def end(self, keep_map=False, remove_savegame=True): """ Clean up temporary files. """ super(SPTestSession, self).end() # remove the saved game savegame_db = SavegameAccessor(self.savegame, self.started_from_map) savegame_db.close() if remove_savegame and not self.started_from_map: os.remove(self.savegame)
def end(self, keep_map=False, remove_savegame=True): """ Clean up temporary files. """ super(SPTestSession, self).end() # Find all islands in the map first savegame_db = SavegameAccessor(self.savegame) if not keep_map: for (island_file, ) in savegame_db('SELECT file FROM island'): if not island_file.startswith('random:'): # random islands don't exist as files os.remove(island_file) # Finally remove savegame savegame_db.close() if remove_savegame: os.remove(self.savegame)
def edit_game_map(saved_game_name): """ Start editing the specified map. @param map_name: name of map or path to map @return: bool, whether loading succeeded """ saved_games = SavegameManager.get_saves() saved_game_path = _find_matching_map(saved_game_name, saved_games) if not saved_game_path: return False accessor = SavegameAccessor(saved_game_path, False) map_name = accessor.map_name accessor.close() if isinstance(map_name, list): # a random map represented by a list of island strings return _edit_map(map_name) return edit_map(map_name)
def edit_game_map(saved_game_name): """ Start editing the specified map. @param map_name: name of map or path to map @return: bool, whether loading succeeded """ saved_games = SavegameManager.get_saves() saved_game_path = _find_map(saved_game_name, saved_games) if not saved_game_path: return False accessor = SavegameAccessor(saved_game_path, False) map_name = accessor.map_name accessor.close() if isinstance(map_name, list): # a random map represented by a list of island strings return _edit_map(map_name) return edit_map(map_name)
def load(self, options): """Loads a map. Key method for starting a game.""" """ TUTORIAL: Here you see how the vital game elements (and some random things that are also required) are initialized. """ if options.is_scenario: # game_identifier is a yaml file, that contains reference to actual map file self.scenario_eventhandler = ScenarioEventHandler( self, options.game_identifier) # scenario maps can be normal maps or scenario maps: map_filename = self.scenario_eventhandler.get_map_file() options.game_identifier = os.path.join( SavegameManager.scenario_maps_dir, map_filename) if not os.path.exists(options.game_identifier): options.game_identifier = os.path.join( SavegameManager.maps_dir, map_filename) options.is_map = True self.log.debug("Session: Loading from %s", options.game_identifier) savegame_db = SavegameAccessor(options.game_identifier, options.is_map, options) # Initialize new dbreader savegame_data = SavegameManager.get_metadata(savegame_db.db_path) self.view.resize_layers(savegame_db) # load how often the game has been saved (used to know the difference between # a loaded and a new game) self.savecounter = savegame_data.get('savecounter', 0) if savegame_data.get('rng_state', None): rng_state_list = json.loads(savegame_data['rng_state']) # json treats tuples as lists, but we need tuples here, so convert back def rec_list_to_tuple(x): if isinstance(x, list): return tuple(rec_list_to_tuple(i) for i in x) else: return x rng_state_tuple = rec_list_to_tuple(rng_state_list) # changing the rng is safe for mp, as all players have to have the same map self.random.setstate(rng_state_tuple) LoadingProgress.broadcast(self, 'session_create_world') self.world = World( self ) # Load horizons.world module (check horizons/world/__init__.py) self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled) self.view.load(savegame_db, self.world) # load view if not self.is_game_loaded(): options.init_new_world(self) else: # try to load scenario data self.scenario_eventhandler.load(savegame_db) self.manager.load( savegame_db ) # load the manager (there might be old scheduled ticks). LoadingProgress.broadcast(self, "session_index_fish") self.world.init_fish_indexer() # now the fish should exist # load the old gui positions and stuff # Do this before loading selections, they need the minimap setup LoadingProgress.broadcast(self, "session_load_gui") self.ingame_gui = self._ingame_gui_class(self) self.ingame_gui.load(savegame_db) Scheduler().before_ticking() savegame_db.close() assert hasattr(self.world, "player"), 'Error: there is no human player' LoadingProgress.broadcast(self, "session_finish") """
