Пример #1
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def check_fleets():
    for player in world.players.itervalues():
        fleets = player.check_fleets()
        for _, fl in fleets:
            player.add_msg("Impossible de garder le controle de la flotte %s" %
                           fl.name)
    return True
Пример #2
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def set_priority(player, tech, spe, cesp):
    if player.set_priority(tech, spe, cesp):
        player.add_msg('Priorité de budget réglée')
        return True
    else:
        player.add_msg('Impossible de regler votre budget, il dépasse la limite')
        return False
Пример #3
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def decolonize(player, race, asset, pla):
    if race not in pla.pops:
        player.add_msg('La décolonisation de la planete a échoué : race absente')
        return false
    pla.decolonize(race)
    player.add_msg('La décolonisation de la planete a réussie')
    return True
Пример #4
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def scheme_add(player, scheme, compo, num):
    try:
        scheme.add_compo(compo, num)
        return True
    except:
        player.add_msg("Impossible d'ajouter %d %s sur le plan %s" % 
                       (num, compo.name, scheme.name))
        return False
Пример #5
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def scheme_mask(player, scheme):
    if scheme.owner != player:
        del player.schemes[scheme.id]
        player.add_msg("Vous venez de masquer le vaisseau %s" % scheme.name)
        return True
    else:
        player.add_msg("Vous ne pouvez pas masquer %s : vous êtes son créateur" %
                        scheme.name)
        return False
Пример #6
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def add_ships(player, fl, ship, num, race):
    try:
        _, dom = fl.mother.remove_ships((ship, race), num)
        fl.add_ships(ship, race, num, dom)
    except:
        player.add_msg("Impossible de transferer %d %s de la flotte %s vers %s" %
                       num, ship.name, fl.mother.name, fl.name)
        return False
    return True
Пример #7
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def construct_fleet(player, fleet, ship):
    if ship.get_carac(I('colo')) > 0 or ship.get_carac(I('SCM')) > 0:
        player.add_msg("Impossible de construire des %s depuis %s: %s" % 
                       (ship.name, fleet.name, "vaisseau interdit"))
        return False

    fleet.caracs[I('build_order')] = ship
    player.add_msg("La flotte %s a maintenant un ordre de construction de %s" %
                   (fleet.name, ship.name))
    return True
Пример #8
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def terraformer_p(player, asset, planet):
    try:
        planet.terraform()
    except Exception as e:
        player.add_msg('Impossible de terraformer la planète %d sur %s: %s.' %
                       (planet.position + 1, asset.name, str(e)))
        return False
    player.add_msg('Terraformation de la planète %d sur %s.' %
                   (planet.position + 1, asset.name))
    return True
Пример #9
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def scheme_invalid(player, scheme):
    if scheme.owner == player:
        scheme.valid = False
        player.state[I('lim_scheme')] -= 1
        assert(player.state[I('lim_scheme')] >= 0)
        player.add_msg("Vous venez d'invalider le vaisseau %s", scheme.name)
        return True
    else:
        player.add_msg("Vous ne pouvez pas invalider %s : vous n'êtes pas son" %
                       (scheme.name, "créateur"))
        return False
Пример #10
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def scheme_create(player, name, brand, domain, alliance, cut, sid):
    if sid in player.tmpschemes:
        raise Exception("Duplicate SID")

    if cut < 0 or cut > 100:
        player.add_msg("Impossible de creer le plan %s, les royaltises %s" %
                       (name, "sont hors limites"))
        return False

    sch = scheme(player, name, brand, domain, cut)
    player.tmpschemes[sid] = sch
    world.tmpscheme[(player.id, sid)] = sch
Пример #11
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def move(player, fleet, x, y, guideline, target_hum, target_pla):
    fleet.move = (x, y)
    fleet.caracs[I('behaviour')] = guideline
    if guideline == I('pla_conquest'):
        fleet.caracs[I('target')] = target_pla
    elif guideline == I('player_attack'):
        fleet.caracs[I('target')] = target_hum
    else:
        fleet.caracs[I('target')] = None

    player.add_msg('Votre flotte %s a pour nouvelle destination (%d, %d) en %s' %
                   (fleet.name, x, y, S(guideline)))
    return True
Пример #12
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def destroy_p(player, asset, pla, building, num):
    if building not in pla.constructions:
        player.add_msg('Impossible de détruire %d %s sur la planète %d de %s%s' % 
                       (num, building.name, pla.position + 1, asset.name, 
                        ': pas de construction de ce type'))
        return False

    num = pla.destroy(building, num)
    asset.add_ore(building.caracs[I('cost_ore')] * num / 2)
    player.set_budget(I('budget_destr'), building.caracs[I('cost_prod')]*num/3)
    player.add_msg('Destruction de %d %s sur la planète %d de %s' %
                   (num, building.name, pla.position + 1, asset.name))
    return True
Пример #13
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def affect_tech(player, tech, point):
    if point < 0:
        player.add_msg("Impossible d'allouer moins de 0 points sur %s" % tech.name)
        return False
    if tech in player.research:
        player.research[tech] += point
    else:
        player.research[tech] = point

