def updateRiverFeature(pPlot, riverDesc, bSave=False): """Reset plot, apply new river tile description and redraw. Optionally, invoke save of new values in script field.""" pPlot.resetFeatureModel() iVariety = pPlot.getFeatureVariety() # Aktualisiere Variety, falls erforderlich. if riverDesc.getVariety() is not iVariety: iFeature = pPlot.getFeatureType() iVariety = riverDesc.getVariety() pPlot.setFeatureType(-1, 0) pPlot.setFeatureType(iFeature, iVariety) # Verstecken aller Unterknoten _resetRiverFeature(pPlot) # Anzeigen des passenden Unterknoten und Anpassung der Textur(en) bShowRiverFeatures = not CyUserProfile().getPlayerOption( PlayerOptionTypes.PLAYEROPTION_MODDER_1) if bShowRiverFeatures: riverDesc.draw(pPlot) if riverDesc.rtype is None or riverDesc.align is None: return # Speichern der neuen Werte if bSave: CvUtil.addScriptData(pPlot, "r", riverDesc.dumpScriptDict())
def createCampUnit(iPlayer, iGameTurn): pPlayer = gc.getPlayer(iPlayer) if not pPlayer.isAlive(): return iTeam = pPlayer.getTeam() pTeam = gc.getTeam(iTeam) #eCiv = gc.getCivilizationInfo(pPlayer.getCivilizationType()) if pPlayer.getUnitClassCount( gc.getInfoTypeForString("UNITCLASS_SPECIAL1")) > 0: # Terrain #eTundra = gc.getInfoTypeForString("TERRAIN_TUNDRA") #eGras = gc.getInfoTypeForString("TERRAIN_GRASS") #eEbene = gc.getInfoTypeForString("TERRAIN_PLAINS") eDesert = gc.getInfoTypeForString("TERRAIN_DESERT") # Feature #eDichterWald = gc.getInfoTypeForString("FEATURE_DICHTERWALD") eCamp = gc.getInfoTypeForString("UNIT_CAMP") lCamps = PyPlayer(pPlayer.getID()).getUnitsOfType(eCamp) for pUnit in lCamps: if pUnit is not None and not pUnit.isNone(): #pUnit.NotifyEntity(MissionTypes.MISSION_FOUND) if pUnit.getFortifyTurns() == 0: return bCreateUnit = False iFortified = CvUtil.getScriptData(pUnit, ["f"], -1) if iFortified == -1: CvUtil.addScriptData(pUnit, "f", iGameTurn) elif (iGameTurn - iFortified) % 5 == 0: bCreateUnit = True if bCreateUnit: pPlot = pUnit.plot() lUnits = [] # Not on hills (for HI) if pPlayer.isHuman() and pPlot.isHills(): CyInterface().addMessage( iPlayer, True, 10, CyTranslator().getText("TXT_KEY_HELP_NOCAMPUNIT", ("", )), None, 2, "Art/Interface/Buttons/General/button_alert_new.dds", ColorTypes(11), pPlot.getX(), pPlot.getY(), True, True) return # Desert if pPlot.getTerrainType() == eDesert: if pPlayer.canTrain( gc.getInfoTypeForString( "UNIT_ARABIA_CAMELARCHER"), 0, 0): lUnits.append( gc.getInfoTypeForString( "UNIT_ARABIA_CAMELARCHER")) if pPlayer.canTrain( gc.getInfoTypeForString( "UNIT_CAMEL_CATAPHRACT"), 0, 0): lUnits.append( gc.getInfoTypeForString( "UNIT_CAMEL_CATAPHRACT")) # Open terrain (primary Mounted only) if not lUnits and pPlot.getFeatureType() == -1: if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_MONGOL_KESHIK"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_MONGOL_KESHIK")) if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_CATAPHRACT"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_CATAPHRACT")) if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_HORSE_ARCHER"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_HORSE_ARCHER")) if not lUnits and pPlayer.canTrain( gc.getInfoTypeForString("UNIT_HORSEMAN"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_HORSEMAN")) # On forests or if no mounted units available/constructable if not lUnits: if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_REFLEX_ARCHER"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_REFLEX_ARCHER")) else: