def _eteam_ACTIVATETEAM(self,camp):
     if self.intro_ready:
         self.eteam_activated = True
         if not self.pilot_fled:
             npc = self.elements["PILOT"]
             ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
             camp.fight.active.append(self.elements["SURVIVOR"])
         self.intro_ready = False
 def _eteam_ACTIVATETEAM(self, camp):
     if self.intro_ready:
         npc = self.elements["LMNPC"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.intro_ready = False
Exemplo n.º 3
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    def t_START(self, camp):
        if camp.scene is self.elements["LOCALE"] and not self.did_intro:
            game.content.plotutility.AutoLeaver(self.elements["SHERIFF"])(camp)

            npc = self.elements["SHERIFF"]
            ghdialogue.start_conversation(camp, camp.pc, npc)

            self.did_intro = True
 def _eteam_ACTIVATETEAM(self,camp):
     if self.intro_ready:
         npc = self.elements["NPC"]
         pbge.alert("As you approach the supposed crash site, the true nature of the falling star becomes clear: it's a lone mecha, having descended to Earth with an atmospheric drop chute. And from the look of things {}'s going to need your help.".format(npc.gender.subject_pronoun))
         self.eteam_activated = True
         if not self.pilot_left:
             ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
             camp.fight.active.append(self.elements["SURVIVOR"])
         self.intro_ready = False
 def _eteam_ACTIVATETEAM(self, camp):
     if self.intro_ready:
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.intro_ready = False
         self.adv.crimes_happened = True
 def t_ENDCOMBAT(self,camp):
     if self.eteam_activated and not self.pilot_left:
         myteam = self.elements["_ateam"]
         eteam = self.elements["_eteam"]
         if len(myteam.get_active_members(camp)) < 1:
             self.obj.failed = True
         elif len(myteam.get_active_members(camp)) > 0 and len(eteam.get_active_members(camp)) < 1:
             self.eteam_defeated = True
             self.obj.win(camp, 100 - self.elements["SURVIVOR"].get_percent_damage_over_health())
             npc = self.elements["NPC"]
             ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
 def _eteam_ACTIVATETEAM(self, camp):
     if not self.combat_entered:
         pbge.alert(
             "As you approach the supposed crash site, it becomes clear what the meteor actually was: it's a cargo pod containing a few souped-up mecha. And the recipients of the delivery have already claimed it..."
         )
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.combat_entered = True
 def _eteam_ACTIVATETEAM(self, camp):
     if not self.combat_entered:
         pbge.alert(
             "As you approach the supposed crash site, it becomes clear what the meteor actually was: a cargo pod dropped from low orbit. It also becomes clear who the cargo belongs to..."
         )
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=ghdialogue.ATTACK_STARTER)
         self.combat_entered = True
 def t_ENDCOMBAT(self,camp):
     if self.eteam_activated and not self.pilot_fled:
         myteam = self.elements["_ateam"]
         eteam = self.elements["_eteam"]
         if len(myteam.get_active_members(camp)) < 1:
             self.obj.failed = True
         elif len(myteam.get_active_members(camp)) > 0 and len(eteam.get_active_members(camp)) < 1:
             self.eteam_defeated = True
             self.obj.win(100 - self.elements["SURVIVOR"].get_total_damage_status())
             npc = self.elements["PILOT"]
             ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.HELLO_STARTER)
Exemplo n.º 10
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 def _eteam_ACTIVATETEAM(self, camp):
     if self.intro_ready:
         self.eteam_activated = True
         if not self.pilot_fled:
             npc = self.elements["PILOT"]
             ghdialogue.start_conversation(camp,
                                           camp.pc,
                                           npc,
                                           cue=ghdialogue.HELLO_STARTER)
             camp.fight.active.append(self.elements["SURVIVOR"])
         self.intro_ready = False
Exemplo n.º 11
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 def t_UPDATE(self, camp):
     if not self.started_conversation:
         npc = self.elements["NPC"]
         pbge.alert(
             "As you enter {}, you notice {} giving you a quizzical look.".
             format(camp.scene, npc))
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=pbge.dialogue.Cue(
                                           (context.HELLO, context.QUERY)))
         self.started_conversation = True
Exemplo n.º 12
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 def t_UPDATE(self, camp):
     if not self.started_conversation:
         npc = self.elements["NPC"]
         pbge.alert(
             "As you enter {}, {} pulls you aside for a conversation.".
             format(camp.scene, npc))
         npc.relationship.attitude = relationships.A_JUNIOR
         ghdialogue.start_conversation(camp,
                                       camp.pc,
                                       npc,
                                       cue=pbge.dialogue.Cue(
                                           (context.HELLO, context.QUERY)))
         self.started_conversation = True
Exemplo n.º 13
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    def t_START(self,camp):
        if camp.scene is self.elements["LOCALE"] and not self.started_the_intro:
            # Make sure the PC has a mecha.
            mek = camp.get_pc_mecha(camp.pc)
            if not mek:
                mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.BoneDevils,env=gears.tags.GroundEnv)
                camp.assign_pilot_to_mecha(camp.pc,mek)
                camp.party.append(mek)

            pbge.alert("You have spent the past few weeks raiding corporate convoys near the deadzone community {DZ_TOWN_NAME}. The local sheriff, {SHERIFF}, doesn't seem too happy about your exploits but at least {SHERIFF.gender.subject_pronoun} has left you alone... until now.".format(**self.elements))

