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)
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]
def start_game(): SETTINGS['running'] = 2 graphics.prepare_map_views() while MENUS: menus.delete_active_menu() graphics.glitch_text(WORLD_INFO['title'])
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
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)