)
        if npc:
            plotutility.CharacterMover(nart.camp, self, npc, myscene, team2)
            self.add_sub_plot(nart,
                              "MC_ENEMY_DEVELOPMENT",
                              elements={"NPC": npc})
        else:
            mek = gears.selector.generate_ace(self.rank, fac,
                                              myscene.environment)
            npc = mek.get_pilot()
            self.register_element("_champion", npc)
            team2.contents.append(mek)
            champions.upgrade_to_champion(mek)

        self.obj = adventureseed.MissionObjective(
            "Defeat the {}'s champion {}".format(fac, npc),
            missionbuilder.MAIN_OBJECTIVE_VALUE * 2)
        self.adv.objectives.append(self.obj)

        self.intro_ready = True

        return True