示例#1
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文件: item.py 项目: akhand2222/olypy
def build_complete_item_dict(k, v, data, trade_chain):
    item_dict = {'oid' : get_oid(k),
                 'name' : get_name(v),
                 'subkind' : get_subkind(v, data),
                 'plural' : get_plural(v),
                 'animal' : get_animal(v),
                 'attack' : get_item_attack(v),
                 'aura' : get_auraculum_aura(v),
                 'dead_body_dict': get_dead_body(v, data),
                 'defense' : get_item_defense(v),
                 'fly_capacity' : get_fly_capacity(v),
                 'land_capacity' : get_land_capacity(v),
                 'lore' : get_lore(v),
                 'man_item': get_man_item(v),
                 'may_study_dict': get_may_study(v, data),
                 'missile' : get_item_missile(v),
                 'project_cast' : get_project_cast(v, data),
                 'prominent' : get_prominent(v),
                 'ride_capacity' : get_ride_capacity(v),
                 'use_key' : get_use_key(v),
                 'weight' : get_item_weight(v),
                 'who_has_dict': get_who_has(v, data),
                 'trade_good' : get_trade_good(k, v, data, trade_chain),
                 'magic_info': get_magic_item(data, k, v)}
    return item_dict
示例#2
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文件: ship.py 项目: akhand2222/olypy
def build_complete_ship_dict(k, v, data, instance, pledge_chain,
                             prisoner_chain):
    ship_dict = {
        'oid':
        get_oid(k),
        'name':
        get_name(v),
        'subkind':
        get_subkind(v, data),
        'kind':
        'kind',
        'complete':
        get_complete(v),
        'load':
        get_load(k, v, data),
        'defense':
        get_defense(v)[0],
        'damage':
        get_ship_damage(v),
        'owner':
        build_owner_dict(v, data),
        'storm':
        build_storm_dict(v, data),
        'seen_here':
        build_seenhere_dict(k, v, data, instance, pledge_chain,
                            prisoner_chain),
        'non_prominent_items':
        build_non_prominent_items_dict(k, v, data),
        'loc':
        build_loc_dict(v, data)
    }
    return ship_dict
示例#3
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def build_loc_dict(v, data):
    loc_id = v['LI']['wh'][0]
    loc_rec = data[loc_id]
    loc_dict = {
        'oid': get_oid(loc_id),
        'name': get_name(loc_rec),
        'subkind': get_subkind(loc_rec, data)
    }
    return loc_dict
示例#4
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def build_basic_storm_dict(k, v, data):
    storm_dict = {
        'oid': get_oid(k),
        'name': get_name(v),
        'subkind': get_subkind(v, data),
        'kind': 'storm',
        'strength': get_strength(v)
    }
    return storm_dict
示例#5
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文件: char.py 项目: akhand2222/olypy
def build_basic_char_dict(k, v, data, prominent_only=False):
    if not u.is_garrison(v):
        char_dict = {
            'id': k,
            'oid': get_oid(k),
            'name': get_name(v),
            'subkind': get_subkind(v, data),
            'kind': 'char',
            'rank': get_rank(v),
            'faction': get_faction(v, data),
            'health_dict': get_health(v),
            'nbr_men': get_nbr_men(v, data),
            'absorb_blast': u.is_absorb_aura_blast(v),
            'prisoner': u.is_prisoner(v),
            'stacked_over_list': get_stacked_over(v, data),
            'priest': u.is_priest(v),
            'magetype': u.xlate_magetype(v, data),
            'on_guard': u.is_on_guard(v),
            'concealed': u.is_concealed(v),
            'wearable': get_wearable_wielding(v, data),
            'loyalty': get_loyalty(v),
            'skills_known_list': get_skills_known(v, data),
            'inventory_dict': get_inventory(v, data, prominent_only),
            'aura_dict': get_aura(v, data),
            'priest_dict': get_priest_skills(v, data)
        }
        return char_dict
    else:
        char_dict = {
            'id': k,
            'oid': get_oid(k),
            'name': get_name(v),
            'subkind': get_subkind(v, data),
            'kind': 'char',
            'faction': get_faction(v, data),
            'health_dict': get_health(v),
            'nbr_men': get_nbr_men(v, data),
            'on_guard': u.is_on_guard(v),
            'loyalty': get_loyalty(v),
            'inventory_dict': get_inventory(v, data, prominent_only)
        }
        return char_dict
示例#6
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def build_complete_storm_dict(k, v, data, storm_chain):
    storm_dict = {
        'oid': get_oid(k),
        'name': get_name(v),
        'subkind': get_subkind(v, data),
        'kind': 'storm',
        'strength': get_strength(v),
        'loc': build_loc_dict(v, data),
