示例#1
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	def run_in_item(self, item):
		n=self.config
		r=self.root
		i=0
		while i!=dget(n, "number", 1):
			r.state_manager.states["game"].entities.insert(1,Projectile(r.gamedb.get_asset(n["image"]), r,
				item, n["lifetime"], n["homing"], n["velocity"], n["impact"], n["maxspeed"], n["accel"], dget(n, "particlestyle", {"particles":0}), dget(n, "turnrate", 60),
				dget(n, "offset_min", 0), dget(n, "offset_max", 0), n))
			i+=1
示例#2
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 def run_in_item(self, item):
     n = self.config
     r = self.root
     i = 0
     while i != dget(n, "number", 1):
         r.state_manager.states["game"].entities.insert(
             1,
             Projectile(r.gamedb.get_asset(n["image"]), r, item,
                        n["lifetime"], n["homing"], n["velocity"],
                        n["impact"], n["maxspeed"], n["accel"],
                        dget(n, "particlestyle", {"particles": 0}),
                        dget(n, "turnrate", 60), dget(n, "offset_min", 0),
                        dget(n, "offset_max", 0), n))
         i += 1
示例#3
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文件: damage.py 项目: 602p/spacegame
	def __init__(self, damage_model, config):
		self.damage_model=damage_model
		self.config=config
		self.status=0
		self.name=config["name"]
		self.attributes=config["attributes"]
		self.effects_damaged=config["effects_damaged"]
		self.effects_destroyed=config["effects_destroyed"]
		self.health=config["health"]
		self.maxhealth=self.health
		self.threshold=config["threshold_damaged"]
		self.regen_const=config["regen"]
		self.image_damaged=damage_model.root.gamedb.get_asset(dget(config, "image_damaged", "$BLANK"))
		self.image_destroyed=damage_model.root.gamedb.get_asset(dget(config, "image_destroyed", "$BLANK"))
		self.update_olds()
示例#4
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文件: item.py 项目: 602p/spacegame
	def can_fire(self):
		for i in self.fire_required:
			if i=="energy":
				if self.parent.current_power<self.fire_required[i]:
					return False
			if i=="enemy_selected":
				if self.parent.targeted==None and self.fire_required[i]:
					return False
			if i=="cooldown":
				if self.root.game_time-self.last_fired<self.fire_required[i]:
					return False
			if i=="distance<":
				targetdistancex = abs(self.parent.rotated_rect.centerx - self.parent.targeted.rotated_rect.centerx)
				targetdistancey = abs(self.parent.rotated_rect.centery - self.parent.targeted.rotated_rect.centery)
				targetdistance = math.sqrt(targetdistancex**2 + targetdistancey**2)
				if self.fire_required[i]<targetdistance:
					return False
			if i=="item":
				g=1
				for item in self.parent.inventory:
					if item.id_str==self.fire_required[i]:
						g=0
				if g: return False
		self.parent.current_power-=dget(self.fire_required,"energy",0)
		return True
示例#5
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文件: ai.py 项目: 602p/spacegame
	def update(self):
		try:
			for controller in self.controllers:
				controller.update()

			if self.can_fire:
				i=0
				priorities={}
				while i!=len(self.ship.hardpoints): #for each item equipped
					if self.ship.get_item_in_hardpoint(i):
						fire=True
						for hint in self.ship.get_item_in_hardpoint(i).ai_hints:
							if not hint.get_suggested(self): #check if any of the AIItemHints disagree
								fire = False
							
						if fire:
							priorities[i]=dget(self.ship.get_item_in_hardpoint(i)._config, "ai_priority", 5)
					i+=1
				if self.ship.targeted:
					for i in sorted(priorities, key=lambda hardpoint: priorities[hardpoint]):
						self.ship.get_item_in_hardpoint(i).fire() #then fire
		except BaseException as e:
			if not (isinstance(e, AttributeError) and "_config" not in str(e)):
				error("AI ERROR (BASE): " + str(e))
				exc_type, exc_value, exc_traceback = sys.exc_info()
				for i in traceback.format_exception(exc_type, exc_value, exc_traceback): error(i)
示例#6
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文件: damage.py 项目: 602p/spacegame
 def __init__(self, damage_model, config):
     self.damage_model = damage_model
     self.config = config
     self.status = 0
     self.name = config["name"]
     self.attributes = config["attributes"]
     self.effects_damaged = config["effects_damaged"]
     self.effects_destroyed = config["effects_destroyed"]
     self.health = config["health"]
     self.maxhealth = self.health
     self.threshold = config["threshold_damaged"]
     self.regen_const = config["regen"]
     self.image_damaged = damage_model.root.gamedb.get_asset(
         dget(config, "image_damaged", "$BLANK"))
     self.image_destroyed = damage_model.root.gamedb.get_asset(
         dget(config, "image_destroyed", "$BLANK"))