    # FIXME tech should be 1.
    player.bank[2] -= point
    player.add_msg("Vous avez alloué %d point sur %s" % (point, tech.name))

    return True
Пример #14
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def divide(player, fl, name, guideline, target_hum, target_pla, fid):
    if guideline == I('pla_conquest'):
        nfleet = fleet(player, name, fl.position, guideline, target_pla)
    elif guideline == I('player_attack'):
        nfleet = fleet(player, name, fl.position, guideline, target_hum)
    else:
        nfleet = fleet(player, name, fl.position, guideline)

    if fid in player.tmpfleets:
        raise Exception("duplicate FID")
    nfleet.mother = fl
    player.add_tmpfleet(fid, nfleet)
    player.add_msg("Division de la flotte %s, formation de %s" %
                   (fl.name, nfleet.name))
    return True
Пример #15
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def absorb(player, fld_exist, fld_tmp, fls_exist, fls_tmp):
    def fusion(fl1, fl2):
        for sh_ra, nu_do in fl2.compos.iteritems():
            fl1.add_ships(sh_ra[0], sh_ra[1], nu_do[0], nu_do[1])

    fldst, flsrc = fld_exist, fls_exist
    if flsrc is None:
        flsrc = fls_tmp
    if fldst is None:
        fldst = fld_tmp
    if flsrc is None or fldst is None:
        raise Exception("Impossible de réalisation l'absorbtion relative à %s " %
                        ("[%s %s %s %s]" % (str(fld_exist), str(fld_tmp),
                                            str(fls_exist), str(fls_tmp))))

    fusion(fldst, flsrc)
    player.remove_fleet(flsrc)
    player.add_msg("Fusion entre %s et %s réussie" %(fldst.name, flsrc.name))
    return True
Пример #16
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def destroy(player, asset, building, num):
    already = 0
    for p in asset.planets:
        if building in p.constructions:
            already += p.destroy(building, num - already)
        assert(already > num)
        if already == num:
            break

    if already == 0:
        player.add_msg('Impossible de détruire %d %s sur %s: pas de const%s' % 
                       (num, building.name, asset.name, 'ruction de ce type'))
        return False
    else:
        asset.add_ore(building.caracs[I('cost_ore')] * already / 2)
        player.set_budget(I('budget_destr'), 
                          building.caracs[I('cost_prod')] * already / 3)
        player.add_msg('Destruction de %d %s sur %s' % (num, building.name, 
                                                        asset.name))
        return True
Пример #17
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def colonize(player, fleet, race, asset, pla):
    if race in pla.pops:
        player.add_msg('La colonisation de la planete a échoué : pop dja la')
        return false
    if not pla.colonizable(race):
        player.add_msg('La colonisation de la planete a échoué : incolonizable')
        return false
    found = False
    for v, r in fleet.compos:
        if r != race or I('colo') not in v.caracs:
            continue
        fleet.remove_ships((v, r), 1)
        found = True
        break
    if found:
        pla.colonize(race)
        player.add_msg('La colonisation de la planete a réussie')
        return True
    else:
        player.add_msg('La colonisation de la planete a échoué: Pas de colo présent')
        return False
Пример #18
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def terraformer(player, asset):
    error, success = False, False
    for p in asset.planets:
        try:
            p.terraform()
            success = True
        except Exception as e:
            player.add_msg('Impossible de terraformer la planète %d sur %s: %s.'%
                           (p.position + 1, asset.name, str(e)))
            error = False
    if success and error:
        player.add_msg('Terraformation partielle de %s.' % asset.name)
    elif success and not error:
        player.add_msg('Terraformation de %s.' % asset.name)
    return not error
Пример #19
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def construction_B(player, asset, building, count):
    assert(I('building') in building.caracs)
    asset.add_construction(build(building, count, None))
    player.add_msg('Lancement de %d %s sur %s.' % (count, buidling.name, 
                                                   asset.name))
    return True
Пример #20
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def construction_Bp(player, asset, building, count, planet):
    assert(I('building') in building.caracs)
    asset.add_construction(build(building, count, planet))
    player.add_msg('Lancement de %d %s sur %s %d.' % 
                   (count, building.name, asset.name, planet.position))
    return True
Пример #21
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def construction_Sf(player, asset, scheme, count, fleet):
    asset.add_construction(build(scheme, count, fleet.id))
    player.add_msg('Lancement de %d %s pour la flotte %s sur %s.' % 
                   (count, scheme.name, fleet.name, asset.name))
    return True
Пример #22
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def change_policy(player, asset, policy):
    asset.policy = policy
    player.add_msg('Changement de politique sur %s: %s.' %
                   (asset.name, S(policy)))
    return True
Пример #23
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def change_taxe_p(player, asset, planet, taxe):
    planet.taxe = taxe
    player.add_msg('Changement de taxation sur la planète %d de %s: %s.' %
                   (planet.position + 1, asset.name, S(taxe)))
    return True
Пример #24
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def change_taxe(player, asset, taxe):
    for p in asset.planets.itervalues():
        p.taxe = taxe
    player.add_msg('Changement de taxation sur %s: %s.' % (asset.name, S(taxe)))
    return True
Пример #25
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def construction_S(player, asset, scheme, count):
    asset.add_construction(build(scheme, count, None))
    player.add_msg('Lancement de %d %s sur %s.' % (count, scheme.name, 
                                                   asset.name))
    return True