def load(self, savegame, players, trader_enabled, pirate_enabled, natural_resource_multiplier, is_scenario=False, campaign=None, force_player_id=None, disasters_enabled=True, is_multiplayer=False): """Loads a map. Key method for starting a game. @param savegame: path to the savegame database. @param players: iterable of dictionaries containing id, name, color, local, ai, and difficulty @param is_scenario: Bool whether the loaded map is a scenario or not @param force_player_id: the worldid of the selected human player or default if None (debug option) """ """ TUTORIAL: Here you see how the vital game elements (and some random things that are also required) are initialised. """ if is_scenario: # savegame is a yaml file, that contains reference to actual map file self.scenario_eventhandler = ScenarioEventHandler(self, savegame) # scenario maps can be normal maps or scenario maps: map_filename = self.scenario_eventhandler.get_map_file() savegame = os.path.join(SavegameManager.scenario_maps_dir, map_filename) if not os.path.exists(savegame): savegame = os.path.join(SavegameManager.maps_dir, map_filename) self.campaign = {} if not campaign else campaign self.log.debug("Session: Loading from %s", savegame) savegame_db = SavegameAccessor(savegame) # Initialize new dbreader savegame_data = SavegameManager.get_metadata(savegame) # load how often the game has been saved (used to know the difference between # a loaded and a new game) self.savecounter = savegame_data.get('savecounter', 0) if savegame_data.get('rng_state', None): rng_state_list = json.loads( savegame_data['rng_state'] ) # json treats tuples as lists, but we need tuples here, so convert back def rec_list_to_tuple(x): if isinstance(x, list): return tuple( rec_list_to_tuple(i) for i in x ) else: return x rng_state_tuple = rec_list_to_tuple(rng_state_list) # changing the rng is safe for mp, as all players have to have the same map self.random.setstate( rng_state_tuple ) self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py) self.world._init(savegame_db, force_player_id, disasters_enabled=disasters_enabled) self.view.load(savegame_db) # load view if not self.is_game_loaded(): # NOTE: this must be sorted before iteration, cause there is no defined order for # iterating a dict, and it must happen in the same order for mp games. for i in sorted(players, lambda p1, p2: cmp(p1['id'], p2['id'])): self.world.setup_player(i['id'], i['name'], i['color'], i['clientid'] if is_multiplayer else None, i['local'], i['ai'], i['difficulty']) self.world.set_forced_player(force_player_id) center = self.world.init_new_world(trader_enabled, pirate_enabled, natural_resource_multiplier) self.view.center(center[0], center[1]) else: # try to load scenario data self.scenario_eventhandler.load(savegame_db) self.manager.load(savegame_db) # load the manager (there might me old scheduled ticks). self.world.init_fish_indexer() # now the fish should exist if self.is_game_loaded(): LastActivePlayerSettlementManager().load(savegame_db) # before ingamegui self.ingame_gui.load(savegame_db) # load the old gui positions and stuff for instance_id in savegame_db("SELECT id FROM selected WHERE `group` IS NULL"): # Set old selected instance obj = WorldObject.get_object_by_id(instance_id[0]) self.selected_instances.add(obj) obj.get_component(SelectableComponent).select() for group in xrange(len(self.selection_groups)): # load user defined unit groups for instance_id in savegame_db("SELECT id FROM selected WHERE `group` = ?", group): self.selection_groups[group].add(WorldObject.get_object_by_id(instance_id[0])) # cursor has to be inited last, else player interacts with a not inited world with it. self.current_cursor = 'default' self.cursor = SelectionTool(self) # Set cursor correctly, menus might need to be opened. # Open menus later; they may need unit data not yet inited self.cursor.apply_select() Scheduler().before_ticking() savegame_db.close() assert hasattr(self.world, "player"), 'Error: there is no human player' """
