Exemplo n.º 1
0
def run():
	print '--> mission Smuggler lnterteption'

	if not ship.enableDefense():
		return False

	# 2 pockets
	for i in range(2):

		if not overview.activateAccelerationGate():
			return False

		print 'pocket ' + str(i+1)

		if not drones.launchSmall():
			return False

		ship.enableAfterburn()	

		overview.seekAndDestory()

		if not drones.back():
			return False

	# loot grustas personal transport
	while not overview.pickTarget('guristas_personnel'):
		pass

	print '<-- mission Smuggler lnterteption\n'
	return True
Exemplo n.º 2
0
def run():
	print '--> mission Rogue Drone Harassment'

	if not ship.enableDefense():
		return False

	# 2 pockets
	for i in range(2):

		if not overview.activateAccelerationGate():
			return False

		print 'pocket ' + str(i+1)

		if not drones.launchSmall():
			return False

		ship.enableAfterburn()	

		overview.seekAndDestory()

		if not drones.back():
			return False

	print '<-- mission Rogue Drone Harassment\n'
	return True
Exemplo n.º 3
0
def closet():
    while config.hat == False or config.sword == False :
 
        if config.hat == False and config.sword == False:
            choice = raw_input("You open the door and find an almost empty closet. Against the back wall is a singular table. A light shines down from above illuminating a pirate hat and a sword. The sound seems to be coming from the table but you don't know how. \n( Leave the closet / Take the sword / Put on the hat): ").lower()
        elif config.hat == True and config.sword == False:
            choice = raw_input("( Leave the closet / Take the sword ): ").lower()
        elif config.sword == True and config.hat == False:
            choice = raw_input("( Leave the closet / Put on the hat): ").lower()
        while choice not in ["leave the closet", "take the sword", "put on the hat"] :
            if config.hat == False and config.sword == False:
                choice = raw_input("Shiver me timbers, who would try to do that??. Please enter a choice from the options provided. \n( Leave the closet / Take the sword / Put on the hat): ").lower()
            elif config.hat == True and config.sword == False:
                choice = raw_input("Shiver me timbers, who would try to do that??. Please enter a choice from the options provided. \n( Leave the closet / Take the sword ): ").lower()
            elif config.sword == True and config.hat == False:
                choice = raw_input("Shiver me timbers, who would try to do that??. Please enter a choice from the options provided. \n( Leave the closet / Put on the hat): ").lower()

        if choice == "leave the closet" :
            break
        elif choice == "put on the hat":
            config.hat = True
        elif choice == "take the sword":
            config.sword = True
            config.inventory.append("Sword")

    if choice == "leave the closet" :
            investigate(2)
    else :
        raw_input("The buzzing sound stops. You can hear yourself think again. Outside of the closet things seem to be really picking up - the shanties have gotten louder and it sounds like they've turned on the wave pool.")
        Ship.hereWeGoMatey()

    return
def run():
    print "--> mission Intercept the Pirate Smugglers"

    result = None
    begin = time.time()
    while not result and time.time() - begin < 5:
        time.sleep(0.2)
        result = findAtFull("close")
    if result:
        mouse.leftClickAtP(result)

    if not ship.enableDefense():
        return False

    if not drones.launchSmall():
        return False

    if not general.openMissionDetails():
        return False

    ship.enableAfterburn()

    overview.seekAndDestory()

    if not general.missionObjectiveComplete():
        return False

    if not drones.back():
        return False

    print "<-- mission Intercept the Pirate Smugglers\n"
    return True
Exemplo n.º 5
0
def run():
	print '--> mission Seek And Destroy'

	if not ship.enableDefense():
		return False

	if not general.openMissionDetails():
		return False

	if not overview.activateAccelerationGate():
		return False

	if not ship.enableAfterburn():
		return False

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission Seek And Destroy\n'
	return True
Exemplo n.º 6
0
def run():
	print '--> mission The Rogue Slave Trader (1 of 2)'

	if not ship.enableDefense():
		return False

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not overview.switchTo('lcs'):
		return False

	if not overview.lockTarget('slave_pen'):
		return False

	ship.approach()

	ship.enableAfterburn()

	time.sleep(10)

	if not drones.engage():
		return False

	while not overview.pickCargo():
		pass

	if not drones.back():
		return False

	print '<-- mission The Rogue Slave Trader (1 of 2)\n'
	return True
Exemplo n.º 7
0
    def place_ship_at_pos(self, x, y, direction):