            npc = self.elements["SHERIFF"]
            npc.relationship = gears.relationships.Relationship(random.randint(1,20))
            npc.relationship.history.append(gears.relationships.Memory("you caused Kettel Industries to bomb our power plant",
                                                                       "I tried to protect your power plant from Kettel Industries",
                                                                       -10, (gears.relationships.MEM_Ideological,)))
            self._did_first_reply = False
            ghdialogue.start_conversation(camp,camp.pc,npc)

            self.started_the_intro = True
Exemplo n.º 14
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    def t_START(self,camp):
        if camp.scene is self.elements["LOCALE"] and not self.started_the_intro:
            # Make sure the PC has a mecha.
            mek = camp.get_pc_mecha(camp.pc)
            if not mek:
                mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.TerranDefenseForce,env=gears.tags.GroundEnv)
                camp.assign_pilot_to_mecha(camp.pc,mek)
                camp.party.append(mek)

            pbge.alert("These days you have been working in {DZ_TOWN_NAME}, helping the local militia to push back a Clan Ironwind invasion force. Just when it looked like the town was safe you got called in for one last mission.".format(**self.elements))

            npc = self.elements["SHERIFF"]
            npc.relationship = gears.relationships.Relationship(random.randint(1,20))
            npc.relationship.history.append(gears.relationships.Memory("you saved {} from Clan Ironwind".format(self.elements["DZ_TOWN_NAME"]),
                                                                       "I saved {} from Clan Ironwind".format(self.elements["DZ_TOWN_NAME"]),
                                                                       10, (gears.relationships.MEM_AidedByPC,)))

            self._did_first_reply = False
            ghdialogue.start_conversation(camp,camp.pc,npc)

            self.started_the_intro = True
Exemplo n.º 15
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    def t_START(self,camp):
        if camp.scene is self.elements["LOCALE"] and not self.started_the_intro:
            # Make sure the PC has a mecha.
            mek = camp.get_pc_mecha(camp.pc)
            if not mek:
                mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,gears.factions.TerranDefenseForce,env=gears.tags.GroundEnv)
                camp.assign_pilot_to_mecha(camp.pc,mek)
                camp.party.append(mek)

            pbge.alert("You have spent the past few weeks in {}, helping your cousin {} defend the town against raiders. Things have been going about as well as expected.".format(self.elements["DZ_TOWN_NAME"], self.elements["SHERIFF"]))

            npc = self.elements["SHERIFF"]
            npc.relationship = gears.relationships.Relationship(random.randint(1,20))
            npc.relationship.tags.add(gears.relationships.RT_FAMILY)
            npc.relationship.history.append(gears.relationships.Memory("you helped me defend {}".format(self.elements["DZ_TOWN_NAME"]),
                                                                       "I helped you defend {}".format(self.elements["DZ_TOWN_NAME"]),
                                                                       10, (gears.relationships.MEM_AidedByPC,)))

            self._did_first_reply = False
            ghdialogue.start_conversation(camp,camp.pc,npc)

            self.started_the_intro = True
Exemplo n.º 16
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    def t_START(self,camp):
        if camp.scene is self.elements["LOCALE"] and not self.started_the_intro:
            # Make sure the PC has a mecha.
            mek = camp.get_pc_mecha(camp.pc)
            if not mek:
                mek = gears.selector.MechaShoppingList.generate_single_mecha(camp.pc.renown,None,env=gears.tags.GroundEnv)
                camp.assign_pilot_to_mecha(camp.pc,mek)
                camp.party.append(mek)

            pbge.alert("You have spent the past few weeks in the deadzone community {}, helping the sheriff {} defend the town against raiders. Things have not been going well.".format(self.elements["DZ_TOWN_NAME"], self.elements["SHERIFF"]))

            npc = self.elements["SHERIFF"]
            npc.relationship = gears.relationships.Relationship(random.randint(1,20))
            npc.relationship.history.append(gears.relationships.Memory("you helped protect {} from raiders".format(self.elements["DZ_TOWN_NAME"]),
                                                                       "I helped you protect {} from raiders".format(self.elements["DZ_TOWN_NAME"]),
                                                                       10, (gears.relationships.MEM_AidedByPC,)))

            while npc.get_reaction_score(camp.pc,camp) < 20:
                npc.relationship.reaction_mod += random.randint(1,50)
            self._did_first_reply = False
            ghdialogue.start_conversation(camp,camp.pc,npc)

            self.started_the_intro = True
Exemplo n.º 17
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 def METROSCENE_ENTER(self,camp):
     if not self.started_convo:
         npc = self.elements["NPC"]
         pbge.alert("As you enter {METROSCENE}, you notice {NPC} staring into the distance as though lost in thought.".format(**self.elements))
         ghdialogue.start_conversation(camp,camp.pc,npc,cue=pbge.dialogue.Cue((context.HELLO,context.PERSONAL)))
         self.started_convo = True
Exemplo n.º 18
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 def METROSCENE_ENTER(self,camp):
     if not self.started_convo:
         npc = self.elements["NPC"]
         pbge.alert("As you enter {METROSCENE}, {NPC} strikes up a conversation.".format(**self.elements))
         ghdialogue.start_conversation(camp,camp.pc,npc,cue=pbge.dialogue.Cue((context.HELLO,context.PERSONAL)))
         self.started_convo = True
Exemplo n.º 19
0
 def _eteam_ACTIVATETEAM(self,camp):
     if self.intro_ready:
         npc = self.elements["_commander"]
         ghdialogue.start_conversation(camp,camp.pc,npc,cue=ghdialogue.ATTACK_STARTER)
         self.intro_ready = False
         self.adv.crimes_happened = True