def highlight_buildable(self, building_tool, tiles_to_check=None): """Highlights all buildable tiles. @param tiles_to_check: list of tiles to check for coloring.""" # resolved variables from inner loops is_tile_buildable = building_tool._class.is_tile_buildable session = building_tool.session player = session.world.player if not self.subscribed: self.subscribed = True SettlementRangeChanged.subscribe(self._on_update) if tiles_to_check is not None: # Only check these tiles. for tile in tiles_to_check: if is_tile_buildable(session, tile, None): building_tool._color_buildable_tile(tile) else: # Default build on island. for settlement in session.world.settlements: if settlement.owner == player: island = session.world.get_island( Point(*next(iter(settlement.ground_map.keys())))) for tile in settlement.ground_map.values(): if is_tile_buildable(session, tile, None, island, check_settlement=False): building_tool._color_buildable_tile(tile)
def highlight_buildable(self, building_tool, tiles_to_check=None): """Highlights all buildable tiles. @param tiles_to_check: list of tiles to check for coloring.""" # resolved variables from inner loops is_tile_buildable = building_tool._class.is_tile_buildable session = building_tool.session player = session.world.player if not self.subscribed: self.subscribed = True SettlementRangeChanged.subscribe(self._on_update) if tiles_to_check is not None: # only check these tiles for tile in tiles_to_check: if is_tile_buildable(session, tile, None): building_tool._color_buildable_tile(tile) else: #default build on island for settlement in session.world.settlements: if settlement.owner == player: island = session.world.get_island(Point(*settlement.ground_map.iterkeys().next())) for tile in settlement.ground_map.itervalues(): if is_tile_buildable(session, tile, None, island, check_settlement=False): building_tool._color_buildable_tile(tile)
def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.unit_manager = UnitManager(self) self.combat_manager = CombatManager(self) self.strategy_manager = StrategyManager(self) self.behavior_manager = BehaviorManager(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self) SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.unit_manager = UnitManager(self) self.combat_manager = CombatManager(self) self.strategy_manager = StrategyManager(self) self.behavior_manager = BehaviorManager(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self) SettlementRangeChanged.subscribe(self._on_settlement_range_changed)