        'ship': build_ship_dict(k, data, storm_chain)
    }
    return storm_dict
示例#7
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文件: loc.py 项目: akhand2222/olypy
def build_basic_loc_dict(k, v, data, garrisons_chain=None):
    loc_dict = {'oid': to_oid(k),
                'name': get_name(v),
                'subkind': get_subkind(v, data),
                'kind': u.return_kind(v),
                'where': get_where_info(v, data),
                'hidden': u.is_hidden(v),
                'structure': get_structure_info(v),
                'seen_here': get_here_list(k, v, data),
                'region': get_region(k, data),
                'garrisons': get_garrisons(k, v, data, garrisons_chain),}
    return loc_dict
示例#8
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def build_complete_player_dict(k, v, data):
    player_dict = {'id': k,
                   'oid': get_oid(k),
                   'name': get_name(v),
                   'subkind': get_subkind(v, data),
                   'kind': 'player',
                   'email': get_email(v),
                   'fast_study': get_fast_study(v),
                   'first_turn': get_first_turn(v),
                   'full_name': get_full_name(v),
                   'last_turn': get_last_turn(v),
                   'noble_points': get_noble_points(v),
                   'unit_list': get_unit_list(v, data)}
    return player_dict
示例#9
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文件: loc.py 项目: akhand2222/olypy
def create_loc_to_dict_entry(data, direction, to_loc_rec, from_loc_rec, region_rec):
    to_dict = {'id': u.return_unitid(to_loc_rec),
               'oid': to_oid(u.return_unitid(to_loc_rec)),
               'name': get_name(to_loc_rec),
               'subkind': get_subkind(to_loc_rec, data),
               'is_port': u.is_port_city(to_loc_rec, data),
               'prov_port': u.province_has_port_city(to_loc_rec, data),
               'region_oid': to_oid(u.return_unitid(region_rec)),
               'region_name': get_name(region_rec),
               'direction': direction,
               'barrier': get_barrier(u.return_unitid(to_loc_rec), to_loc_rec, data),
               'distance': u.calc_exit_distance(from_loc_rec, to_loc_rec),
               'impassable': is_impassable(from_loc_rec, to_loc_rec, direction, data)}
    return to_dict
示例#10
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文件: ship.py 项目: akhand2222/olypy
def build_basic_ship_dict(k, v, data):
    ship_dict = {
        'oid': get_oid(k),
        'name': get_name(v),
        'subkind': get_subkind(v, data),
        'kind': 'ship',
        'complete': get_complete(v),
        'load': get_load(k, v, data),
        'defense': get_defense(v)[0],
        'damage': get_ship_damage(v),
        'owner': build_owner_dict(v, data),
        'storm': build_storm_dict(v, data),
        'loc': build_loc_dict(v, data)
    }
    return ship_dict
示例#11
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文件: loc.py 项目: akhand2222/olypy
def get_where_info(v, data):
    where_id = v.get('LI', {}).get('wh', None)
    if where_id is not None:
        try:
            where_rec = data[where_id[0]]
        except KeyError:
            where_dict = None
        else:
            where_dict = {'id': where_id[0],
                          'oid': to_oid(where_id[0]),
                          'name': get_name(where_rec),
                          'subkind': get_subkind(where_rec, data)}
    else:
        where_dict = None
    return where_dict
示例#12
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文件: loc.py 项目: akhand2222/olypy
def get_routes_out(k, v, data):
    routes_out_list = []
    if not u.is_city(v):
        dest_dict = get_destinations(k, v, data)
    else:
        dest_list = []
        host_prov_id = v['LI']['wh'][0]
        host_prov_rec = data[host_prov_id]
        # If city is in a mountain, can't move from city to ocean
        if not u.is_mountain(host_prov_rec):
            dest_loc_list = host_prov_rec['LO']['pd']
            i = int(0)
            for pd in dest_loc_list:
                if pd != '0':
                    pd_loc = data[pd]
                    if u.is_ocean(pd_loc):
                        pd_name = pd_loc['na'][0]
                        pd_loc_id = u.return_unitid(pd_loc)
                        pd_rec = data[pd_loc_id]
                        direction = pd_directions[i]
                        region_id = u.region(pd_loc_id, data)
                        region_rec = data[region_id]
                        to_dict = create_loc_to_dict_entry(data, direction, pd_rec, v, region_rec)
                        dest_list.append(to_dict)
                i = i + 1
        region_id = u.region(host_prov_id, data)
        region_rec = data[region_id]
        direction = 'Out'
        to_dict = create_loc_to_dict_entry(data, direction, host_prov_rec, v, region_rec)
        dest_list.append(to_dict)
        region_id = u.region(k, data)