lUnits.append( gc.getInfoTypeForString( "UNIT_COMPOSITE_ARCHER")) if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_SKIRMISHER"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_SKIRMISHER")) if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_AXEMAN2"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_AXEMAN2")) if pPlayer.canTrain( gc.getInfoTypeForString("UNIT_SWORDSMAN"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_SWORDSMAN")) elif pPlayer.canTrain( gc.getInfoTypeForString("UNIT_SCHILDTRAEGER"), 0, 0): lUnits.append( gc.getInfoTypeForString("UNIT_SCHILDTRAEGER")) else: lUnits.append( gc.getInfoTypeForString("UNIT_KURZSCHWERT")) # standard unit lUnits.append(gc.getInfoTypeForString("UNIT_SPEARMAN")) iUnit = -1 if lUnits: iUnit = lUnits[CvUtil.myRandom( len(lUnits), "createCampUnit")] # AI: Einheit autom, verkaufen (Soeldnerposten), falls Geldprobleme if not pPlayer.isHuman() and ( pPlayer.AI_isFinancialTrouble() or pTeam.getAtWarCount(True) == 0): pPlayer.changeGold(25) elif iUnit != -1: # Einheit erstellen CvUtil.spawnUnit(iUnit, pPlot, pPlayer)
def doOlympicGames(): # wurde das Projekt erstellt? if gc.getGame().getProjectCreatedCount(gc.getInfoTypeForString("PROJECT_OLYMPIC_GAMES")) == 0: return # alle 4 Runden if gc.getGame().getCalendar() == gc.getInfoTypeForString("CALENDAR_MONTHS"): iTurns = 48 elif gc.getGame().getCalendar() == gc.getInfoTypeForString("CALENDAR_SEASONS"): iTurns = 16 else: iTurns = 4 if gc.getGame().getElapsedGameTurns() % iTurns == 1: # Inits lCities4Olympiade = [] lHumans = [] lPlayers = [] iTechSchaukampf = gc.getInfoTypeForString("TECH_GLADIATOR") iTechImperialismus = gc.getInfoTypeForString("TECH_NATIONALISM") iTechPapsttum = gc.getInfoTypeForString("TECH_PAPSTTUM") iReligionGreek = gc.getInfoTypeForString("RELIGION_GREEK") iReligionRome = gc.getInfoTypeForString("RELIGION_ROME") iBuildingStadion = gc.getInfoTypeForString("BUILDING_STADION") iBuildingClassStadion = gc.getInfoTypeForString("BUILDINGCLASS_STADION") iBuildingOlympionike = gc.getInfoTypeForString("BUILDING_OLYMPIONIKE") iBuildingClassGymnasion = gc.getInfoTypeForString("BUILDINGCLASS_SPECIAL3") # Los gehts iNumPlayers = gc.getMAX_PLAYERS() for iPlayer in xrange (iNumPlayers): pPlayer = gc.getPlayer(iPlayer) if pPlayer and not pPlayer.isNone() and pPlayer.isAlive(): # and not pPlayer.isBarbarian(): # Hat der Spieler noch nicht Schaukampf erforscht, isser nicht dabei if not gc.getTeam(pPlayer.getTeam()).isHasTech(iTechSchaukampf): continue # Hat der Spieler bereits das Papsttum erforscht, is der Spass vorbei if gc.getTeam(pPlayer.getTeam()).isHasTech(iTechPapsttum): continue # Hat der Spieler Imperialismus erforscht? bAllowRomanGods = False if gc.getTeam(pPlayer.getTeam()).isHasTech(iTechImperialismus): bAllowRomanGods = True # Init des Spezialgebäudes Gymnasion, Gymnasium iBuildingGymnasion = gc.getCivilizationInfo(pPlayer.getCivilizationType()).getCivilizationBuildings(iBuildingClassGymnasion) # Cities iNumCities = pPlayer.getNumCities() for iCity in xrange (iNumCities): pCity = pPlayer.getCity(iCity) if pCity and not pCity.isNone(): # Aktuellen Olympioniken rausschmeissen pCity.setNumRealBuilding(iBuildingOlympionike,0) # Hat die Stadt die richtige Religion? if pCity.isHasReligion(iReligionGreek) or bAllowRomanGods and pCity.isHasReligion(iReligionRome): # Liste für Spielermeldungen if pPlayer.isHuman() and