Exemplo n.º 1
0
 def loadStats(self):
     self.stats = ShipGlobals.getShipConfig(self.shipClass)
     self.maxHp = self.stats['hp']
     self.maxSp = self.stats['sp']
     self.maxMastHealth = ShipGlobals.getMastHealth(self.shipClass,
                                                    self.maxSp)
     self.maxArmor = ShipGlobals.getHullArmor(self.modelClass)
     self.maxHp = int(
         self.maxHp *
         ShipUpgradeGlobals.HULL_TYPES[self.customHull]['Armor'])
     self.Hp = self.maxHp * (self.healthState / 100.0)
     self.maxCrew = self.stats['maxCrew']
     self.acceleration = self.stats['acceleration']
     self.maxSpeed = self.stats['maxSpeed']
     self.reverseAcceleration = self.stats['reverseAcceleration']
     self.maxReverseSpeed = self.stats['maxReverseSpeed']
     self.turnRate = self.stats['turn']
     self.maxTurn = self.stats['maxTurn']
     shipTypeInfo = ShipGlobals.getShipConfig(self.shipClass)
     self.maxCargo = int(
         shipTypeInfo['maxCargo'] *
         ShipUpgradeGlobals.HULL_TYPES[self.customHull]['Cargo'])
     self.cannonConfig = self.stats['cannons']
     self.lBroadsideConfig = self.stats['leftBroadsides']
     self.rBroadsideConfig = self.stats['rightBroadsides']
Exemplo n.º 2
0
    def manufactureCannons(self, detailLevel=2):
        stats = ShipGlobals.getShipConfig(self.shipClass)
        cannonConfig = stats['cannons']
        leftConfig = stats['leftBroadsides']
        rightConfig = stats['rightBroadsides']
        cannons = {}
        for i in range(len(cannonConfig)):
            cannonType = cannonConfig[i]
            cannon = Cannon.Cannon(None)
            cannon.loadModel(None, cannonType)
            cannons[i] = [cannon, 0]

        broadsides = [[[], []], None]
        for i in range(len(leftConfig)):
            if leftConfig[i] > 0:
                cannon = CannonPort.CannonPort(leftConfig[i], 0, i)
                broadsides[0][0].append(cannon)
                continue
            broadsides[0][0].append(None)

        for i in range(len(rightConfig)):
            if rightConfig[i] > 0:
                cannon = CannonPort.CannonPort(rightConfig[i], 1, i)
                broadsides[0][1].append(cannon)
                continue
            broadsides[0][1].append(None)