        self.print_all_placed_ships()

        if len(self.placed_and_deleted_ships_size) + len(self.current_ship_size_remaining) == 0:
            return

        if self.check_point_available(x, y):
            if len(self.placed_and_deleted_ships_size) > 0:
                temp_size = self.placed_and_deleted_ships_size.pop()
                if self.check_if_valid_position(x, y, temp_size, direction):
                    ship = Ship(x, y, temp_size, direction)
                    self.ships.append(ship)
                    self.place_ship_on_map(ship)
                    self.assign_ship_bounds(ship)
                else:
                    self.current_ship_size_remaining.append(temp_size)
            else:
                temp_size = self.current_ship_size_remaining.pop()
                if self.check_if_valid_position(x, y, temp_size, direction):
                    ship = Ship(x, y, temp_size, direction)
                    self.ships.append(ship)
                    self.place_ship_on_map(ship)
                    self.assign_ship_bounds(ship)
                else:
                    self.current_ship_size_remaining.append(temp_size)
Exemplo n.º 8
0
def run():
	print '--> mission New Frontiers - Asnendanne (7 of 7)'

	if not ship.enableDefense():
		return False

	if not general.openMissionDetails():
		return False

	ship.enableAfterburn()

	if not overview.activateAccelerationGate():
		return False

	print 'pocket 1'

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False


	print '<-- mission New Frontiers - Asnendanne (7 of 7)\n'
	return True
Exemplo n.º 9
0
def run():
	print '--> mission Retribution'

	if not ship.enableDefense():
		return False

	if not overview.activateAccelerationGate():
		return False

	if not overview.switchTo('lcs'):
		return False

	if not overview.lockTarget('guristas_outpost', 5):
		return False

	if not general.openMissionDetails():
		return False

	if not drones.launchSentry():
		return False

	ship.fireOnce()

	drones.engage()

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission Retribution\n'
	return True
Exemplo n.º 10
0
def run():
	print '--> mission Deadly Arrival'

	if not ship.enableDefense():
		return False

	if not overview.switchTo('lco'):
		return False

	if not overview.lockTarget('ruined_structure'):
		return False

	if not ship.approach():
		return False

	if not ship.enableAfterburn():
		return False

	if not general.openMissionDetails():
		return False

	if not general.missionObjectiveComplete():
		return False

	print '<-- mission Deadly Arrival\n'
	return True
Exemplo n.º 11
0
def run():
	print '--> mission Angel Extravaganza'

	if not ship.enableDefense():
		return False

	# 5 pockets
	for i in range(5):

		if not overview.activateAccelerationGate():
			return False

		print 'pocket ' + str(i+1)

		if not drones.launchSmall():
			return False

		ship.enableAfterburn()	

		overview.seekAndDestory()

		if not drones.back():
			return False

	print '<-- mission Angel Extravaganza\n'
	return True
Exemplo n.º 12
0
def run():
	print '--> mission The Space Telescope'

	if not ship.enableDefense():
		return False

	if not overview.activateAccelerationGate():
		return False

	if not overview.switchTo('lcs'):
		return False

	if not overview.lockTarget('guristas_space', 15):
		return False

	if not drones.launchSmall():
		return False

	ship.fireOnce()

	drones.engage()

	if not general.openMissionDetails():
		return False

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission The Space Telescope\n'
	return True
def run():
	print '--> mission Eliminate the Pirate Campers'

	if not ship.enableDefense():
		return False

	if not drones.launchSentry():
		return False

	if not overview.switchTo('battle'):
		return False

	begin = time.time()
	result = None
	while not result and time.time() - begin < 5:
		result = findAtFull('close')
	if result:
		mouse.leftClickAtP(result)

	# kill small

	count = 0
	while count < 4:
		result = overview.lockTarget('s', 1)
		if result:
			count += 1

	begin = time.time()
	while time.time() - begin < 120:
		overview.lockTarget('s', 1)
		ship.fireOnce()
		drones.engage()

	if not drones.back():
		return False

	# seek and destory

	if not general.openMissionDetails():
		return False

	ship.enableAfterburn()