     self.update_olds()
示例#7
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    def get_suggested(self, ai):
        system = ai.ship.targeted.damage.search_system(
            dget(self.config, "search_name", None),
            dget(self.config, "search_key", None))
        translate = {"optimal": 0, "damaged": 1, "destroyed": 2}
        if system:

            if "exactly" in self.config.keys():
                # print "e"+str(translate[self.config["exactly"]])
                if system.status == translate[self.config["exactly"]]:
                    return True
            if "below" in self.config.keys():
                # print "b"+str(translate[self.config["below"]])
                if system.status > translate[self.config["below"]]:
                    return True
            if "above" in self.config.keys():
                # print "a"+str(translate[self.config["above"]])
                if system.status < translate[self.config["above"]]:
                    return True
        return False
示例#8
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 def run_in_item(self, item):
     if dget(self.config, "root", False):
         self.root.particlemanager.add_particles(
             particles.make_explosion_cfg(
                 self.root, item.parent.rotated_rect.center[0],
                 item.parent.rotated_rect.center[1], self.config["style"]))
     else:
         item.parent.particlemanager.add_particles(
             particles.make_explosion_cfg(
                 self.root, item.parent.rotated_rect.center[0],
                 item.parent.rotated_rect.center[1], self.config["style"]))
示例#9
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 def run_in_ship(self, ship):
     if dget(self.config, "root", False):
         self.root.particlemanager.add_particles(
             particles.make_explosion_cfg(self.root,
                                          ship.rotated_rect.center[0],
                                          ship.rotated_rect.center[1],
                                          self.config["style"]))
     else:
         ship.particlemanager.add_particles(
             particles.make_explosion_cfg(self.root,
                                          ship.rotated_rect.center[0],
                                          ship.rotated_rect.center[1],
                                          self.config["style"]))
示例#10
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 def run_in_impact(self, item, impacted, projectile):
     if dget(self.config, "root", False):
         self.root.particlemanager.add_particles(
             particles.make_explosion_cfg(self.root,
                                          projectile.rotated_rect.center[0],
                                          projectile.rotated_rect.center[1],
                                          self.config["style"]))
     else:
         impacted.particlemanager.add_particles(
             particles.make_explosion_cfg(self.root,
                                          projectile.rotated_rect.center[0],
                                          projectile.rotated_rect.center[1],
                                          self.config["style"]))
示例#11
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	def get_suggested(self, ai):
		system=ai.ship.targeted.damage.search_system(dget(self.config, "search_name", None), dget(self.config, "search_key", None))
		translate={
			"optimal":0,
			"damaged":1,
			"destroyed":2
		}
		if system:

			if "exactly" in self.config.keys():
				# print "e"+str(translate[self.config["exactly"]])
				if system.status==translate[self.config["exactly"]]:
					return True
			if "below" in self.config.keys():
				# print "b"+str(translate[self.config["below"]])
				if system.status>translate[self.config["below"]]:
					return True
			if "above" in self.config.keys():
				# print "a"+str(translate[self.config["above"]])
				if system.status<translate[self.config["above"]]:
					return True
		return False
示例#12
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 def do(root, target, px, py, source):
     target.damage(root.config["damage"], dget(root.config, "peirce", 0),
                   px, py, source)
示例#13
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def make_explosion_cfg(r, x, y, n):
    i = 0
    ps = []
    pcount = random.randint(
        dget(n, "particles_min", dget(n, "particles", 200)),
        dget(n, "particles_max", dget(n, "particles", 200)))
    if pcount > 0:
        while i < pcount:
            surf = pygame.Surface(
                (int(
                    random.uniform(dget(n, "size_min", 2),
                                   dget(n, "size_max", 2))),
                 int(
                     random.uniform(
                         dget(n, "size_min",
