def game_master_submit_scenario_data(self): path = 'data/scenarios/%s/config.py'%self.scenario store = load_mod_file.load(path) if store == False: print 'failed to load config O.o' else: self.talkToServer('getGameScenarioInfo', {'name':store.name, 'maxp':store.num_players, 'teams':store.teams})
def load_dir(self, path): access = {'BaseUnit':Unit} for unit in glob.glob(path+'*.py'): store = load_mod_file.load(unit, access) if store == False: print 'fail load unit <%s>'%unit else: self.units[store.unit.type] = store.unit
def load_dir(self, path): self.abilities = {} access = {'BaseAbility':Ability} for ability in glob.glob(path+'*.py'): name = os.path.split(ability)[1].split('.')[0] store = load_mod_file.load(ability, access) if store == False: print 'fail load ability <%s>'%ability else: self.abilities[name] = store.ability
def __init__(self, engine, scenario): self.engine = engine self.abilh = AbilityHandler() self.abilh.load_dir('data/scenarios/%s/abilities/'%scenario) self.abilh.load_dir('data/abilities/') self.unith = UnitHandler(self) self.unith.load_dir('data/scenarios/%s/units/'%scenario) self.unith.load_dir('data/units/') self.units = [] store = load_mod_file.load('data/scenarios/%s/config.py'%scenario) if store == False: print 'fail load config <%s>'%scenario else: self.config = store access = {'Unit':self.make_unit, 'engine':self.engine, 'parent':self, 'BaseScenario':BaseScenario, 'gui':gui} store = load_mod_file.load('data/scenarios/%s/scenario.py'%scenario, access) if store == False: print 'fail load scenario <%s>'%scenario else: self.mod = store.scenario(self) access = {'BaseAI':AI} store = load_mod_file.load('data/scenarios/%s/ai.py'%scenario, access) if store == False: print 'fail load ai <%s>'%scenario else: self.core_ai = store.ai self.ai_players = []
def load_map_file(self, path): access = {"game": self.engine.client, "gfx_engine": self.engine} succeed = load_mod_file.load(path, access) if succeed == False: self.engine.failed = True