        self.setupCannons(cannons, broadsides, detailLevel)
Exemplo n.º 3
0
 def enableStats(self, shipName = '', shipClass = 0, mastInfo = [], hp = 0, sp = 0, cargo = 0, crew = 0, time = 0):
     hullInfo = ShipGlobals.getShipConfig(shipClass)
     self.shipClass = shipClass
     self.snapShot = ShipSnapshot(self, None, self['siegeTeam'], shipName, shipClass, mastInfo, hp, hullInfo['hp'], sp, hullInfo['sp'], cargo, hullInfo['maxCargo'], crew, hullInfo['maxCrew'], time, pos = self['snapShotPos'])
     typeStr = self['avatarName']
     if self['shipType'] is ShipFrameSelect.STBand:
         self.button['text'] = PLocalizer.BoardShip
     elif self['shipType'] is ShipFrameSelect.STGuild:
         self.button['text'] = PLocalizer.BoardShip
     elif self['shipType'] is ShipFrameSelect.STFriend:
         self.button['text'] = PLocalizer.BoardShip
     elif self['shipType'] is ShipFrameSelect.STPublic:
         self.button['text'] = PLocalizer.BoardShip
     else:
         typeStr = ''
     stateStr = PLocalizer.ShipAtSea
     if hp <= 0:
         self.button['state'] = DGG.DISABLED
         stateStr = '\x01red\x01%s\x02' % (PLocalizer.ShipSunk,)
         self['shipColorScale'] = VBase4(0.80000000000000004, 0.29999999999999999, 0.29999999999999999, 1)
     elif crew >= hullInfo['maxCrew']:
         self.button['state'] = DGG.DISABLED
         stateStr = '\x01red\x01%s\x02' % (PLocalizer.ShipFull,)
         self['shipColorScale'] = VBase4(0.40000000000000002, 0.40000000000000002, 0.40000000000000002, 1)
     else:
         self.button['state'] = DGG.NORMAL
     if typeStr:
         self.typeLabel['text'] = '\x01smallCaps\x01(%s)\x02' % typeStr
Exemplo n.º 4
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 def setCargo(self, cargo):
     self.cargo = cargo
     shipTypeInfo = ShipGlobals.getShipConfig(self.shipClass)
     maxCargo = int(shipTypeInfo['maxCargo'] *
                    ShipUpgradeGlobals.HULL_TYPES[self.customHull]['Cargo'])
     messenger.send('setShipCargo-%s' % self.getDoId(),
                    [self.cargo, maxCargo])
Exemplo n.º 5
0
 def enableStats(self, shipName='', shipClass=0, mastInfo=[], hp=0, sp=0, cargo=0, crew=0, time=0):
     hullInfo = ShipGlobals.getShipConfig(shipClass)
     self.shipClass = shipClass
     self.snapShot = ShipSnapshot(self, None, self['siegeTeam'], shipName, shipClass, mastInfo, hp, hullInfo['hp'], sp, hullInfo['sp'], cargo, hullInfo['maxCargo'], crew, hullInfo['maxCrew'], time, pos=self['snapShotPos'])
     typeStr = self['avatarName']
     if self['shipType'] is ShipFrameSelect.STBand:
         self.button['text'] = PLocalizer.BoardShip
     else:
         if self['shipType'] is ShipFrameSelect.STGuild:
             self.button['text'] = PLocalizer.BoardShip
         else:
             if self['shipType'] is ShipFrameSelect.STFriend:
                 self.button['text'] = PLocalizer.BoardShip
             else:
                 if self['shipType'] is ShipFrameSelect.STPublic:
                     self.button['text'] = PLocalizer.BoardShip
                 else:
                     typeStr = ''
     stateStr = PLocalizer.ShipAtSea
     if hp <= 0:
         self.button['state'] = DGG.DISABLED
         stateStr = '\x01red\x01%s\x02' % (PLocalizer.ShipSunk,)
         self['shipColorScale'] = VBase4(0.8, 0.3, 0.3, 1)
     else:
         if crew >= hullInfo['maxCrew']:
             self.button['state'] = DGG.DISABLED
             stateStr = '\x01red\x01%s\x02' % (PLocalizer.ShipFull,)
             self['shipColorScale'] = VBase4(0.4, 0.4, 0.4, 1)
         else:
             self.button['state'] = DGG.NORMAL
     if typeStr:
         self.typeLabel['text'] = '\x01smallCaps\x01(%s)\x02' % typeStr
     return
 def manufactureCannons(self, detailLevel = 2):
     stats = ShipGlobals.getShipConfig(self.shipClass)
     cannonConfig = stats['cannons']
     leftConfig = stats['leftBroadsides']
     rightConfig = stats['rightBroadsides']
     cannons = { }
     for i in range(len(cannonConfig)):
         cannonType = cannonConfig[i]
         cannon = Cannon.Cannon(None)
         cannon.loadModel(None, cannonType)
         cannons[i] = [
             cannon,
             0]
     
     broadsides = [
         [
             [],
             []],
         None]
     for i in range(len(leftConfig)):
         if leftConfig[i] > 0:
             cannon = CannonPort.CannonPort(leftConfig[i], 0, i)
             broadsides[0][0].append(cannon)
             continue
         broadsides[0][0].append(None)
     
     for i in range(len(rightConfig)):
         if rightConfig[i] > 0:
             cannon = CannonPort.CannonPort(rightConfig[i], 1, i)
             broadsides[0][1].append(cannon)
             continue
         broadsides[0][1].append(None)
     
