def byzantium(): global player this_region = Universe.get_instance().regions[8] market_list = {} for item in player.region.market.items.keys(): market_list[item] = player.region.market.items[item].buy_value region_info = { 'region_x': this_region.getX(), 'region_y': this_region.getY(), 'region_tech': this_region.getTechLevel(), 'market': market_list, 'inventory': player.inventory, 'fuel': player.ship.fuel, 'health': player.ship.health, 'credits': player.credits } regions = Universe.get_instance().regions fuel_costs = {} for i in regions: fuel_costs[i.get_name()] = regions[8].get_fuel_cost( i.getX(), i.getY(), player) region_info['fuel_costs'] = fuel_costs if player.region.get_name() != 'Byzantium': trav = player.travel(this_region, game) else: trav = {} if 'enc' in trav: if trav['enc'] == "Trader": return render_template('NPCs/Trader.html', toRegion=trav['toRegion']) elif trav['enc'] == "Pirate": return render_template('NPCs/Pirate.html', toRegion=trav['toRegion']) elif trav['enc'] == "Navy": return render_template('NPCs/Navy.html', toRegion=trav['toRegion']) else: this_region.market.populate_market(player) return render_template("Regions/Byzantium.html", region_info=region_info) if (player.ship.health == 0): return render_template('GameOver.html')
def start_game(self): newUniverse = Universe(self.regions) regionNum = random.randint(0, 9) player = app.player player.ship = Ship("Clipper") player.region = Universe.get_instance().regions[regionNum] if (self.difficulty is 'easy'): player.credits = 1000 elif (self.difficulty is 'medium'): player.credits = 500 else: player.credits = 100