                              2), (dget(n, "size_max", 2)))))).convert_alpha()
            surf.fill(
                pygame.Color(
                    int(
                        random.uniform(dget(n, "r_min", 200),
                                       dget(n, "r_max", 255))),
                    int(
                        random.uniform(dget(n, "g_min", 150),
                                       dget(n, "g_max", 200))),
                    int(
                        random.uniform(dget(n, "b_min", 0),
                                       dget(n, "b_max", 0))),
                    int(
                        random.uniform(dget(n, "a_min", 255),
                                       dget(n, "a_max", 255)))))
            exec("""def move_direction(self):
		self.x+=""" + str((random.random() - random.random()) * (random.uniform(
                dget(n, "speed_min", 3), dget(n, "speed_max", 3)))) + """
		self.y+=""" + str((random.random() - random.random()) * (random.uniform(
                    dget(n, "speed_min", 3), dget(n, "speed_max", 3)))))
            ps.append(
                Particle(
                    r, surf, x + random.uniform(n.get("offset_x_min", 0),
                                                n.get("offset_x_max", 0)),
                    y + random.uniform(n.get("offset_y_min", 0),
                                       n.get("offset_y_max", 0)),
                    move_direction,
                    random.uniform(dget(n, "time_min", 15),
                                   dget(n, "time_max", 45)), True))
            i += 1
    return ps
示例#14
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	def run_in_item(self, item):
		item.parent.targeted.damage.damage_system(self.config["damage"], dget(self.config, "system_name", None), dget(self.config, "system_key", None))
示例#15
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	def run_in_impact(self, item, impacted, projectile):
		impacted.damage.damage_system(self.config["damage"], dget(self.config, "system_name", None), dget(self.config, "system_key", None))
示例#16
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	def do(root, target, px, py, source):
		target.damage(root.config["damage"], dget(root.config, "peirce", 0), px, py, source)
示例#17
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def make_explosion_cfg(r, x, y, n):
	i=0
	ps=[]
	pcount=random.randint(dget(n, "particles_min", dget(n, "particles", 200)), dget(n, "particles_max", dget(n, "particles", 200)))
	if pcount>0:
		while i<pcount:
			surf=pygame.Surface((int(random.uniform(dget(n, "size_min", 2), dget(n, "size_max", 2))), int(random.uniform(dget(n, "size_min", 2), (dget(n, "size_max", 2)))))).convert_alpha()
			surf.fill(
				pygame.Color(
					int(random.uniform(dget(n, "r_min", 200), dget(n, "r_max", 255))) ,
					int(random.uniform(dget(n, "g_min", 150), dget(n, "g_max", 200))) ,
					int(random.uniform(dget(n, "b_min", 0),   dget(n, "b_max", 0) ) ) ,
					int(random.uniform(dget(n, "a_min", 255), dget(n, "a_max", 255)))
				)
			)
			exec("""def move_direction(self):
		self.x+="""+str((random.random()-random.random())*(random.uniform(dget(n, "speed_min", 3), dget(n, "speed_max", 3))))+"""
		self.y+="""+str((random.random()-random.random())*(random.uniform(dget(n, "speed_min", 3), dget(n, "speed_max", 3)))))
			ps.append(Particle(r, surf, x+random.uniform(n.get("offset_x_min",0), n.get("offset_x_max",0)), y+random.uniform(n.get("offset_y_min",0), n.get("offset_y_max",0)), move_direction, random.uniform(dget(n, "time_min", 15), dget(n, "time_max", 45)), True))
			i+=1
	return ps
示例#18
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 def run_in_impact(self, item, impacted, projectile):
     impacted.damage.damage_system(self.config["damage"],
                                   dget(self.config, "system_name", None),
                                   dget(self.config, "system_key", None))
示例#19
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文件: ship.py 项目: 602p/spacegame
	def die(self):
		debug(self.name+" was destroyed")
		self.sg_postevent(UE_SHIP_DIE_RUN, ship=self)
		primitives.do_group_for_ship(self.root, dget(self.config, "ship_die", []), self)
示例#20
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 def run_in_item(self, item):
     item.parent.targeted.damage.damage_system(
         self.config["damage"], dget(self.config, "system_name", None),
         dget(self.config, "system_key", None))
示例#21
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文件: ship.py 项目: 602p/spacegame
 def die(self):
     debug(self.name + " was destroyed")
     self.sg_postevent(UE_SHIP_DIE_RUN, ship=self)
     primitives.do_group_for_ship(self.root,
                                  dget(self.config, "ship_die", []), self)