def spawn(self, game, player, shipId=None): Scenario.spawn(self, game, player, shipId) player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_CARGO (x, y) = (self.orbitalbase.xp + 50, self.orbitalbase.yp + 60) flagship = FlagShip(player, shipStats, AiCaptain(player), x, y, 0, 0, 0.0, 0.0, 0.0, 0) flagship.ore = 0 flagship.energy = 0 flagship.ori = 7 / 8 * pi + pi / 2 flagship.turrets[1].buildInstall(game.stats.T_MASS_SR_0) flagship.turrets[0].buildInstall(game.stats.T_MASS_MR_0) player.flagship = flagship game.objects.append(flagship) for i in xrange(3): harvester = HarvesterShip(player, player.race.defaultHarvester, AiPilotHarvester(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) flagship.shipyards[harvester.stats.img].docked.append(harvester) player.needToUpdateRelations = True
def spawn(self, game, player, shipId): # if not player.flagship and player.points >= game.stats.PlayableShips[ shipId ].points: player.race = game.stats.PlayableShips[shipId].race shipStats = game.stats.PlayableShips[shipId].stats dist = randint(10, self.gamma[1].stats.maxRadius) angle = 2 * pi * random() (x, y) = (self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle)) flagship = FlagShip(player, shipStats, AiCaptain(player), x, y, 0, 0, 0.0, 0.0, 0.0, 0) flagship.ore = flagship.stats.maxOre / 2 flagship.energy = flagship.stats.maxEnergy / 2 flagship.ori = 2 * pi * random() if player.race == game.stats.R_EVOLVED: smallTurret = game.stats.T_BURST_LASER_0 mediumTurret = game.stats.T_SUBSPACE_WAVE_0 elif player.race == game.stats.R_NOMAD: smallTurret = game.stats.T_REPEATER_1 mediumTurret = game.stats.T_NOMAD_CANNON_0 elif player.race == game.stats.R_AI: smallTurret = game.stats.T_AI_FLAK_1 mediumTurret = game.stats.T_AI_OMNI_LASER_0 else: smallTurret = game.stats.T_MASS_SR_0 mediumTurret = game.stats.T_MASS_MR_0 for t in flagship.turrets[:2]: t.buildInstall(mediumTurret) for t in flagship.turrets[-2:]: t.buildInstall(smallTurret) player.flagship = flagship game.objects.append(flagship) for i in range(self.harvestersAtSpawn): harvester = HarvesterShip(player, player.race.defaultHarvester, AiPilotHarvester(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) flagship.shipyards[harvester.stats.img].docked.append(harvester) Scenario.spawn(self, game, player, shipId=shipId) for i in xrange(0, 3): frigate = Frigate(player, player.race.defaults[ids.B_FRIGATE], AiEscortFrigate(player), x + 100, y + 100) game.objects.append(frigate)
def spawn( self, game, player, shipId ): player.race = game.stats.PlayableShips[ shipId ].race shipStats = game.stats.PlayableShips[ shipId ].stats planet = choice( self.planets ) dist = randint( 10, planet.stats.maxRadius ) angle = 2*pi*random() (x,y) = ( planet.xp+dist*cos(angle), planet.yp+dist*sin(angle) ) flagship = FlagShip( player, shipStats, AiCaptain( player ),x,y,0, 0, 0.0,0.0,0.0, 0) flagship.ore = flagship.stats.maxOre/2 flagship.energy = flagship.stats.maxEnergy / 2 flagship.ori = 2*pi*random() if player.race == game.stats.R_EVOLVED: smallTurret = game.stats.T_ESPHERE_0 mediumTurret = game.stats.T_SUBSPACE_WAVE_0 elif player.race == game.stats.R_NOMAD: smallTurret = game.stats.T_REPEATER_1 mediumTurret = game.stats.T_NOMAD_CANNON_0 elif player.race == game.stats.R_AI: smallTurret = game.stats.T_AI_FLAK_1 mediumTurret = game.stats.T_AI_OMNI_LASER_0 else: smallTurret = game.stats.T_MASS_SR_0 mediumTurret = game.stats.T_MASS_MR_0 for t in flagship.turrets[:2]: t.buildInstall( mediumTurret ) for t in flagship.turrets[-2:]: t.buildInstall( smallTurret ) player.flagship = flagship game.objects.append( flagship ) for i in range(self.harvestersAtSpawn): harvester = HarvesterShip(player, player.race.defaultHarvester, AiPilotHarvester(flagship), 0,0,0, 4, 0.0,0.0,0.0, 0) flagship.shipyards[ harvester.stats.img ].docked.append( harvester ) Scenario.spawn( self, game, player, shipId=shipId ) for i in xrange( 0, 3 ): frigate = Frigate( player, player.race.defaults[ ids.B_FRIGATE ], AiEscortFrigate( player ), x+100, y+100 ) game.objects.append( frigate )
