def _smash(self, camp: gears.GearHeadCampaign): pbge.alert( "You smash the computer until the lights stop blinking. Then you smash it a bit more just to be safe. If that doesn't take care of the zombie mecha problem, you're not sure what will.") self.zombots_active = False self.subplots["OUTENCOUNTER"].end_plot(camp) camp.check_trigger("WIN", self) BiotechDiscovery(camp, "I found an old zombot-infested biotech laboratory.", "[THATS_INTERESTING] I'll get one of our hazmat recovery teams to check it out. Here is the {cash} you've earned.", self.rank//2)
def _shutdown(self, camp: gears.GearHeadCampaign): pbge.alert( "You activate the emergency shutdown. For the first time in nearly two hundred years, the computer powers off and comes to a rest.") self.zombots_active = False self.safe_shutdown = True if self.beta_full: self.set_collector = True self.subplots["OUTENCOUNTER"].end_plot(camp) camp.check_trigger("WIN", self) BiotechDiscovery(camp, "I found a PreZero lab where they were developing self-repair technology", "[THATS_INTERESTING] This could be a very important discovery; I'd say it's easily worth {cash}.", self.rank+15)
def _choose_peace(self, camp: gears.GearHeadCampaign): self.peace_npc.relationship.reaction_mod += random.randint(1, 10) npc = self.elements["_commander"] if camp.make_skill_roll(gears.stats.Ego, gears.stats.Negotiation, npc.renown): ghcutscene.SimpleMonologueDisplay("[CHANGE_MIND_AND_RETREAT]", npc) pbge.alert("Your challengers flee the battlefield.") self.elements["_eteam"].retreat(camp) camp.check_trigger("ENDCOMBAT")
def t_ENDCOMBAT(self, camp: gears.GearHeadCampaign): mycompy: gears.base.Prop = self.elements["_core"] serv1: gears.base.Monster = self.elements["_serv1"] serv2: gears.base.Monster = self.elements["_serv2"] if mycompy.is_destroyed() and serv1.is_destroyed() and serv2.is_destroyed(): pbge.alert("As the biocomputer dies, the chamber is shaken by a powerful rumble. The tremors last for a short time before fading into silence. Whatever just happened, you assume that Kerberos will no longer trouble travelers on the highway.") camp.check_trigger("WIN", self) BiotechDiscovery( camp, "There is a huge subterranean biotech complex near {}.".format(self.elements["METROSCENE"]), "[THATS_INTERESTING] I'll get one of our hazmat recovery teams to check it out. Here is the {cash} you've earned.", self.rank ) camp.campdata[KERBEROS_DEFEATED] = True self.end_plot(camp)
def BOSSFIGHT_WIN(self, camp: gears.GearHeadCampaign): camp.check_trigger("WIN", self)
def _win_mission(self, camp: gears.GearHeadCampaign): camp.check_trigger("WIN", self) self.end_plot(camp)
def _lose_mission(self, camp: gears.GearHeadCampaign): camp.check_trigger("LOSE", self) self.end_plot(camp)
def t_UPDATE(self, camp: gears.GearHeadCampaign): if not self.elements["NPC"].is_not_destroyed(): camp.check_trigger("LOSE", self) self.end_plot(camp)
def _win_challenge(self, camp: gears.GearHeadCampaign): camp.check_trigger("WIN", self) camp.dole_xp(200) self.end_plot(camp)
def _win_challenge(self, camp: gears.GearHeadCampaign): camp.check_trigger("WIN", self) camp.dole_xp(100) camp.freeze(self.elements["CULPRIT"]) camp.credits += gears.selector.calc_mission_reward(self.rank, 150) self.end_plot(camp)
def locate_the_base(self, camp: gears.GearHeadCampaign): camp.check_trigger("WIN", self) self.adv.end_adventure(camp)