Пример #1
0
def activate_mission(life, mission_id):
    life['mission_id'] = mission_id

    if 'player' in life:
        _active_task_description = get_active_task(life,
                                                   mission_id)['description']
        gfx.glitch_text('Task: %s' % _active_task_description)
Пример #2
0
def complete_mission(life, mission_id):
	if 'player' in life:
		gfx.glitch_text('Mission complete: %s' % life['missions'][mission_id]['name'])
	
	if life['mission_id'] == mission_id:
		life['mission_id'] = None
	
	del life['missions'][mission_id]
Пример #3
0
def start_game():
    SETTINGS['running'] = 2

    graphics.prepare_map_views()

    while MENUS:
        menus.delete_active_menu()

    graphics.glitch_text(WORLD_INFO['title'])
Пример #4
0
def start_game():
	SETTINGS['running'] = 2
	
	graphics.prepare_map_views()
	
	while MENUS:
		menus.delete_active_menu()
	
	graphics.glitch_text(WORLD_INFO['title'])
Пример #5
0
def remember_mission(life, mission):
	_id = str(len(life['missions'])+1)
	
	life['missions'][_id] = mission
	
	if 'player' in life and not life['mission_id']:
		life['mission_id'] = _id
		
		gfx.glitch_text('Added Mission: %s' % mission['name'])
	
	return _id
Пример #6
0
def execute_scheme():
    if not WORLD_INFO['scheme']:
        return False

    _event = None

    for event in WORLD_INFO['scheme']:
        if event['time'] <= WORLD_INFO['ticks']:
            _event = event
            break

    if not _event:
        return False

    _situation = core.get_player_situation()
    _player = LIFE[SETTINGS['controlling']]

    if 'sound' in _event:
        alife.noise.create(_event['pos'], _event['volume'], _event['sound'][0],
                           _event['sound'][1])

    if 'radio' in _event and _situation['has_radio']:
        gfx.message('%s: %s' % (_event['radio'][0], _event['radio'][1]),
                    style='radio')

    if 'glitch' in _event:
        gfx.glitch_text(_event['glitch'], change_text_only=_event['change'])

    if 'life' in _event:
        _life = spawns.generate_life(_event['life']['type'],
                                     position=_event['life']['position'])[0]

        if 'injuries' in _event['life']:
            for limb in _event['life']['injuries']:
                lfe.add_wound(_life, limb, **_event['life']['injuries'][limb])

    if 'group' in _event:
        if 'stage' in _event:
            alife.groups.set_stage(LIFE[_event['member']], _event['group'],
                                   _event['stage'])

            if _event['stage'] == STAGE_RAIDING:
                alife.groups.raid(LIFE[_event['member']], _event['group'],
                                  _event['flags']['chunk_key'])

    WORLD_INFO['scheme'].remove(_event)
Пример #7
0
def execute_scheme():
	if not WORLD_INFO['scheme']:
		return False
	
	_event = None
	
	for event in WORLD_INFO['scheme']:
		if event['time'] <= WORLD_INFO['ticks']:
			_event = event
			break
	
	if not _event:
		return False
	
	_situation = core.get_player_situation()
	_player = LIFE[SETTINGS['controlling']]
	
	if 'sound' in _event:
		alife.noise.create(_event['pos'], _event['volume'], _event['sound'][0], _event['sound'][1])
	
	if 'radio' in _event and _situation['has_radio']:
		gfx.message('%s: %s' % (_event['radio'][0], _event['radio'][1]), style='radio')
	
	if 'glitch' in _event:
		gfx.glitch_text(_event['glitch'], change_text_only=_event['change'])
	
	if 'life' in _event:
		_life = spawns.generate_life(_event['life']['type'], position=_event['life']['position'])[0]
		
		if 'injuries' in _event['life']:
			for limb in _event['life']['injuries']:
				lfe.add_wound(_life, limb, **_event['life']['injuries'][limb])
	
	if 'group' in _event:
		if 'stage' in _event:
			alife.groups.set_stage(LIFE[_event['member']], _event['group'], _event['stage'])
			
			if _event['stage'] == STAGE_RAIDING:
				alife.groups.raid(LIFE[_event['member']], _event['group'], _event['flags']['chunk_key'])
	
	WORLD_INFO['scheme'].remove(_event)
Пример #8
0
def activate_mission(life, mission_id):
	life['mission_id'] = mission_id
	
	if 'player' in life:
		_active_task_description = get_active_task(life, mission_id)['description']
		gfx.glitch_text('Task: %s' % _active_task_description)