        region_rec = data[region_id]
        dest_dict = {'id': k,
                     'oid': to_oid(k),
                     'name': get_name(v),
                     'subkind': get_subkind(v, data),
                     'region_oid': to_oid(region_id),
                     'region_name': get_name(region_rec),
                     'dest': dest_list}
    return dest_dict
示例#13
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文件: loc.py 项目: akhand2222/olypy
def build_complete_loc_dict(k, v, data, garrisons_chain, hidden_chain, trade_chain, instance, inst_dict, map_matrices):
    loc_dict = {'oid': to_oid(k),
                'name': get_name(v),
                'subkind': get_subkind(v, data),
                'kind': 'loc',
                'where': get_where_info(v, data),
                'safe_haven': get_safe_haven(v),
                'hidden': u.is_hidden(v),
                'civ_level': get_civ_level(k, v, data),
                'barrier': get_barrier(k, v, data),
                'shroud': get_shroud(k, v, data),
                'anchor': get_map_anchor(v, k, data, instance, inst_dict, map_matrices),
                'controlled_by': get_controlled_by (v, data),
                'routes_out': get_routes_out(k, v, data),
                'structure': get_structure_info(v),
                'skills': get_skills_taught(v, data),
                'markets': get_markets(k, v, data, trade_chain),
                'seen_here': get_here_list(k, v, data),
                'hidden_access': get_hidden_access(k, v, data, hidden_chain),
                'garrisons': get_garrisons(k, v, data, garrisons_chain),
                'region': get_region(k, data)}
    return loc_dict
示例#14
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文件: loc.py 项目: akhand2222/olypy
def get_controlled_by(v, data):
    controlled_dict = {}
    here_list = v.get('LI', {}).get('hl', [None])
    if here_list[0] is not None and len(here_list) > 0:
        for loc in here_list:
            garrison_rec = data[loc] # looking for garrisons
            if u.is_garrison(garrison_rec):
                castle = garrison_rec.get('MI', {}).get('gc', [None])
                if castle[0] is not None and castle[0] != '0':
                    castle_rec = data[castle[0]]
                    castle_name = castle_rec['na'][0]
                    castle_oid = to_oid(castle[0])
                    castle_type = u.return_subkind(castle_rec)
                    castle_loc_id = castle_rec['LI']['wh'][0]
                    castle_loc_rec = data[castle_loc_id]
                    castle_loc_type = get_subkind(castle_loc_rec, data)
                    if castle_loc_type == 'city':  # in a city
                        castle_loc_id = castle_loc_rec['LI']['wh'][0]
                        castle_loc_rec = data[castle_loc_id]
                    castle_loc_oid = to_oid(castle_loc_id)
                    castle_loc_name = castle_loc_rec['na'][0]
                    # calculate top of pledge chain
                    castle_here_list = castle_rec.get('LI', {}).get('hl', [None])
                    ruled_by_dict = None
                    if castle_here_list[0] is not None:
                        top_guy_box = u.top_ruler(data[castle_here_list[0]], data)
                        if top_guy_box is not None:
                            ruled_by_dict = {'id': u.return_unitid(top_guy_box),
                                             'oid': to_oid(u.return_unitid(top_guy_box)),
                                             'name': get_name(top_guy_box)}
                    controlled_dict = {'oid': castle_oid,
                                       'name': castle_name,
                                       'subkind': castle_type,
                                       'loc_oid': castle_loc_oid,
                                       'loc_name': castle_loc_name,
                                       'ruled_by_dict': ruled_by_dict}
    return controlled_dict
示例#15
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文件: loc.py 项目: akhand2222/olypy
def get_destinations(k, v, data):
    dest_list = []
    if 'LO' in v and 'pd' in v['LO']:
        pd_list = v['LO']['pd']
        i = int(0)
        for pd in pd_list:
            if pd != '0':
                direction = pd_directions[i]
                pd_rec = data[pd]
                region_id = u.region(pd, data)
                region_rec = data[region_id]
                if u.province_has_port_city(pd_rec, data) is not None:
                    city_rec = data[u.province_has_port_city(pd_rec, data)]
                    to_dict = create_loc_to_dict_entry(data, direction, city_rec, v, region_rec)
                    dest_list.append(to_dict)
                to_dict = create_loc_to_dict_entry(data, direction, pd_rec, v, region_rec)
                dest_list.append(to_dict)
                # see if port city so show province also
                if u.is_port_city(pd_rec, data):