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission Eliminate the Pirate Campers\n'
	return True
    def test_blocking_ships(self):
        fleet = Fleet.Fleet
        
        current_ship_position = Coordinate.Coordinate(1, 1)
        current_ship = Ship.Ship("B", "H", current_ship_position)

        test_ship_position = Coordinate.Coordinate(1, 1)
        test_ship = Ship.Ship("B", "H", test_ship_position)
        
        self.assertFalse(fleet.rules_placement_ok(current_ship, test_ship), msg="Ship blocking check does not work")
Exemplo n.º 15
0
 def __init__(self, player_type):
     
     self.ships_left = 5
     self.carrier = Ship.Ship(5, "carrier", "A1", "A1")
     self.battleship = Ship.Ship(4, "battleship", "A1", "A1")
     self.cruiser = Ship.Ship(3, "cruiser", "A1", "A1")
     self.submarine = Ship.Ship(3, "submarine", "A1", "A1")
     self.destroyer = Ship.Ship(2, "destroyer", "A1", "A1")
     self.personal_board = Board.Board()
     self.guess_board = Board.Board() 
     self.player_type = player_type     
Exemplo n.º 16
0
def run():
	print '--> mission The Spy Stash'

	if not ship.enableDefense():
		return False

	if not overview.activateAccelerationGate():
		return False

	# pocket 1 direct access

	ship.enableAfterburn()	

	if not overview.activateAccelerationGate():
		return False

	# pocket 2
	if not drones.launchSmall():
		return False

	ship.enableAfterburn()	

	overview.seekAndDestory()

	if not drones.back():
		return False

	result = findAtOverview('officers')
	if not result:
		return False
	mouse.doubleClickAtP(result)

	print 'wait until cargo open'
	result = None
	while not result:
		time.sleep(0.5)
		result = findAtFull('report')
	mouse.leftDownAtP(result)

	result = findAtFull('ship', 0.5)
	if not result:
		mouse.leftUp()
		return False
	mouse.moveToP(result)
	mouse.leftUp()
	time.sleep(2)

	result = findAtFull('x')
	if not result:
		return False
	mouse.leftClickAtP(result)

	print '<-- mission The Spy Stash\n'
	return True
Exemplo n.º 17
0
    def setUp(self):
        self.name = "Boaty McBoat Face"
        self.x = 1
        self.y = 2
        self.alignment = "something"
        self.max_health = 10
        self.range = 5
        self.attack_power = 20
        self.damage = 10

        self.first = Ship(self.name, self.x, self.y, self.alignment,
                          self.max_health, self.range, self.attack_power)
Exemplo n.º 18
0
 def LoadSprites(self):
     self.ship = Ship()
     self.ship_sprite = pygame.sprite.RenderPlain((self.ship))
     self.bullet_sprites = pygame.sprite.Group()  #Make a group of bullets
     self.en_bullet_sprites = pygame.sprite.Group()
     self.enemy_sprites = pygame.sprite.Group()  #Groups enemies
     self.backgrounds = pygame.sprite.Group()
     self.explosion_sprites = pygame.sprite.Group()
     self.ship_lives_sprites = LivesGroup(self.LIVES)
     self.last_death_rect = self.ship.rect
     self.font = pygame.font.Font(
         None, Settings.FONT_SIZE)  #No specific font, size
Exemplo n.º 19
0
def run():
	print '--> mission The Score'

	if not ship.enableDefense():
		return False

	if not overview.activateAccelerationGate():
		return False

	# pocket 1

	if not drones.launchSmall():
		return False

	ship.enableAfterburn()	

	overview.seekAndDestory()

	if not drones.back():
		return False

	if not overview.activateAccelerationGate():
		return False

	# pocket 2
	if not overview.switchTo('battle'):
		return False

	for i in range(4):
		overview.lockTarget('s', 1)

	drones.launchSentry()

	time.sleep(20)

	begin = time.time()
	while time.time() - begin < 100:
		ship.fireOnce()
		drones.engage()
		overview.lockEnemy(1)

	drones.back()

	ship.enableAfterburn()	

	if not drones.launchSmall():
		return False

	ship.fireOnce()

	overview.seekAndDestory()

	if not drones.back():
		return False

	print '<-- mission The Score\n'
	return True
Exemplo n.º 20
0
    def __init__(self, ofWidth=ROWS, ofHeight=COLS):
        self._array = np.array([[0] * ofWidth] * ofHeight)
        self.lastHitShip = None

        self.ships = [
            Ship("Carrier", length=5),
            Ship("Battleship", length=4),
            Ship("Cruiser", length=3),
            Ship("Submarine", length=3),
            Ship("Destroyer", length=2)
        ]