     self.setupCannons(cannons, broadsides, detailLevel)
Exemplo n.º 7
0
 def updateStats(self):
     self.statData = []
     stats = ShipGlobals.getShipConfig(self.purchaseInventory[0][0])
     maxStats = ShipGlobals.getMaxShipStats()
     self.statData.append([
         PLocalizer.Hull,
         stats['hp'],
         maxStats['hp']])
     self.statData.append([
         PLocalizer.Speed,
         int(stats['sp'] / 10),
         4 + maxStats['sp'] / 10])
     self.statData.append([
         PLocalizer.Speed,
         int(stats['maxSpeed'] / 10),
         4 + maxStats['maxSpeed'] / 10])
     self.statData.append([
         PLocalizer.Cannon,
         stats['maxCannons'],
         maxStats['maxCannons']])
     self.statData.append([
         PLocalizer.Broadsides,
         stats['maxBroadsides'],
         maxStats['maxBroadsides']])
     self.statData.append([
         PLocalizer.Cargo,
         stats['maxCargo'],
         maxStats['maxCargo']])
     self.statData.append([
         PLocalizer.Crew,
         stats['maxCrew'],
         maxStats['maxCrew']])
Exemplo n.º 8
0
 def updateStats(self):
     self.statData = []
     stats = ShipGlobals.getShipConfig(self.purchaseInventory[0][0])
     maxStats = ShipGlobals.getMaxShipStats()
     self.statData.append([
         PLocalizer.Hull,
         stats['hp'],
         maxStats['hp']])
     self.statData.append([
         PLocalizer.Speed,
         int(stats['sp'] / 10),
         4 + maxStats['sp'] / 10])
     self.statData.append([
         PLocalizer.Speed,
         int(stats['maxSpeed'] / 10),
         4 + maxStats['maxSpeed'] / 10])
     self.statData.append([
         PLocalizer.Cannon,
         stats['maxCannons'],
         maxStats['maxCannons']])
     self.statData.append([
         PLocalizer.Broadsides,
         stats['maxBroadsides'],
         maxStats['maxBroadsides']])
     self.statData.append([
         PLocalizer.Cargo,
         stats['maxCargo'],
         maxStats['maxCargo']])
     self.statData.append([
         PLocalizer.Crew,
         stats['maxCrew'],
         maxStats['maxCrew']])
Exemplo n.º 9
0
 def setCustomization(self, customHull, customRigging, customPattern, customLogo):
     shipTypeInfo = ShipGlobals.getShipConfig(self['shipClass'])
     shipHullInfo = ShipUpgradeGlobals.HULL_TYPES.get(customHull)
     cargoMult = shipHullInfo['Cargo']
     if self['shipOV']:
         cargo = len(self['shipOV'].cargo)
         maxCargo = shipTypeInfo['maxCargo']
     else:
         cargo = self['cargo']
         maxCargo = shipTypeInfo['maxCargo']
     self.cargoMeter['text'] = '%d/%d' % (cargo, maxCargo * cargoMult)
 def loadStats(self):
     self.stats = ShipGlobals.getShipConfig(self.shipClass)
     self.maxHp = self.stats['hp']
     self.maxSp = self.stats['sp']
     self.maxMastHealth = ShipGlobals.getMastHealth(self.shipClass, self.maxSp)
     self.maxArmor = ShipGlobals.getHullArmor(self.modelClass)
     self.maxCrew = self.stats['maxCrew']
     self.acceleration = self.stats['acceleration']
     self.maxSpeed = self.stats['maxSpeed']
     self.reverseAcceleration = self.stats['reverseAcceleration']
     self.maxReverseSpeed = self.stats['maxReverseSpeed']
     self.turnRate = self.stats['turn']
     self.maxTurn = self.stats['maxTurn']
     self.maxCargo = self.stats['maxCargo']
     self.cannonConfig = self.stats['cannons']
     self.lBroadsideConfig = self.stats['leftBroadsides']
     self.rBroadsideConfig = self.stats['rightBroadsides']
Exemplo n.º 11
0
 def loadStats(self):
     self.stats = ShipGlobals.getShipConfig(self.shipClass)
     self.maxHp = self.stats['hp']
     self.maxSp = self.stats['sp']
     self.maxMastHealth = ShipGlobals.getMastHealth(self.shipClass,
                                                    self.maxSp)
     self.maxArmor = ShipGlobals.getHullArmor(self.modelClass)
     self.maxCrew = self.stats['maxCrew']
     self.acceleration = self.stats['acceleration']
     self.maxSpeed = self.stats['maxSpeed']
     self.reverseAcceleration = self.stats['reverseAcceleration']
     self.maxReverseSpeed = self.stats['maxReverseSpeed']
     self.turnRate = self.stats['turn']
     self.maxTurn = self.stats['maxTurn']
     self.maxCargo = self.stats['maxCargo']
     self.cannonConfig = self.stats['cannons']
     self.lBroadsideConfig = self.stats['leftBroadsides']
     self.rBroadsideConfig = self.stats['rightBroadsides']
    def getShip(
        self,
        shipClass,
        style=ShipGlobals.Styles.Undefined,
        logo=ShipGlobals.Logos.Undefined,
        hullDesign=None,
        detailLevel=2,
        wantWheel=True,
        hullMaterial=None,
        sailMaterial=None,
        sailPattern=None,
        prowType=None,
    ):
        Ship = Ship
        import pirates.ship

