def generate(): logging.info('Generating world...') ai_factions.boot() ai_squads.boot() ai_flow.boot() _weight_map, _tile_map, _solids, _node_grid = mapgen.create_map(constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE, constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE) _ownable_plots = create_map() create_bases(_ownable_plots) create_factions() _node_sets = {} _fsl = {} world_strategy.MAP for y in range(0, constants.STRAT_MAP_HEIGHT): for x in range(0, constants.STRAT_MAP_WIDTH): _m_x = x / constants.MAP_CELL_SPACE _m_y = y / constants.MAP_CELL_SPACE #_camp = world_strategy.MAP['grid'][_m_x, _m_y] _tile_map[_m_y][_m_x] = tiles.grass(_m_x, _m_y) _zone_id = zones.create('arena', constants.STRAT_MAP_WIDTH/constants.MAP_CELL_SPACE, constants.STRAT_MAP_HEIGHT/constants.MAP_CELL_SPACE, _node_grid, _node_sets, _weight_map, _tile_map, {}, _fsl, {}, {}, [], []) zones.activate(_zone_id)
def _start_battle(attacking_squads=[], defending_squads=[]): global FADER create() _width, _height, _node_grid, _node_sets, _weight_map, _tile_map, _solids, _fsl, _trees, _inside, _lights, _spawns = mapgen_arena.generate(200, 200) _zone = zones.create('swamps', _width, _height, _node_grid, _node_sets, _weight_map, _tile_map, _solids, _fsl, _trees, _inside, _lights, _spawns) _attacking_spawn_x, _attacking_spawn_y = random.choice(list(_spawns['attacking'])) _attacking_spawn_positions = [(x, y) for x, y in shapes.circle(_attacking_spawn_x, _attacking_spawn_y, 5) if not (x, y) in _solids] for squad_id in attacking_squads: _squad = entities.get_entity(squad_id) for member_id in _squad['members']: _member = entities.get_entity(member_id) _spawn_x, _spawn_y = _attacking_spawn_positions.pop(random.randint(0, len(_attacking_spawn_positions) - 1)) entities.trigger_event(_member, 'set_position', x=_spawn_x, y=_spawn_y) _defending_spawn_x, _defending_spawn_y = random.choice(list(_spawns['defending'])) _attacking_spawn_positions = [(x, y) for x, y in shapes.circle(_defending_spawn_x, _defending_spawn_y, 5) if not (x, y) in _solids] for squad_id in defending_squads: _squad = entities.get_entity(squad_id) for member_id in _squad['members']: _member = entities.get_entity(member_id) _spawn_x, _spawn_y = _attacking_spawn_positions.pop(random.randint(0, len(_attacking_spawn_positions) - 1)) entities.trigger_event(_member, 'set_position', x=_spawn_x, y=_spawn_y) zones.activate(_zone) FADER = entities.create_entity() timers.register(FADER) fade_in() display.blit_background('tiles') while loop(): events.trigger_event('cleanup')
def _start_battle(attacking_squads=[], defending_squads=[]): global FADER create() _width, _height, _node_grid, _node_sets, _weight_map, _tile_map, _solids, _fsl, _trees, _inside, _lights, _spawns = mapgen_arena.generate( 200, 200) _zone = zones.create('swamps', _width, _height, _node_grid, _node_sets, _weight_map, _tile_map, _solids, _fsl, _trees, _inside, _lights, _spawns) _attacking_spawn_x, _attacking_spawn_y = random.choice( list(_spawns['attacking'])) _attacking_spawn_positions = [ (x, y) for x, y in shapes.circle(_attacking_spawn_x, _attacking_spawn_y, 5) if not (x, y) in _solids ] for squad_id in attacking_squads: _squad = entities.get_entity(squad_id) for member_id in _squad['members']: _member = entities.get_entity(member_id) _spawn_x, _spawn_y = _attacking_spawn_positions.pop( random.randint(0, len(_attacking_spawn_positions) - 1)) entities.trigger_event(_member, 'set_position', x=_spawn_x, y=_spawn_y) _defending_spawn_x, _defending_spawn_y = random.choice( list(_spawns['defending'])) _attacking_spawn_positions = [ (x, y) for x, y in shapes.circle(_defending_spawn_x, _defending_spawn_y, 5) if not (x, y) in _solids ] for squad_id in defending_squads: _squad = entities.get_entity(squad_id) for member_id in _squad['members']: _member = entities.get_entity(member_id) _spawn_x, _spawn_y = _attacking_spawn_positions.pop( random.randint(0, len(_attacking_spawn_positions) - 1)) entities.trigger_event(_member, 'set_position', x=_spawn_x, y=_spawn_y) zones.activate(_zone) FADER = entities.create_entity() timers.register(FADER) fade_in() display.blit_background('tiles') while loop(): events.trigger_event('cleanup')