        self.placeShips()
Exemplo n.º 21
0
def makefleet():
    global fleet1, fleet2
    fleet1.append(Ship.Ship(2, 1))
    fleet1.append(Ship.Ship(2, 2))
    fleet1.append(Ship.Ship(3, 3))
    fleet1.append(Ship.Ship(3, 4))
    fleet1.append(Ship.Ship(5, 5))

    fleet2.append(Ship.Ship(2, 1))
    fleet2.append(Ship.Ship(2, 2))
    fleet2.append(Ship.Ship(3, 3))
    fleet2.append(Ship.Ship(3, 4))
    fleet2.append(Ship.Ship(5, 5))
Exemplo n.º 22
0
    def test_ship_move_health_doesnt_go_above_max(self):
        name = "Boaty McBoat Face"
        x = 1
        y = 2
        alignment = "something"
        max_health = 10
        range = 5
        attack_power = 20
        damage = -10

        first = Ship(name, x, y, alignment, max_health, range, attack_power)
        first.move()

        self.assertEquals(first.current_health, max_health)
Exemplo n.º 23
0
 def __init__(self, field_width, field_height):
     self.field_width = field_width
     self.field_height = field_height
     print("w = ", field_width, " h = ", field_height)
     self.background = QPixmap("space.png")
     self.shipImage = QPixmap("spaceship.png")
     self.ship = Ship(
         self, self.shipImage,
         Vector2D(self.field_width / 2,
                  self.field_height - self.shipImage.height()))
     self.bars = Bars(self)
     self.score = 0
     self.game_state = GameState.PLAYING
     self.font = QFont("Arial", 40)
Exemplo n.º 24
0
    def test_occupy_area(self):
        b_test = Board.Board(4)
        ship = Ship.Ship(b_test, 3)
        ship.position = [(1, 0), (1, 1), (1, 2)]
        b_test.occupy_area(ship.position)
        assert not numpy.sum(ship.board.array_occupied > 1)

        ship2 = Ship.Ship(b_test, 3)
        ship2.position = [(1, 2), (1, 3)]
        b_test.occupy_area(ship2.position)

        assert numpy.sum(ship.board.array_occupied == 2) == 9

        ship2.remove_ship()

        assert not numpy.sum(ship.board.array_occupied > 1)
Exemplo n.º 25
0
def run():
	print '--> mission Dawning The Slavers (2 of 2)'

	if not ship.enableDefense():
		return False

	result = None
	begin = time.time()
	while not result and time.time() - begin < 5:
		time.sleep(0.5)
		result = findAtFull('close')
	if result:
		mouse.leftClickAtP(result)

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not drones.back():
		return False	

	if not overview.activateAccelerationGate():
		return False

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	if not drones.back():
		return False	

	print '<-- mission Dawning The Slavers (2 of 2)\n'
	return True
Exemplo n.º 26
0
 def createShips(self, prefix):
     count_ships = 0
     while count_ships < 10:
         fleet_array = []
         count_ships = 0
         fleet_ships = []
         for length in reversed(range(1, 5)):
             for i in range(5 - length):
                 tries = 0
                 while 1:
                     tries += 1
                     if tries >= 50:
                         break
                     #Пока рандомное расположение
                     ship_point = prefix + "_" + str(
                         randrange(10)) + "_" + str(randrange(10))
                     orientation = randrange(2)
                     new_ship = Ship(length, orientation, ship_point)
                     if new_ship.ship_correct == 1 and len(
                             list(
                                 set(fleet_array)
                                 & set(new_ship.around_map +
                                       new_ship.coord_map))) == 0:
                         fleet_array += new_ship.around_map + new_ship.coord_map
                         fleet_ships.append(new_ship)
                         count_ships += 1
                         break
     if prefix == "nmy":
         self.fleet_comp = fleet_ships
     else:
         self.fleet_user = fleet_ships
         self.paintShips(fleet_ships)
Exemplo n.º 27
0
 def create_new_ship(self, createShip, currentTime):
     if createShip and (currentTime - self.shipTimer > 900):
         self.player = Ship(self)
         self.allSprites.add(self.player)
         self.playerGroup.add(self.player)
         self.makeNewShip = False
         self.shipAlive = True
Exemplo n.º 28
0
 def reset(self, score, lives, newGame=False):
     self.player = Ship(self)
     self.playerGroup = sprite.Group(self.player)
     self.explosionsGroup = sprite.Group()
     self.bullets = sprite.Group()
     # on appelle la classe du mistery
     self.mysteryShip = Mystery(self)
     # la classe du super laser
     self.highlaser = Highlaser(game, self.player.rect.x,
                                self.player.rect.y)
     #
     self.mysteryGroup = sprite.Group(self.mysteryShip)
     self.laserGroup = sprite.Group(self.highlaser)
     self.enemyBullets = sprite.Group()
     self.reset_lives(lives)
     self.enemyPosition = self.enemyPositionStart
     self.make_enemies()
     # Only create blockers on a new game, not a new round
     if newGame:
         self.allBlockers = sprite.Group(self.make_blockers(0),
                                         self.make_blockers(1),
                                         self.make_blockers(2),
                                         self.make_blockers(3))
     self.keys = key.get_pressed()
     self.clock = time.Clock()
     self.timer = time.get_ticks()
     self.noteTimer = time.get_ticks()
     self.shipTimer = time.get_ticks()
     self.score = score
     self.lives = lives
     self.create_audio()
     self.create_text()
     self.makeNewShip = False
     self.shipAlive = True
Exemplo n.º 29
0
def mainloop():
    # Objects collide with things
    objects = [Ship(), SpaceObj()]
    # Effects don't.
    effects = []