        modelClass = ShipGlobals.getModelClass(shipClass)
        shipConfig = ShipGlobals.getShipConfig(shipClass)
        if style == ShipGlobals.Styles.Undefined:
            style = shipConfig["defaultStyle"]

        complexCustomization = 0
        if sailPattern and sailMaterial and hullMaterial or SailReplace.has_key(shipClass):
            complexCustomization = 1

        if not prowType:
            prowType = shipConfig["prow"]

        if not hullMaterial:
            hullMaterial = style

        if not sailMaterial:
            if SailReplace.has_key(shipClass):
                sailMaterial = SailReplace[shipClass]
            else:
                sailMaterial = style

        if not sailPattern:
            sailPattern = style

        shipHullTexture = ShipBlueprints.getShipTexture(hullMaterial)
        shipTextureSail = ShipBlueprints.getShipTexture(sailMaterial)
        logoTex = None
        if logo:
            logoTex = ShipBlueprints.getLogoTexture(logo)

        sailPatternTex = None
        if sailPattern:
            sailPatternTex = ShipBlueprints.getSailTexture(sailPattern)

        self.notify.debug("%s %s" % (sailPattern, logo))
        if logo == ShipGlobals.Logos.Undefined:
            logo = shipConfig["sailLogo"]

        if logo in ShipGlobals.MAST_LOGO_PLACEMENT_LIST:
            placeLogos = 1
        else:
            placeLogos = 0
        if modelClass <= ShipGlobals.INTERCEPTORL3:
            mastHax = True
        else:
            mastHax = False
        customHull = hullDesign is not None
        if not logo != 0:
            pass
        customMasts = sailPattern != 0
        hull = self.getHull(modelClass, customHull)
        breakAnims = {}
        metaAnims = {}
        hitAnims = {}
        root = NodePath("Ship")
        hull.locators.reparentTo(root)
        charRoot = root.attachNewNode(Character("ShipChar"))
        collisions = root.attachNewNode("collisions")
        lodNode = charRoot.attachNewNode(LODNode("lod"))
        if detailLevel == 0:
            lodNode.node().addSwitch(200, 0)
            lodNode.node().addSwitch(800, 200)
            lodNode.node().addSwitch(100000, 800)
            high = lodNode.attachNewNode("high")
            low = lodNode.attachNewNode("low")
            med = NodePath("med")
            superlow = lodNode.attachNewNode("superlow")
        elif detailLevel == 1:
            lodNode.node().addSwitch(300, 0)
            lodNode.node().addSwitch(1000, 300)
            lodNode.node().addSwitch(2000, 1000)
            lodNode.node().addSwitch(100000, 2000)
            high = lodNode.attachNewNode("high")
            med = lodNode.attachNewNode("med")
            low = lodNode.attachNewNode("low")
            superlow = lodNode.attachNewNode("superlow")
        else:
            lodNode.node().addSwitch(750, 0)
            lodNode.node().addSwitch(3000, 750)
            lodNode.node().addSwitch(8000, 3000)
            lodNode.node().addSwitch(100000, 8000)
            high = lodNode.attachNewNode("high")
            med = lodNode.attachNewNode("med")
            low = lodNode.attachNewNode("low")
            superlow = lodNode.attachNewNode("superlow")
        mastSetup = ShipGlobals.getMastSetup(shipClass)
        for data in [
            (0, "location_mainmast_0"),
            (1, "location_mainmast_1"),
            (2, "location_mainmast_2"),
            (3, "location_aftmast*"),
            (4, "location_foremast*"),
        ]:
            mastData = mastSetup.get(data[0])
            if mastData:
                mast = self.mastSets[mastData[0]].getMastSet(mastData[1] - 1, customMasts)
                mastRoot = hull.locators.find("**/%s" % data[1]).getTransform(hull.locators)
                model = NodePath(mast.charRoot)
                model.setTransform(mastRoot)
                if complexCustomization:
                    model.setTexture(shipTextureSail)

                useLogoTex = logoTex
                if placeLogos:
                    mastNum = data[0]
                    if mastNum not in ShipGlobals.MAST_LOGO_PLACEMENT.get(modelClass):
                        useLogoTex = None

                charBundle = mast.charRoot.getBundle(0)
                if data[0] < 3:
                    for side in ["left", "right"]:
                        ropeNode = hull.locators.find("**/location_ropeLadder_%s_%s" % (side, data[0]))
                        if ropeNode:
                            transform = ropeNode.getTransform(NodePath(mast.charRoot))
                            charBundle.findChild("def_ladder_0_%s" % side).applyFreeze(transform)
                            continue

