def roll(): global HIRED_MEMBERS, FEATS HIRED_MEMBERS = [] FEATS = [] words.reset() _skill_cost = {_skill: 1 for _skill in SKILL_NAMES} _skill_cost['mobility'] = .3 _skill_cost['smgs'] = .48 _skill_cost['rifles'] = .75 _skill_cost['pistols'] = .41 _skill_cost['explosives'] = .65 _max_skill_points = 0 _mvp = {'name': '', 'stat': None, 'amount': 0} for i in range(5): _levels = {_skill: 1 for _skill in SKILL_NAMES} _total_cost = 0 _skill_focus = {'stat': None, 'amount': 0} _levels['name'] = words.get_male_name() for skill_name in SKILL_NAMES: _levels[skill_name] = random.randint(20 + random.randint(-8, 8), 55 + random.randint(-20, 12)) _total_cost += _levels[skill_name] * _skill_cost[skill_name] if skill_name in CLASS_SKILLS and ( not _skill_focus['stat'] or _levels[skill_name] > _skill_focus['amount']): _skill_focus['amount'] = _levels[skill_name] _skill_focus['stat'] = skill_name if not _mvp['name'] or _skill_focus['amount'] > _mvp['amount']: _mvp['name'] = _levels['name'] _mvp['amount'] = _skill_focus['amount'] _mvp['stat'] = skill_name _levels['intelligence'] = random.randint(1, 5) _levels['skill_points'] = 80 + ((_levels['intelligence'] - 1) * 32) _levels['pay'] = _total_cost _levels['skill_focus'] = _skill_focus['stat'] _max_skill_points += _levels['skill_points'] HIRED_MEMBERS.append(_levels) if _max_skill_points > 750: FEATS.append([('Adaptable', (0, 180, 255)), 'Able to learn']) elif _max_skill_points < 650: FEATS.append([('Experienced', (0, 180, 255)), 'Unable to learn']) if _mvp['amount'] > 55: FEATS.append([('%s expert' % _mvp['stat'].title()[:-1], (255, 40, 40)), _mvp['name']])
def roll(): global HIRED_MEMBERS, FEATS HIRED_MEMBERS = [] FEATS = [] words.reset() _skill_cost = {_skill: 1 for _skill in SKILL_NAMES} _skill_cost['mobility'] = .3 _skill_cost['smgs'] = .48 _skill_cost['rifles'] = .75 _skill_cost['pistols'] = .41 _skill_cost['explosives'] = .65 _max_skill_points = 0 _mvp = {'name': '', 'stat': None, 'amount': 0} for i in range(5): _levels = {_skill: 1 for _skill in SKILL_NAMES} _total_cost = 0 _skill_focus = {'stat': None, 'amount': 0} _levels['name'] = words.get_male_name() for skill_name in SKILL_NAMES: _levels[skill_name] = random.randint(20 + random.randint(-8, 8), 55 + random.randint(-20, 12)) _total_cost += _levels[skill_name] * _skill_cost[skill_name] if skill_name in CLASS_SKILLS and (not _skill_focus['stat'] or _levels[skill_name] > _skill_focus['amount']): _skill_focus['amount'] = _levels[skill_name] _skill_focus['stat'] = skill_name if not _mvp['name'] or _skill_focus['amount'] > _mvp['amount']: _mvp['name'] = _levels['name'] _mvp['amount'] = _skill_focus['amount'] _mvp['stat'] = skill_name _levels['intelligence'] = random.randint(1, 5) _levels['skill_points'] = 80 + ((_levels['intelligence'] - 1) * 32) _levels['pay'] = _total_cost _levels['skill_focus'] = _skill_focus['stat'] _max_skill_points += _levels['skill_points'] HIRED_MEMBERS.append(_levels) if _max_skill_points > 750: FEATS.append([('Adaptable', (0, 180, 255)), 'Able to learn']) elif _max_skill_points < 650: FEATS.append([('Experienced', (0, 180, 255)), 'Unable to learn']) if _mvp['amount'] > 55: FEATS.append([('%s expert' % _mvp['stat'].title()[:-1], (255, 40, 40)), _mvp['name']])
def create(): global MAP, FADER worlds.create('strategy') words.reset() display.create_surface('background') display.create_surface('map', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_markers', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_squads', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_path', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('ui_bar', width=constants.WINDOW_WIDTH, height=constants.WINDOW_HEIGHT-constants.STRAT_MAP_HEIGHT) display.fill_surface('ui_bar', (30, 30, 30)) display.blit_background('background') register_input() entities.create_entity_group('life', static=True) entities.create_entity_group('items', static=True) entities.create_entity_group('factions', static=True) entities.create_entity_group('squads', static=True) entities.create_entity_group('systems') FADER = entities.create_entity() timers.register(FADER) fade_in() _grid = {} _color_map = {} MAP = {'grid': _grid, 'color_map': _color_map, 'astar_map': None, 'astar_weight_map': numpy.ones((constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE, constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE))} for x in range(constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE): for y in range(constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE): _grid[x, y] = {'owned_by': None, 'is_ownable': False, 'squads': [], 'income': .025} worldgen.generate() unregister_input() world_action._start_battle(attacking_squads=[entities.get_entity_group('squads')[0]], defending_squads=[entities.get_entity_group('squads')[1]])
def create(): global MAP, FADER worlds.create('strategy') words.reset() display.create_surface('background') display.create_surface('map', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_markers', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_squads', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('map_path', width=constants.STRAT_MAP_WIDTH, height=constants.STRAT_MAP_HEIGHT) display.create_surface('ui_bar', width=constants.WINDOW_WIDTH, height=constants.WINDOW_HEIGHT - constants.STRAT_MAP_HEIGHT) display.fill_surface('ui_bar', (30, 30, 30)) display.blit_background('background') register_input() entities.create_entity_group('life', static=True) entities.create_entity_group('items', static=True) entities.create_entity_group('factions', static=True) entities.create_entity_group('squads', static=True) entities.create_entity_group('systems') FADER = entities.create_entity() timers.register(FADER) fade_in() _grid = {} _color_map = {} MAP = { 'grid': _grid, 'color_map': _color_map, 'astar_map': None, 'astar_weight_map': numpy.ones((constants.STRAT_MAP_HEIGHT / constants.MAP_CELL_SPACE, constants.STRAT_MAP_WIDTH / constants.MAP_CELL_SPACE)) } for x in range(constants.STRAT_MAP_WIDTH / constants.MAP_CELL_SPACE): for y in range(constants.STRAT_MAP_HEIGHT / constants.MAP_CELL_SPACE): _grid[x, y] = { 'owned_by': None, 'is_ownable': False, 'squads': [], 'income': .025 } worldgen.generate() unregister_input() world_action._start_battle( attacking_squads=[entities.get_entity_group('squads')[0]], defending_squads=[entities.get_entity_group('squads')[1]])