iPlayer not in lHumans: lHumans.append(iPlayer) # Liste verschiedener CIVs if iPlayer not in lPlayers: lPlayers.append(iPlayer) # Stadt an den Spielen zulassen lCities4Olympiade.append(pCity) # Verbesserte Chancen: if pCity.isHasBuilding(iBuildingStadion): lCities4Olympiade.append(pCity) if pCity.isHasBuilding(iBuildingGymnasion): lCities4Olympiade.append(pCity) # Choose new Olympic Winner City # erst ab 2 CIVs if len(lPlayers) <= 1: return iRand = CvUtil.myRandom(len(lCities4Olympiade), "CityOfOlympiadWinner") pCity = lCities4Olympiade[iRand] # Olympionike in die Stadt stellen pCity.setNumRealBuilding(iBuildingOlympionike,1) # Stadion verbessern +1 Kultur if pCity.isHasBuilding(iBuildingStadion): iCulture = pCity.getBuildingCommerceChange(iBuildingClassStadion, CommerceTypes.COMMERCE_CULTURE) + 1 pCity.setBuildingCommerceChange(iBuildingClassStadion, CommerceTypes.COMMERCE_CULTURE, iCulture) # Goldkarren erzeugen CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_GOLDKARREN"), pCity.plot(), gc.getPlayer(pCity.getOwner())) CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_GOLDKARREN"), pCity.plot(), gc.getPlayer(pCity.getOwner())) # einen weiteren bei Seasons if iTurns >= 16: CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_GOLDKARREN"), pCity.plot(), gc.getPlayer(pCity.getOwner())) # zwei weitere bei Months (insg. 5) if iTurns > 16: CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_GOLDKARREN"), pCity.plot(), gc.getPlayer(pCity.getOwner())) CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_GOLDKARREN"), pCity.plot(), gc.getPlayer(pCity.getOwner())) # Chance eines beladenen Fuhrwerks if CvUtil.myRandom(4, "Olympia_ChanceOfBonus") == 1: pNewUnit = CvUtil.spawnUnit(gc.getInfoTypeForString("UNIT_SUPPLY_FOOD"), pCity.plot(), gc.getPlayer(pCity.getOwner())) lBonuses = [ gc.getInfoTypeForString("BONUS_OLIVES"), gc.getInfoTypeForString("BONUS_OLIVES"), gc.getInfoTypeForString("BONUS_OLIVES"), gc.getInfoTypeForString("BONUS_OLIVES"), gc.getInfoTypeForString("BONUS_OLIVES"), gc.getInfoTypeForString("BONUS_GRAPES"), gc.getInfoTypeForString("BONUS_GRAPES"), gc.getInfoTypeForString("BONUS_GRAPES"), gc.getInfoTypeForString("BONUS_ROGGEN"), gc.getInfoTypeForString("BONUS_HAFER"), gc.getInfoTypeForString("BONUS_GERSTE"), gc.getInfoTypeForString("BONUS_WHEAT"), gc.getInfoTypeForString("BONUS_HIRSE"), gc.getInfoTypeForString("BONUS_HORSE") ] eBonus = CvUtil.myRandom(len(lBonuses), "Olympia_BonusType") eBonus = lBonuses[eBonus] CvUtil.addScriptData(pNewUnit, "b", eBonus) # Meldung an alle beteiligten Spieler for iPlayer in lHumans: xSound = None iColor = 14 # graublau bShow = False # Extra PopUp wenn HI der Gewinner ist if iPlayer == pCity.getOwner(): xSound = "AS2D_WELOVEKING" iColor = 10 # cyan bShow = True popupInfo = CyPopupInfo() popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_TEXT) sText = CyTranslator().getText("TXT_KEY_INFO_OLYMPIC_GAMES_WINNER", (pCity.getName(),gc.getPlayer(pCity.getOwner()).getCivilizationShortDescription(0))) popupInfo.setText(sText) popupInfo.addPopup(iPlayer) # Ingame Text CyInterface().addMessage(iPlayer, True, 15, CyTranslator().getText("TXT_KEY_INFO_OLYMPIC_GAMES_WINNER", (pCity.getName(),gc.getPlayer(pCity.getOwner()).getCivilizationShortDescription(0))), xSound, 2, "Art/Interface/Buttons/Buildings/button_building_olympionike.dds", ColorTypes(iColor), pCity.plot().getX(), pCity.plot().getY(), bShow, bShow)