    objects[1].moveToXYZ(10.0, 0.0, 5.0)

    # What we're aiming the camera at
    target = objects[0]

    then = pygame.time.get_ticks()
    frames = 0
    while True:
        now = pygame.time.get_ticks()
        dt = now - then

        event = pygame.event.poll()

        if not handleEvents(event):
            break

        handlePlayerEvents(target, dt)
        for x in objects:
            x.calc(dt)
        for x in effects:
            x.calc(dt)
        drawStuff(target, objects, effects)
        Gui.drawCompass(target)
        Gui.drawVector(target)
        pygame.display.flip()
        frames += 1
        then = now
    return frames
Exemplo n.º 30
0
def run():
	print '--> mission Break Their Will'

	if not ship.enableDefense():
		return False

	if not overview.switchTo('lcs'):
		return False

	if not overview.lockTarget('repair_station'):
		return False

	if not general.openMissionDetails():
		return False

	if not drones.launchSentry():
		return False

	if not drones.engage():
		return False

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission Break Their Will\n'
	return True
def run():
	print '--> mission What Comes Around Goes Around'

	if not ship.enableDefense():
		return False

	if not drones.launchSmall():
		return False

	result = None
	begin = time.time()
	while not result and time.time() - begin < 5:
		time.sleep(0.2)
		result = findAtFull('close')
	if result:
		mouse.leftClickAtP(result)

	if not general.openMissionDetails():
		return False

	if not general.missionObjectiveComplete():
		return False

	if not drones.back():
		return False

	print '<-- mission What Comes Around Goes Around\n'
	return True
Exemplo n.º 32
0
class Test_ShipTests(unittest.TestCase):
    def setUp(self):
        self.name = "Boaty McBoat Face"
        self.x = 1
        self.y = 2
        self.alignment = "something"
        self.max_health = 10
        self.range = 5
        self.attack_power = 20
        self.damage = 10

        self.first = Ship(self.name, self.x, self.y, self.alignment,
                          self.max_health, self.range, self.attack_power)

    def test_Ship_init(self):
        self.assertEquals(self.name, self.first.name)
        self.assertEquals(self.x, self.first.x_location)
        self.assertEquals(self.y, self.first.y_location)

    def test_ship_assess_damage(self):
        self.first.assess_damage(self.damage)

        self.assertEquals(self.max_health - self.damage,
                          self.first.current_health)

    def test_ship_assess_damage_doesnt_go_below_zero(self):

        self.first.assess_damage(20)

        self.assertEquals(0, self.first.current_health)

    def test_ship_assess_damage_doesnt_go_above_max(self):
        self.first.current_health = 5
        self.first.assess_damage(-20)

        self.assertEquals(self.max_health, self.first.current_health)

    def test_ship_move_health_goes_up_one(self):
        self.first.current_health = 5
        self.first.move()

        self.assertEquals(6, self.first.current_health)

    def test_ship_move_health_doesnt_go_above_max(self):
        name = "Boaty McBoat Face"
        x = 1
        y = 2
        alignment = "something"
        max_health = 10
        range = 5
        attack_power = 20
        damage = -10

        first = Ship(name, x, y, alignment, max_health, range, attack_power)
        first.move()

        self.assertEquals(first.current_health, max_health)
Exemplo n.º 33
0
    def field_generation(self):
        """
        