def load(self, options): """Loads a map. Key method for starting a game.""" """ TUTORIAL: Here you see how the vital game elements (and some random things that are also required) are initialized. """ if options.is_scenario: # game_identifier is a yaml file, that contains reference to actual map file self.scenario_eventhandler = ScenarioEventHandler(self, options.game_identifier) # scenario maps can be normal maps or scenario maps: map_filename = self.scenario_eventhandler.get_map_file() options.game_identifier = os.path.join(SavegameManager.scenario_maps_dir, map_filename) if not os.path.exists(options.game_identifier): options.game_identifier = os.path.join(SavegameManager.maps_dir, map_filename) options.is_map = True self.log.debug("Session: Loading from %s", options.game_identifier) savegame_db = SavegameAccessor(options.game_identifier, options.is_map, options) # Initialize new dbreader savegame_data = SavegameManager.get_metadata(savegame_db.db_path) self.view.resize_layers(savegame_db) # load how often the game has been saved (used to know the difference between # a loaded and a new game) self.savecounter = savegame_data.get('savecounter', 0) if savegame_data.get('rng_state', None): rng_state_list = json.loads(savegame_data['rng_state']) # json treats tuples as lists, but we need tuples here, so convert back def rec_list_to_tuple(x): if isinstance(x, list): return tuple(rec_list_to_tuple(i) for i in x) else: return x rng_state_tuple = rec_list_to_tuple(rng_state_list) # changing the rng is safe for mp, as all players have to have the same map self.random.setstate(rng_state_tuple) LoadingProgress.broadcast(self, 'session_create_world') self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py) self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled) self.view.load(savegame_db, self.world) # load view if not self.is_game_loaded(): options.init_new_world(self) else: # try to load scenario data self.scenario_eventhandler.load(savegame_db) self.manager.load(savegame_db) # load the manager (there might be old scheduled ticks). LoadingProgress.broadcast(self, "session_index_fish") self.world.init_fish_indexer() # now the fish should exist # load the old gui positions and stuff # Do this before loading selections, they need the minimap setup LoadingProgress.broadcast(self, "session_load_gui") self.ingame_gui = self._ingame_gui_class(self) self.ingame_gui.load(savegame_db) Scheduler().before_ticking() savegame_db.close() assert hasattr(self.world, "player"), 'Error: there is no human player' LoadingProgress.broadcast(self, "session_finish") """
def load(self, options): """Loads a map. Key method for starting a game.""" """ TUTORIAL: Here you see how the vital game elements (and some random things that are also required) are initialised. """ if options.is_scenario: # game_identifier is a yaml file, that contains reference to actual map file self.scenario_eventhandler = ScenarioEventHandler( self, options.game_identifier) # scenario maps can be normal maps or scenario maps: map_filename = self.scenario_eventhandler.get_map_file() options.game_identifier = os.path.join( SavegameManager.scenario_maps_dir, map_filename) if not os.path.exists(options.game_identifier): options.game_identifier = os.path.join( SavegameManager.maps_dir, map_filename) options.is_map = True self.log.debug("Session: Loading from %s", options.game_identifier) savegame_db = SavegameAccessor( options.game_identifier, options.is_map) # Initialize new dbreader savegame_data = SavegameManager.get_metadata(savegame_db.db_path) self.view.resize_layers(savegame_db) # load how often the game has been saved (used to know the difference between # a loaded and a new game) self.savecounter = savegame_data.get('savecounter', 0) if savegame_data.get('rng_state', None): rng_state_list = json.loads(savegame_data['rng_state']) # json treats tuples as lists, but we need tuples here, so convert back def rec_list_to_tuple(x): if isinstance(x, list): return tuple(rec_list_to_tuple(i) for i in x) else: return x rng_state_tuple = rec_list_to_tuple(rng_state_list) # changing the rng is safe for mp, as all players have to have the same map self.random.setstate(rng_state_tuple) self.world = World( self ) # Load horizons.world module (check horizons/world/__init__.py) self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled) self.view.load(savegame_db) # load view if not self.is_game_loaded(): options.init_new_world(self) else: # try to load scenario data self.scenario_eventhandler.load(savegame_db) self.manager.load( savegame_db ) # load the manager (there