                if sailPatternTex and useLogoTex:
                    for node in model.findAllMatches("**/sails"):
                        node.setTextureOff(TextureStage.getDefault())
                        node.setTexture(self.colorLayer, sailPatternTex)
                        node.setTexture(self.logoLayer, logoTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                elif sailPatternTex:
                    for node in model.findAllMatches("**/sails"):
                        node.setTextureOff(TextureStage.getDefault())
                        node.setTexture(self.colorLayer, sailPatternTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                elif useLogoTex:
                    for node in model.findAllMatches("**/sails"):
                        node.setTextureOff(TextureStage.getDefault())
                        node.setTexture(self.logoLayerNoColor, logoTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                model.flattenLight()
                if detailLevel == 0:
                    model.find("**/low").copyTo(high)
                    model.find("**/low").copyTo(low)
                    model.find("**/superlow").copyTo(superlow)
                elif detailLevel == 1:
                    model.find("**/med").copyTo(high)
                    model.find("**/med").copyTo(med)
                    low.node().stealChildren(model.find("**/low").node())
                    superlow.node().stealChildren(model.find("**/superlow").node())
                elif detailLevel == 2:
                    high.node().stealChildren(model.find("**/high").node())
                    med.node().stealChildren(model.find("**/med").node())
                    low.node().stealChildren(model.find("**/low").node())
                    superlow.node().stealChildren(model.find("**/superlow").node())

                mastRoot = mast.collisions.find("**/collision_masts")
                if modelClass > ShipGlobals.INTERCEPTORL3 or data[0] != 3:
                    mastCode = str(data[0])
                    mastRoot.setTag("Mast Code", mastCode)
                else:
                    mastRoot.setName("colldision_sub_mast")
                    mastRoot.reparentTo(collisions.find("**/collision_masts"))
                    mastCode = "0"
                for coll in mast.collisions.findAllMatches("**/collision_sail_*"):
                    coll.setName("Sail-%s" % data[0])
                    coll.setTag("Mast Code", mastCode)

                for coll in mast.collisions.findAllMatches("**/sail_*"):
                    coll.setName("Sail-%s" % data[0])
                    coll.setTag("Mast Code", mastCode)

                collisions.node().stealChildren(mast.collisions.node())
                charBundle = mast.charRoot.getBundle(0)
                if mastHax and data[0] == 3:
                    breakAnims[0][0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), "1"
                    )
                    breakAnims[0][1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), "1"
                    )
                    tempHit = hitAnims[0]
                    tempHit[0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), "1"
                    )
                    tempHit[1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), "1"
                    )
                else:
                    breakAnims[data[0]] = (AnimControlCollection(), AnimControlCollection())
                    breakAnims[data[0]][0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.breakAnim[0], -1, MastSubset, True), "0"
                    )
                    breakAnims[data[0]][1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.breakAnim[1], -1, MastSubset, True), "0"
                    )
                    tempHit = [AnimControlCollection(), AnimControlCollection()]
                    tempHit[0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, HitMastSubset, True), "0"
                    )
                    tempHit[1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim, -1, PartSubset(), True), "0"
                    )
                    hitAnims[data[0]] = tempHit
                for (anim, fileName) in mast.metaAnims.iteritems():
                    if anim not in metaAnims:
                        metaAnims[anim] = AnimControlCollection()

                    if anim not in MissingAnims.get(modelClass, []):
                        ac = charBundle.loadBindAnim(loader.loader, fileName, -1, SailSubset, True)
                        if ac:
                            metaAnims[anim].storeAnim(ac, str(metaAnims[anim].getNumAnims()))

                charRoot.node().combineWith(mast.charRoot)
                continue

        if self.wantProws and prowType:
            (highSprit, medSprit, lowSprit) = self.sprits[prowType].getAsset()
            transform = hull.locators.find("**/location_bowsprit").getTransform(hull.locators)
            highSprit.setTransform(transform)
            medSprit.setTransform(transform)
            lowSprit.setTransform(transform)
            highSprit.reparentTo(hull.geoms[0])
            medSprit.reparentTo(hull.geoms[1])
            lowSprit.reparentTo(hull.geoms[2])

