def __init(self, name, color, difficulty_level, settlerlevel = 0): assert isinstance(color, Color) assert (isinstance(name, str) or isinstance(name, unicode)) and len(name) > 0 self.name = name self.color = color self.difficulty = DifficultySettings.get_settings(difficulty_level) self.settler_level = settlerlevel assert self.color.is_default_color, "Player color has to be a default color" if self.regular_player: Scheduler().add_new_object(Callback(self.update_stats), self, run_in = 1)
def __init(self, name, color, difficulty_level, settlerlevel=0): assert isinstance(color, Color) assert (isinstance(name, str) or isinstance(name, unicode)) and len(name) > 0 try: self.name = unicode(name) except UnicodeDecodeError: # WORKAROUND: this line should be the only unicode conversion here. # however, if unicode() gets a parameter, it will fail if the string is already unicode. self.name = unicode(name, errors="ignore") self.color = color self.difficulty = DifficultySettings.get_settings(difficulty_level) self.settler_level = settlerlevel assert self.color.is_default_color, "Player color has to be a default color" self.session.message_bus.subscribe_globally(SettlerUpdate, self.notify_settler_reached_level) if self.regular_player: Scheduler().add_new_object(Callback(self.update_stats), self, run_in=0)
def __init(self, name, color, difficulty_level, settlerlevel = 0): assert isinstance(color, Color) assert (isinstance(name, str) or isinstance(name, unicode)) and len(name) > 0 try: self.name = unicode(name) except UnicodeDecodeError: # WORKAROUND: this line should be the only unicode conversion here. # however, if unicode() gets a parameter, it will fail if the string is already unicode. self.name = unicode(name, errors='ignore') self.color = color self.difficulty = DifficultySettings.get_settings(difficulty_level) self.settler_level = settlerlevel self.stats = None assert self.color.is_default_color, "Player color has to be a default color" SettlerUpdate.subscribe(self.notify_settler_reached_level) NewDisaster.subscribe(self, self.notify_new_disaster)