might me old scheduled ticks). self.world.init_fish_indexer() # now the fish should exist if self.is_game_loaded(): LastActivePlayerSettlementManager().load( savegame_db) # before ingamegui self.ingame_gui.load( savegame_db) # load the old gui positions and stuff for instance_id in savegame_db( "SELECT id FROM selected WHERE `group` IS NULL" ): # Set old selected instance obj = WorldObject.get_object_by_id(instance_id[0]) self.selected_instances.add(obj) obj.get_component(SelectableComponent).select() for group in xrange(len( self.selection_groups)): # load user defined unit groups for instance_id in savegame_db( "SELECT id FROM selected WHERE `group` = ?", group): self.selection_groups[group].add( WorldObject.get_object_by_id(instance_id[0])) # cursor has to be inited last, else player interacts with a not inited world with it. self.current_cursor = 'default' self.cursor = SelectionTool(self) # Set cursor correctly, menus might need to be opened. # Open menus later; they may need unit data not yet inited self.cursor.apply_select() Scheduler().before_ticking() savegame_db.close() assert hasattr(self.world, "player"), 'Error: there is no human player' """
def load(self, options): """Loads a map. Key method for starting a game.""" """ TUTORIAL: Here you see how the vital game elements (and some random things that are also required) are initialised. """ if options.is_scenario: # game_identifier is a yaml file, that contains reference to actual map file self.scenario_eventhandler = ScenarioEventHandler(self, options.game_identifier) # scenario maps can be normal maps or scenario maps: map_filename = self.scenario_eventhandler.get_map_file() options.game_identifier = os.path.join(SavegameManager.scenario_maps_dir, map_filename) if not os.path.exists(options.game_identifier): options.game_identifier = os.path.join(SavegameManager.maps_dir, map_filename) options.is_map = True self.log.debug("Session: Loading from %s", options.game_identifier) savegame_db = SavegameAccessor(options.game_identifier, options.is_map) # Initialize new dbreader savegame_data = SavegameManager.get_metadata(savegame_db.db_path) self.view.resize_layers(savegame_db) # load how often the game has been saved (used to know the difference between # a loaded and a new game) self.savecounter = savegame_data.get('savecounter', 0) if savegame_data.get('rng_state', None): rng_state_list = json.loads(savegame_data['rng_state']) # json treats tuples as lists, but we need tuples here, so convert back def rec_list_to_tuple(x): if isinstance(x, list): return tuple(rec_list_to_tuple(i) for i in x) else: return x rng_state_tuple = rec_list_to_tuple(rng_state_list) # changing the rng is safe for mp, as all players have to have the same map self.random.setstate(rng_state_tuple) self.world = World(self) # Load horizons.world module (check horizons/world/__init__.py) self.world._init(savegame_db, options.force_player_id, disasters_enabled=options.disasters_enabled) self.view.load(savegame_db) # load view if not self.is_game_loaded(): options.init_new_world(self) else: # try to load scenario data self.scenario_eventhandler.load(savegame_db) self.manager.load(savegame_db) # load the manager (there might me old scheduled ticks). self.world.init_fish_indexer() # now the fish should exist if self.is_game_loaded(): LastActivePlayerSettlementManager().load(savegame_db) # before ingamegui self.ingame_gui.load(savegame_db) # load the old gui positions and stuff for instance_id in savegame_db("SELECT id FROM selected WHERE `group` IS NULL"): # Set old selected instance obj = WorldObject.get_object_by_id(instance_id[0]) self.selected_instances.add(obj) obj.get_component(SelectableComponent).select() for group in xrange(len(self.selection_groups)): # load user defined unit groups for instance_id in savegame_db("SELECT id FROM selected WHERE `group` = ?", group): self.selection_groups[group].add(WorldObject.get_object_by_id(instance_id[0])) # cursor has to be inited last, else player interacts with a not inited world with it. self.current_cursor = 'default' self.cursor = SelectionTool(self) # Set cursor correctly, menus might need to be opened. # Open menus later; they may need unit data not yet inited self.cursor.apply_select() Scheduler().before_ticking() savegame_db.close() assert hasattr(self.world, "player"), 'Error: there is no human player' """