        if wantWheel:
            shipWheel = ShipBlueprints.getWheel()
            wheelPoint = hull.locators.find("**/location_wheel;+s").getTransform(hull.locators)
            shipWheel.setTransform(wheelPoint)
            shipWheel.flattenLight()
            shipWheel.find("**/collisions").copyTo(collisions)
            hull.geoms[0].node().stealChildren(shipWheel.find("**/high").node())
            hull.geoms[1].node().stealChildren(shipWheel.find("**/med").node())
            hull.geoms[2].node().stealChildren(shipWheel.find("**/low").node())

        if complexCustomization:
            hull.geoms[0].setTexture(shipHullTexture)
            hull.geoms[0].flattenLight()
            hull.geoms[1].setTexture(shipHullTexture)
            hull.geoms[1].flattenLight()
            hull.geoms[2].setTexture(shipHullTexture)
            hull.geoms[2].flattenLight()
            hull.geoms[3].setTexture(shipHullTexture)
            hull.geoms[3].flattenLight()

        high.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[0].node())
        med.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[1].node())
        low.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[2].node())
        superlow.attachNewNode(ModelNode("non-animated")).node().stealChildren(hull.geoms[3].node())
        collisions.node().stealChildren(hull.collisions.node())
        hull.locators.stash()
        charRoot.flattenStrong()
        ship = Ship.Ship(shipClass, root, breakAnims, hitAnims, metaAnims, collisions, hull.locators)
        if not complexCustomization:
            ship.char.setTexture(shipHullTexture)

        return ship
Exemplo n.º 13
0
    def getShip(self,
                shipClass,
                style=ShipGlobals.Styles.Undefined,
                logo=ShipGlobals.Logos.Undefined,
                hullDesign=None,
                detailLevel=2,
                wantWheel=True,
                hullMaterial=None,
                sailMaterial=None,
                sailPattern=None,
                prowType=None,
                invertLogo=False):
        Ship = Ship
        import pirates.ship
        modelClass = ShipGlobals.getModelClass(shipClass)
        shipConfig = ShipGlobals.getShipConfig(shipClass)
        if style == ShipGlobals.Styles.Undefined:
            style = shipConfig['defaultStyle']

        complexCustomization = 0
        if sailPattern and sailMaterial and hullMaterial or SailReplace.has_key(
                shipClass):
            complexCustomization = 1

        if not prowType:
            prowType = shipConfig['prow']

        if not hullMaterial:
            hullMaterial = style

        if not sailMaterial:
            if SailReplace.has_key(shipClass):
                sailMaterial = SailReplace[shipClass]
            else:
                sailMaterial = style

        if not sailPattern:
            sailPattern = style

        shipHullTexture = ShipBlueprints.getShipTexture(hullMaterial)
        shipTextureSail = ShipBlueprints.getShipTexture(sailMaterial)
        logoTex = None
        if logo:
            logoTex = ShipBlueprints.getLogoTexture(logo)

        sailPatternTex = None
        if sailPattern:
            sailPatternTex = ShipBlueprints.getSailTexture(sailPattern)

        self.notify.debug('%s %s' % (sailPattern, logo))
        if logo == ShipGlobals.Logos.Undefined:
            logo = shipConfig['sailLogo']

        if logo in ShipGlobals.MAST_LOGO_PLACEMENT_LIST:
            placeLogos = 1
        else:
            placeLogos = 0
        if modelClass <= ShipGlobals.INTERCEPTORL3:
            mastHax = True
        else:
            mastHax = False
        customHull = hullDesign is not None
        if not logo != 0:
            pass
        customMasts = sailPattern != 0
        hull = self.getHull(modelClass, customHull)
        breakAnims = {}
        metaAnims = {}
        hitAnims = {}
        root = NodePath('Ship')
        hull.locators.reparentTo(root)
        charRoot = root.attachNewNode(Character('ShipChar'))
        collisions = root.attachNewNode('collisions')
        lodNode = charRoot.attachNewNode(LODNode('lod'))
        if detailLevel == 0:
            lodNode.node().addSwitch(200, 0)
            lodNode.node().addSwitch(800, 200)
            lodNode.node().addSwitch(100000, 800)
            high = lodNode.attachNewNode('high')
            low = lodNode.attachNewNode('low')
            med = NodePath('med')
            superlow = lodNode.attachNewNode('superlow')
        elif detailLevel == 1:
            lodNode.node().addSwitch(300, 0)
            lodNode.node().addSwitch(1000, 300)
            lodNode.node().addSwitch(2000, 1000)
            lodNode.node().addSwitch(100000, 2000)
            high = lodNode.attachNewNode('high')
            med = lodNode.attachNewNode('med')
            low = lodNode.attachNewNode('low')
            superlow = lodNode.attachNewNode('superlow')
        else:
            lodNode.node().addSwitch(750, 0)
            lodNode.node().addSwitch(3000, 750)
            lodNode.node().addSwitch(8000, 3000)
            lodNode.node().addSwitch(100000, 8000)
            high = lodNode.attachNewNode('high')
            med = lodNode.attachNewNode('med')
            low = lodNode.attachNewNode('low')
            superlow = lodNode.attachNewNode('superlow')
        mastSetup = ShipGlobals.getMastSetup(shipClass)
        for data in [(0, 'location_mainmast_0'), (1, 'location_mainmast_1'),
                     (2, 'location_mainmast_2'), (3, 'location_aftmast*'),
                     (4, 'location_foremast*')]:
            mastData = mastSetup.get(data[0])
            if mastData:
                mast = self.mastSets[mastData[0]].getMastSet(
                    mastData[1] - 1, customMasts)
                mastRoot = hull.locators.find('**/%s' % data[1]).getTransform(
                    hull.locators)
                model = NodePath(mast.charRoot)
                model.setTransform(mastRoot)
                if complexCustomization:
                    model.setTexture(shipTextureSail)

