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')
Пример #2
0
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
Пример #3
0
            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')