def ReloadUniverse(): global genUniverse, hasUniverse if cp >= 0: ShowProgress.activateProgressScreen("loading", force=True) debug.debug('Purging...') for i in fg_util.AllFactions(): fg_util.PurgeZeroShips(i) systemcount[i] = 0 debug.debug('StartSystemCount') ForEachSys(CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse = 0 needNewUniverse = 0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp, "FactionRefList") if (reflist != curfaclist): needNewUniverse = 1 debug.debug('reflist is ' + str(reflist)) debug.debug('curfaclist is ' + str(curfaclist)) if (fg_util.HasLegacyFGFormat()): needNewUniverse = 1 debug.warn( 'save using legacy FG format... resetting universe to reformat' ) fg_util.DeleteLegacyFGLeftovers() if needNewUniverse: fg_util.WriteStringList(cp, "FactionRefList", curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips( ) ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse = MakeUniverse() #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in range(len(fgnames)): fg_util.origfgoffset = fgoffset[i] fgnames[i] = fg_util.TweakFGNames(origfgnames[i]) fgoffset[i] += 1 campaigns.loadAll(cp) hasUniverse = True #TODO: add ships to current system (for both modes) uru? ShowProgress.deactivateProgressScreen('loading') else: debug.error('fatal error: no cockpit')
def GetNewFGName(faction): factionnr = faction_ships.factionToInt(faction) global numericalfaction if (factionnr >= len(fgnames)): debug.error("Faction " + faction + " unable to create fgname") numericalfaction += 1 return "Alpha_" + str(numericalfaction) if (not len(fgnames[factionnr])): fgnames[factionnr] = fg_util.TweakFGNames(origfgnames[factionnr]) fg_util.origfgoffset += 1 k = vsrandom.randrange(0, len(fgnames[factionnr])) #pop returns item inside array fgname = fgnames[factionnr][k] del fgnames[factionnr][k] return fgname
and VS.GetGalaxyProperty("Sol/Sol", "faction") != ""): debug.debug("He's got SOL") sys = "Sol/Sol" ForEachSys(sys, CountSystems) debug.debug(systemcount) debug.debug('EndSystemCount') genUniverse = 0 curfaclist = fg_util.AllFactions() reflist = fg_util.ReadStringList(cp, "FactionRefList") if (reflist != curfaclist): debug.debug('reflist is ' + str(reflist)) debug.debug('curfaclist is ' + str(curfaclist)) fg_util.WriteStringList(cp, "FactionRefList", curfaclist) debug.debug('generating ships... ... ...') GenerateAllShips( ) ###Insert number of flight groups and max ships per fg debug.debug('placing ships... ... ...') genUniverse = Makesys(sys) #now every system has distributed ships in the save data! else: GenerateAllShips() debug.debug("Second Load") for i in range(len(fgnames)): fgnames[i] = fg_util.TweakFGNames(origfgnames[i]) fg_util.origfgoffset += 1 campaigns.loadAll(cp) #TODO: add ships to current system (for both modes) uru? else: debug.error('fatal error: no cockpit')