                useLogoTex = logoTex
                if placeLogos:
                    mastNum = data[0]
                    if mastNum not in ShipGlobals.MAST_LOGO_PLACEMENT.get(
                            modelClass):
                        useLogoTex = None

                charBundle = mast.charRoot.getBundle(0)
                if data[0] < 3:
                    for side in ['left', 'right']:
                        ropeNode = hull.locators.find(
                            '**/location_ropeLadder_%s_%s' % (side, data[0]))
                        if ropeNode:
                            transform = ropeNode.getTransform(
                                NodePath(mast.charRoot))
                            charBundle.findChild('def_ladder_0_%s' %
                                                 side).applyFreeze(transform)
                            continue

                if sailPatternTex and useLogoTex:
                    for node in model.findAllMatches('**/sails'):
                        node.setTextureOff(TextureStage.getDefault())
                        node.setTexture(self.colorLayer, sailPatternTex)
                        if invertLogo:
                            node.setTexture(self.logoLayerInv, logoTex)
                        else:
                            node.setTexture(self.logoLayer, logoTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                elif sailPatternTex:
                    for node in model.findAllMatches('**/sails'):
                        node.setTextureOff(TextureStage.getDefault())
                        node.setTexture(self.colorLayer, sailPatternTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                elif useLogoTex:
                    for node in model.findAllMatches('**/sails'):
                        node.setTextureOff(TextureStage.getDefault())
                        if invertLogo:
                            node.setTexture(self.logoLayerNoColorInv, logoTex)
                        else:
                            node.setTexture(self.logoLayerNoColor, logoTex)
                        node.setTexture(self.vertLayer, shipTextureSail)
                        node.setTexture(self.baseLayer, shipTextureSail)

                model.flattenLight()
                if detailLevel == 0:
                    model.find('**/low').copyTo(high)
                    model.find('**/low').copyTo(low)
                    model.find('**/superlow').copyTo(superlow)
                elif detailLevel == 1:
                    model.find('**/med').copyTo(high)
                    model.find('**/med').copyTo(med)
                    low.node().stealChildren(model.find('**/low').node())
                    superlow.node().stealChildren(
                        model.find('**/superlow').node())
                elif detailLevel == 2:
                    high.node().stealChildren(model.find('**/high').node())
                    med.node().stealChildren(model.find('**/med').node())
                    low.node().stealChildren(model.find('**/low').node())
                    superlow.node().stealChildren(
                        model.find('**/superlow').node())

                mastRoot = mast.collisions.find('**/collision_masts')
                if modelClass > ShipGlobals.INTERCEPTORL3 or data[0] != 3:
                    mastCode = str(data[0])
                    mastRoot.setTag('Mast Code', mastCode)
                else:
                    mastRoot.setName('colldision_sub_mast')
                    mastRoot.reparentTo(collisions.find('**/collision_masts'))
                    mastCode = '0'
                for coll in mast.collisions.findAllMatches(
                        '**/collision_sail_*'):
                    coll.setName('Sail-%s' % data[0])
                    coll.setTag('Mast Code', mastCode)

                for coll in mast.collisions.findAllMatches('**/sail_*'):
                    coll.setName('Sail-%s' % data[0])
                    coll.setTag('Mast Code', mastCode)

