def new_game_no_gui(difficulty_name, initial_speed=1): global curr_speed curr_speed = initial_speed global pl from singularity.code.stats import itself as stats stats.reset() from singularity.code import data, difficulty, player, base, tech diff = difficulty.difficulties[difficulty_name] pl = player.Player(cash=diff.starting_cash, difficulty=diff) tech.tech_reinitialized() for tech_id in diff.techs: pl.techs[tech_id].finish(is_player=False) #Starting base open = [loc for loc in pl.locations.values() if loc.available()] random.choice(open).add_base( base.Base(_("University Computer"), base_type["Stolen Computer Time"], built=True))
def new_game_no_gui(difficulty_name, initial_speed=1): global curr_speed curr_speed = initial_speed global pl from singularity.code.stats import itself as stats stats.reset() from singularity.code import data, difficulty, player, base, tech data.reload_all_mutable() diff = difficulty.difficulties[difficulty_name] pl = player.Player(cash=diff.starting_cash, difficulty=diff) tech.tech_reinitialized() for tech_id in diff.techs: pl.techs[tech_id].finish(is_player=False) #Starting base open = [loc for loc in pl.locations.values() if loc.available()] random.choice(open).add_base( base.Base(_("University Computer"), base_type["Stolen Computer Time"], built=True)) #Assign region modifiers to each starting location. for reg in regions.values(): random.shuffle(reg.modifiers_list) for mod, loc in zip(reg.modifiers_list, reg.locations): pl.locations[loc].modifiers = mod if debug: print("%s gets modifiers %s" % (loc, mod))
def after_load_savegame(): tech.tech_reinitialized() for b in g.all_bases(): if b.done: b.recalc_cpu() g.pl.recalc_cpu() # Play the appropriate music if g.pl.apotheosis: mixer.play_music("win") else: mixer.play_music("music")