def spawn( self, game, player, shipId=None ): Scenario.spawn( self, game, player, shipId ) player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_SCOUT (x,y) = self.startingPoint flagship = FlagShip( player, shipStats, AiCaptain( player ),x,y,0, 0, 0.0,0.0,0.0, 0) flagship.ore = flagship.stats.maxOre flagship.energy = 0 flagship.ori = 7/8*pi+pi/2 player.flagship = flagship game.objects.append( flagship ) player.needToUpdateRelations = True
def spawn(self, game, player, shipId=None): Scenario.spawn(self, game, player, shipId) player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_SCOUT (x, y) = self.startingPoint flagship = FlagShip(player, shipStats, AiCaptain(player), x, y, 0, 0, 0.0, 0.0, 0.0, 0) flagship.ore = flagship.stats.maxOre flagship.energy = 0 flagship.ori = 7 / 8 * pi + pi / 2 player.flagship = flagship game.objects.append(flagship) player.needToUpdateRelations = True
def spawn( self, game, player, shipId=None ): print "spawning" player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_FS_0 (x,y) = self.startingPoint flagship = FlagShip( player, shipStats, AiCaptain( player ),x,y,0, 0, 0.0,0.0,0.0, 0) flagship.ore = flagship.stats.maxOre flagship.energy = 1000 flagship.ori = 7/8*pi+pi/2 for turret in flagship.turrets[2:4]: turret.buildInstall( game.stats.T_MASS_SR_1 ) player.flagship = flagship game.objects.append( flagship ) # self.player = player Scenario.spawn( self, game, player, shipId )
def spawn(self, game, player, shipId=None): print "spawning" player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_FS_0 (x, y) = self.startingPoint flagship = FlagShip(player, shipStats, AiCaptain(player), x, y, 0, 0, 0.0, 0.0, 0.0, 0) flagship.ore = flagship.stats.maxOre flagship.energy = 1000 flagship.ori = 7 / 8 * pi + pi / 2 for turret in flagship.turrets[2:4]: turret.buildInstall(game.stats.T_MASS_SR_1) player.flagship = flagship game.objects.append(flagship) # self.player = player Scenario.spawn(self, game, player, shipId)
def spawn( self, game, player, shipId=None ): Scenario.spawn( self, game, player, shipId ) player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_CARGO (x,y) = ( self.orbitalbase.xp+50, self.orbitalbase.yp+60 ) flagship = FlagShip( player, shipStats, AiCaptain( player ),x,y,0, 0, 0.0,0.0,0.0, 0) flagship.ore = 0 flagship.energy = 0 flagship.ori = 7/8*pi+pi/2 flagship.turrets[1].buildInstall( game.stats.T_MASS_SR_0 ) flagship.turrets[0].buildInstall( game.stats.T_MASS_MR_0 ) player.flagship = flagship game.objects.append( flagship ) for i in xrange( 3 ): harvester = HarvesterShip(player, player.race.defaultHarvester, AiPilotHarvester(flagship), 0,0,0, 4, 0.0,0.0,0.0, 0) flagship.shipyards[ harvester.stats.img ].docked.append( harvester ) player.needToUpdateRelations = True
def spawn( self, game, player, shipId=None ): player.race = game.stats.R_HUMAN shipStats = game.stats.HUMAN_BASE_MINING (x,y) = ( self.earth.xp-320, self.earth.yp+380 ) flagship = OrbitalBase( player, shipStats, AiGovernor( player ),x,y,0, 0, 0.0,0.0,0.0, 0) flagship.ore = 5000 flagship.energy = 1000 flagship.ri = -0.01 flagship.turrets[3].buildInstall( game.stats.T_MASS_MR_0 ) flagship.turrets[1].buildInstall( game.stats.T_MASS_MR_0 ) player.flagship = flagship game.objects.append( flagship ) for i in xrange( 6 ): harvester = HarvesterShip(player, player.race.defaultHarvester, AiPilotHarvester(flagship), 0,0,0, 4, 0.0,0.0,0.0, 0) flagship.shipyards[ harvester.stats.img ].docked.append( harvester ) player.needToUpdateRelations = True Scenario.spawn( self, game, player, shipId )