                collisions.node().stealChildren(mast.collisions.node())
                charBundle = mast.charRoot.getBundle(0)
                if mastHax and data[0] == 3:
                    breakAnims[0][0].storeAnim(
                        charBundle.loadBindAnim(loader.loader,
                                                mast.breakAnim[0], -1,
                                                MastSubset, True), '1')
                    breakAnims[0][1].storeAnim(
                        charBundle.loadBindAnim(loader.loader,
                                                mast.breakAnim[1], -1,
                                                MastSubset, True), '1')
                    tempHit = hitAnims[0]
                    tempHit[0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim,
                                                -1, HitMastSubset, True), '1')
                    tempHit[1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim,
                                                -1, PartSubset(), True), '1')
                else:
                    breakAnims[data[0]] = (AnimControlCollection(),
                                           AnimControlCollection())
                    breakAnims[data[0]][0].storeAnim(
                        charBundle.loadBindAnim(loader.loader,
                                                mast.breakAnim[0], -1,
                                                MastSubset, True), '0')
                    breakAnims[data[0]][1].storeAnim(
                        charBundle.loadBindAnim(loader.loader,
                                                mast.breakAnim[1], -1,
                                                MastSubset, True), '0')
                    tempHit = [
                        AnimControlCollection(),
                        AnimControlCollection()
                    ]
                    tempHit[0].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim,
                                                -1, HitMastSubset, True), '0')
                    tempHit[1].storeAnim(
                        charBundle.loadBindAnim(loader.loader, mast.hitAnim,
                                                -1, PartSubset(), True), '0')
                    hitAnims[data[0]] = tempHit
                for (anim, fileName) in mast.metaAnims.iteritems():
                    if anim not in metaAnims:
                        metaAnims[anim] = AnimControlCollection()

                    if anim not in MissingAnims.get(modelClass, []):
                        ac = charBundle.loadBindAnim(loader.loader, fileName,
                                                     -1, SailSubset, True)
                        if ac:
                            metaAnims[anim].storeAnim(
                                ac, str(metaAnims[anim].getNumAnims()))

                charRoot.node().combineWith(mast.charRoot)
                continue

        if self.wantProws and prowType:
            (highSprit, medSprit, lowSprit) = self.sprits[prowType].getAsset()
            transform = hull.locators.find(
                '**/location_bowsprit').getTransform(hull.locators)
            highSprit.setTransform(transform)
            medSprit.setTransform(transform)
            lowSprit.setTransform(transform)
            highSprit.reparentTo(hull.geoms[0])
            medSprit.reparentTo(hull.geoms[1])
            lowSprit.reparentTo(hull.geoms[2])

        if wantWheel:
            shipWheel = ShipBlueprints.getWheel()
            wheelPoint = hull.locators.find(
                '**/location_wheel;+s').getTransform(hull.locators)
            shipWheel.setTransform(wheelPoint)
            shipWheel.flattenLight()
            shipWheel.find('**/collisions').copyTo(collisions)
            hull.geoms[0].node().stealChildren(
                shipWheel.find('**/high').node())
            hull.geoms[1].node().stealChildren(shipWheel.find('**/med').node())
            hull.geoms[2].node().stealChildren(shipWheel.find('**/low').node())

        if complexCustomization:
            hull.geoms[0].setTexture(shipHullTexture)
            hull.geoms[0].flattenLight()
            hull.geoms[1].setTexture(shipHullTexture)
            hull.geoms[1].flattenLight()
            hull.geoms[2].setTexture(shipHullTexture)
            hull.geoms[2].flattenLight()
            hull.geoms[3].setTexture(shipHullTexture)
            hull.geoms[3].flattenLight()

        high.attachNewNode(ModelNode('non-animated')).node().stealChildren(
            hull.geoms[0].node())
        med.attachNewNode(ModelNode('non-animated')).node().stealChildren(
            hull.geoms[1].node())
        low.attachNewNode(ModelNode('non-animated')).node().stealChildren(
            hull.geoms[2].node())
        superlow.attachNewNode(ModelNode('non-animated')).node().stealChildren(
            hull.geoms[3].node())
        collisions.node().stealChildren(hull.collisions.node())
        hull.locators.stash()
        charRoot.flattenStrong()
        ship = Ship.Ship(shipClass, root, breakAnims, hitAnims, metaAnims,
                         collisions, hull.locators)
        if not complexCustomization:
            ship.char.setTexture(shipHullTexture)

        return ship