        :return: 
        """

        field = [(i, r) for i in range(1, 11) for r in range(1, 11)]
        dict_field = {}

        for i in field:
            dict_field[i] = None

        ships_area = []

        for lenght in [4, 3, 3, 2, 2, 2, 1, 1, 1, 1]:

            ship = []
            count = 0

            while len(ship) != lenght:
                count += 1

                if count > 100:
                    ship = []

                dot = random.choice(field)
                row = random.choice([True, False])

                for part in range(lenght):

                    if row and dot[0] + lenght <= 10 \
                            and (dot[0] + part, dot[1]) not in ships_area:

                        ship.append((dot[0] + part, dot[1]))

                    elif not row and dot[1] + lenght <= 10 \
                            and (dot[0], dot[1] + part) not in ships_area:

                        ship.append((dot[0], dot[1] + part))

                    else:
                        break

            cl_ship = Ship.Ship(ship[0], row, lenght)
            for part in ship:
                dict_field[part] = cl_ship

            for part in ship:
                ships_area.append((part[0], part[1]))
                ships_area.append((part[0], part[1] + 1))
                ships_area.append((part[0], part[1] - 1))
                ships_area.append((part[0] - 1, part[1]))
                ships_area.append((part[0] + 1, part[1]))
                ships_area.append((part[0] - 1, part[1] - 1))
                ships_area.append((part[0] - 1, part[1] + 1))
                ships_area.append((part[0] + 1, part[1] + 1))
                ships_area.append((part[0] + 1, part[1] - 1))

        return dict_field
Exemplo n.º 34
0
 def prep_ships(self):
     """Show how many ships are left"""
     self.ships = Group()
     for ship_number in range(self.stats.ships_left):
         ship = Ship.Ship(self.ai_settings, self.screen)
         ship.rect.x = 10 + ship_number * ship.rect.width
         ship.rect.y = 10
         self.ships.add(ship)
Exemplo n.º 35
0
 def test_find_ship_location(self):
     b_test = Board.Board(7)
     ships_size = (4, 3, 3, 2, 2, 1, 1, 1, 1)
     ships = [Ship.Ship(b_test, x) for x in ships_size]
     for i in range(len(ships_size)):
         ships[i].name = 'B' + str(i + 1)
     game = Game.Game(b_test, ships)
     game.play()
Exemplo n.º 36
0
def run():
	print '--> mission New Frontiers - Raw Materials (5 of 7)'

	if not ship.enableDefense():
		return False

	if not drones.launchSentry():
		return False

	if not overview.switchTo('battle'):
		return False

	if not overview.lockTarget('drone_energy', 25):
		return False

	drones.engage()

	time.sleep(160)

	if not drones.back():
		return False

	mouse.moveTo(100, 100)

	result = findAtDrones('sentry')
	if result:
		mouse.leftClickAtP(result)

	if not drones.launchSmall():
		return False

	overview.seekAndDestory()

	ship.enableAfterburn()

	while not overview.pickCargo():
		time.sleep(5)

	while overview.pickCargo():
		pass

	if not drones.back():
		return False

	print '<-- mission New Frontiers - Raw Materials (5 of 7)\n'
	return True
Exemplo n.º 37
0
def run():
    print "--> mission The Black Market Hub"

    if not ship.enableDefense():
        return False

    if not overview.activateAccelerationGate():
        return False

        # pocket 1
    if not drones.launchSmall():
        return False

    ship.enableAfterburn()

    overview.seekAndDestory()

    if not drones.back():
        return False

    if not overview.activateAccelerationGate():
        return False

        # pocket 2

    if not overview.switchTo("lcs"):
        return False

    if not overview.lockTarget("docked_bestower", 1):
        return False

    ship.approachFor(5)

    ship.enableAfterburn()

    if not drones.launchSmall():
        return False

    ship.fireOnce()

    drones.engage()

    overview.switchTo("battle")

    while not overview.pickCargo():
        time.sleep(1)

    drones.back()