                    prov_rec = data[u.province(pd, data)]
                    to_dict = create_loc_to_dict_entry(data, direction, prov_rec, v, region_rec)
                    dest_list.append(to_dict)
            i = i + 1
    if u.return_subkind(v) not in details.province_kinds:
        if 'LI' in v and 'wh' in v['LI']:
            out_id = v['LI']['wh'][0]
            out_rec = data[out_id]
            region_id = u.region(out_id, data)
            region_rec = data[region_id]
            to_dict = create_loc_to_dict_entry(data, 'Out', out_rec, v, region_rec)
            dest_list.append(to_dict)
    if 'LI' in v and 'hl' in v['LI']:
        here_list = v['LI']['hl']
        for here in here_list:
            here_record = data[here]
            if u.is_road_or_gate(here_record):
                to_id = here_record['GA']['tl'][0]
                to_rec = data[to_id]
                region_id = u.region(to_id, data)
                region_rec = data[region_id]
                if u.return_kind(here_record) == 'gate':
                    direction = 'Gate'
                else:
                    direction = get_name(here_record)
                to_dict = create_loc_to_dict_entry(data, direction, to_rec, here_record, region_rec)
                dest_list.append(to_dict)
    if 'SL' in v and 'lt' in v['SL']:
        link_id = v['SL']['lt'][0]
        link_rec = data[link_id]
        region_id = u.region(link_id, data)
        region_rec = data[region_id]
        to_dict = create_loc_to_dict_entry(data, get_subkind(link_rec, data).title(), link_rec, v, region_rec)
        dest_list.append(to_dict)
    region_id = u.region(k, data)
    region_rec = data[region_id]
    dest_dict = {'id': k,
                 'oid': to_oid(k),
                 'name': get_name(v),
                 'subkind': get_subkind(v, data),
                 'region_oid': to_oid(region_id),
                 'region_name': get_name(region_rec),
                 'dest': dest_list}
    return dest_dict
示例#16
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文件: char.py 项目: akhand2222/olypy
def build_complete_char_dict(k, v, data, instance, pledge_chain,
                             prisoner_chain, prominent_only):
    if not u.is_garrison(v):
        char_dict = {
            'id': k,
            'oid': get_oid(k),
            'name': get_name(v),
            'subkind': get_subkind(v, data),
            'kind': 'char',
            'rank': get_rank(v),
            'faction': get_faction(v, data),
            'prisoner': u.is_prisoner(v),
            'priest': u.is_priest(v),
            'magetype': u.xlate_magetype(v, data),
            'on_guard': u.is_on_guard(v),
            'concealed': u.is_concealed(v),
            'wearable': get_wearable_wielding(v, data),
            'loc': get_loc(v, data),
            'where': get_where(v, data),
            'loyalty': get_loyalty(v),
            # 'stacked_under': get_stacked_under(v, data),
            'stacked_over_list': get_stacked_over(v, data),
            'health_dict': get_health(v),
            'break_point': get_break_point(v),
            'vision_protection': get_vision_protection(v),
            'pledged_to': get_pledged_to(v, data),
            'pledged_to_us_list': get_pledged_to_us(k, data, pledge_chain),
            'combat_dict': get_combat(v),
            'aura_dict': get_aura(v, data),
            'prisoner_list': get_prisoners(k, data, prisoner_chain),
            'skills_known_list': get_skills_known(v, data),
            'inventory_dict': get_inventory(v, data, prominent_only),
            'trades_list': get_pending_trades(v, data),
            'visions_list': get_visions_received(v, data),
            'magic_list': get_magic_stuff(v, data),
            'priest_dict': get_priest_skills(v, data)
        }
    else:
        char_dict = {
            'id': k,
            'oid': get_oid(k),
            'name': get_name(v),
            'subkind': None,
            'kind': 'char',
            'rank': None,
            'faction': get_faction(v, data),
            'nbr_men': get_nbr_men(v, data),
            'prisoner': None,
            'priest': None,
            'magetype': None,
            'on_guard': None,
            'wearable': None,
            'loc': get_loc(v, data),
            'loyalty': None,
            # 'stacked_under': None,
            'stacked_over_list': None,
            'health_dict': None,
            'break_point': None,
            'vision_protection': None,
            'pledged_to': None,
            'pledged_to_us_list': None,
            'combat_dict': None,
            'concealed': None,
            'aura_dict': None,
            'prisoner_list': None,
            'skills_known_list': None,
            'inventory_dict': get_inventory(v, data, prominent_only),
            'trades_list': None,
            'visions_list': None,
            'magic_list': get_magic_stuff(v, data)
        }
    return char_dict