    print "<-- mission The Black Market Hub\n"
    return True
Exemplo n.º 38
0
 def add_ship(self, ship_width, ship_height, loc, ship_no, BF,
              ship_hit_points):
     if (BF.loc_availability(ship_width, ship_height, loc,
                             ship_hit_points)):
         s = Ship(ship_width, ship_height, loc, ship_hit_points)
         return self._myships.append(s)
     else:
         AssertionError("Location is not available")
Exemplo n.º 39
0
def run():
	print '--> mission Cargo Deliver'

	if not ship.enableDefense():
		return False

	if not overview.switchTo('battle'):
		return False

	ship.enableAfterburn()

	while not overview.pickCargo():
		pass


	print '<-- mission Cargo Deliver\n'
	return True
Exemplo n.º 40
0
 def reInit(self):
     self.sta.name = 'Richlieu'
     self.sta.length = 248
     self.sta.propulsion = 150
     self.sta.evasion = 0.04
     self.sta.health = [100, 100, 100, 100, 100, 100, 100, 100]
     self.sta.armor = [100, 100, 100, 100, 100, 100, 100, 100]
     self.sta.weapon = [[Arm.cannon380(), Arm.cannon152(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()],[Arm.cannon380(), Arm.cannon152(), Arm.cannon100(), Arm.cannon100(), Arm.cannon100()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (0, 0, 0)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 41
0
 def reInit(self):
     self.sta.name = 'G3'
     self.sta.length = 261
     self.sta.propulsion = 160
     self.sta.evasion = 0.04
     self.sta.health = [115, 115, 115, 115, 115, 115, 115, 115]
     self.sta.armor = [115, 115, 115, 115, 115, 115, 115, 115]
     self.sta.weapon =[[Arm.cannon406(), Arm.cannon406(), Arm.cannon152(), Arm.cannon152()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()],[Arm.cannon406(), Arm.cannon406(), Arm.cannon152(), Arm.cannon152()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()],[Arm.cannon406(), Arm.cannon152(), Arm.cannon152(), Arm.cannon120()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (255, 255, 0)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 42
0
 def reInit(self):
     self.sta.name = 'Yamato'
     self.sta.length = 263
     self.sta.propulsion = 135
     self.sta.evasion = 0.04
     self.sta.health = [130, 130, 130, 130, 130, 130, 130, 130]
     self.sta.armor = [130, 130, 130, 130, 130, 130, 130, 130]
     self.sta.weapon = [[Arm.cannon460(), Arm.cannon460(), Arm.cannon155(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon155(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon155(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon460(), Arm.cannon155(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon155(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon460(), Arm.cannon155(), Arm.cannon155(), Arm.cannon127(), Arm.cannon127()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (255, 200, 200)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 43
0
 def reInit(self):
     self.sta.name = 'Iowa'
     self.sta.length = 263
     self.sta.propulsion = 163
     self.sta.evasion = 0.04
     self.sta.health = [100, 100, 100, 100, 100, 100, 100, 100]
     self.sta.armor = [100, 100, 100, 100, 100, 100, 100, 100]
     self.sta.weapon = [[Arm.cannon406(), Arm.cannon406(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon406(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127()],[Arm.cannon406(), Arm.cannon127(), Arm.cannon127(), Arm.cannon127()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (128, 128, 255)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 44
0
 def reInit(self):
     self.sta.name = 'NorthCarolina'
     self.sta.length = 222
     self.sta.propulsion = 140
     self.sta.evasion = 0.04
     self.sta.health = [80, 80, 80, 80, 80, 80, 80, 80]
     self.sta.armor = [95, 95, 95, 95, 95, 95, 95, 95]
     self.sta.weapon = [[Arm.cannon410(), Arm.cannon410(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon410(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130()],[Arm.cannon410(), Arm.cannon130(), Arm.cannon130(), Arm.cannon130()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (128, 128, 255)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 45
0
 def reInit(self):
     self.sta.name = 'Bismark'
     self.sta.length = 250
     self.sta.propulsion = 175
     self.sta.evasion = 0.04
     self.sta.health = [96, 96, 96, 96, 96, 96, 96, 96]
     self.sta.armor = [100, 90, 90, 100, 100, 90, 90, 100]
     self.sta.weapon = [[Arm.cannon380(), Arm.cannon150(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()],[Arm.cannon380(), Arm.cannon150(), Arm.cannon150(), Arm.cannon105(), Arm.cannon105()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (128, 128, 128)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 46
0
 def reInit(self):
     self.sta.name = 'Kongo'
     self.sta.length = 222
     self.sta.propulsion = 150
     self.sta.evasion = 0.04
     self.sta.health = [82, 82, 82, 82, 82, 82, 82, 82]
     self.sta.armor = [94, 94, 94, 94, 94, 94, 94, 94]
     self.sta.weapon = [[Arm.cannon356(), Arm.cannon152(), Arm.cannon152(), Arm.torpedo553(), Arm.torpedo553(), Arm.torpedo553(), Arm.torpedo553()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152(), Arm.torpedo553(), Arm.torpedo553(), Arm.torpedo553(), Arm.torpedo553()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()], [Arm.cannon356(), Arm.cannon152(), Arm.cannon152()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (255, 200, 200)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 47
0
 def reInit(self):
     self.sta.name = 'Fletcher'
     self.sta.length = 115
     self.sta.propulsion = 180
     self.sta.evasion = 0.1
     self.sta.health = [30, 30, 30, 30, 30, 30, 30, 30]
     self.sta.armor = [50, 50, 50, 50, 50, 50, 50, 50]
     self.sta.weapon = [[Arm.cannon460(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610()], [Arm.cannon460()], [], [Arm.cannon460()], [Arm.cannon460(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610()], [Arm.cannon460()], [], [Arm.cannon460()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (128, 128, 255)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
def run():
	print '--> mission TheSevensPrisionFacility'

	if not ship.enableDefense():
		return False

	if not drones.launchSmall():
		return False

	ship.enableAfterburn()

	overview.seekAndDestory()

	if not drones.back():
		return False

	print '<-- mission TheSevensPrisionFacility\n'
	return True
Exemplo n.º 49
0
 def reInit(self):
     self.sta.name = 'Shimakaze'
     self.sta.length = 130
     self.sta.propulsion = 205
     self.sta.evasion = 0.08
     self.sta.health = [36, 36, 36, 36, 36, 36, 36, 36]
     self.sta.armor = [59, 59, 59, 59, 59, 59, 59, 59]
     self.sta.weapon = [[Arm.cannon460(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610()], [Arm.cannon460()], [], [Arm.cannon460()], [Arm.cannon460(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610(), Arm.torpedo610()], [Arm.cannon460()], [], [Arm.cannon460()]]
     self.sta.block = [Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block(), Ship.block()]
     self.sta.color = (255, 200, 200)
     for i in range(0, 8):
         self.sta.block[i].number = i
         self.sta.block[i].init(self.sta)
     for block in self.sta.block:
         block.armor += self.sta.level
         block.health += self.sta.level
         for weapon in block.weapon:
             weapon.harm += self.sta.level
Exemplo n.º 50
0
def addship(shiplist):
    level = 0
    while True:
        level = int(raw_input("please enter ship level"))
        if level <= 200 and level >= 0:
            break
        else:
            print "invalid level, please enter again"
    while True:
        name = raw_input("please enter a shipname")
        if name == 'Default':
            shiplist.append(Ship.ship())
            shiplist[-1].sta.level = level
            break
        elif name == 'Shimakaze':
            shiplist.append(Shimakaze())
            shiplist[-1].sta.level = level
            break
        elif name == 'Fletcher':
            shiplist.append(Fletcher())
            shiplist[-1].sta.level = level
            break
        elif name == 'Kongo':
            shiplist.append(Kongo())
            shiplist[-1].sta.level = level
            break
        elif name == 'Bismarck':
            shiplist.append(Bismarck())
            shiplist[-1].sta.level = level
            break
        elif name == 'NorthCarolina':
            shiplist.append(NorthCarolina())
            shiplist[-1].sta.level = level
            break
        elif name == 'Iowa':
            shiplist.append(Iowa())
            shiplist[-1].sta.level = level
            break
        elif name == 'Yamato':
            shiplist.append(Yamato())
            shiplist[-1].sta.level = level
            break
        elif name == 'Soyuz':
            shiplist.append(Soyuz())
            shiplist[-1].sta.level = level
            break
        elif name == 'G3':
            shiplist.append(G3())
            shiplist[-1].sta.level = level
            break
        elif name == 'Richelieu':
            shiplist.append(Richelieu())
            shiplist[-1].sta.level = level
            break
        else:
            print "no such ship found, please enter again"