def __init__(self, game): Scenario.__init__(self, game) self.harvestersAtSpawn = 4 self.wantedBadGuys = 10 self.sol = Sun(game.stats.S_SOL, 0, 0) self.mercury = Planet(game.stats.P_MERCURY, -4100, 1400) # 4332 self.venus = Planet(game.stats.P_VENUS, 5000, 2200) # 5462 self.earth = Planet(game.stats.P_EARTH, -3100, 6700) # 7382 self.mars = Planet(game.stats.P_MARS_1, -7800, -2200) # 8104 self.moon = Planet(game.stats.P_MOON, -3900, 6400) self.jupiter = Planet(game.stats.P_JUPITER, -12000, -4800) # 12924 self.saturn = Planet(game.stats.P_SATURN, 13000, 2500) # 13238 self.neptune = Planet(game.stats.P_NEPTUNE, 15000, 7000) # 16552 self.moon.zp = -50 self.moon.yi = 0.1 self.moon.orbiting = self.earth self.blackHole = BlackHole(game.stats.BH_0, 10000, -10000) for i in xrange(10): # civilians around self.earth dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) for i in range(60): # asteroids between self.saturn and self.neptune dist = 15000 angle = (1 - 2 * random()) * pi / 10 + pi / 7 asteroid = Asteroid(game, self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle), 300) game.harvestables.append(asteroid) for i in range(50): # asteroids outer self.mars dist = 9000 angle = (1 - 2 * random()) * pi / 8 + pi * 9 / 8 # 2*random()*pi # asteroid = Asteroid(game, self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle), 200) game.harvestables.append(asteroid) game.astres = [ self.sol, self.mercury, self.venus, self.earth, self.moon, self.mars, self.jupiter, self.saturn, self.neptune, self.moon, self.blackHole ] for i in xrange(self.wantedBadGuys): self.addRandomNpc(game)
def fillAsteroidField( self, game, orbited, dist, distMod, count, minAngle, maxAngle ): print "field: ", game, orbited, dist, distMod, count, minAngle, maxAngle for i in xrange( count ): radius = randint( int(dist-distMod), int(dist+distMod) ) angle = minAngle+random()*(maxAngle-minAngle) asteroid = Asteroid( game, orbited.xp+radius*cos(angle), orbited.yp+radius*sin(angle), 0 ) game.harvestables.append( asteroid )
def __init__(self, game, steps=None, name=None, description=None, year=0): stats = Stats() # stats.R_HUMAN.turrets = [ stats.T_SOLAR_0 ] # stats.R_HUMAN.missiles = [] # stats.R_HUMAN.ships = [] stats.PlayableShips = {} steps = [] for i in xrange(8): steps.append( Step(goal=lambda self, game: not filter( lambda ship: ship.alive, self.ennemyShips), onBegin=lambda self, game, stepNbr=i + 1: self. stepFunction(game, stepNbr), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[(1, "Clear the area.")])) Scenario.__init__(self, game, steps=steps, stats=stats) self.sol = Sun(game.stats.S_SOL, 4000, 0) for i in range(75): # asteroids asteroid = Asteroid(game, -2000, 0, 800) game.harvestables.append(asteroid) game.astres = [self.sol] self.player = None self.startingPoint = (-1000, 0) self.ennemyPosition = (-2000, 0) self.ennemy = Faction(game.stats.R_EXTRA, "Unknown") game.addPlayer(self.ennemy) self.infestedAsteroid = Asteroid(game, self.ennemyPosition[0], self.ennemyPosition[1], 0) game.harvestables.append(self.infestedAsteroid) self.ennemyShips = []
def __init__(self, game): Scenario.__init__(self, game) self.harvestersAtSpawn = 4 self.wantedBadGuys = 5 sol = Sun(game.stats.S_SOL, 0, 0) mercury = Planet(game.stats.P_MERCURY, -4100, 1400) venus = Planet(game.stats.P_VENUS, 5000, 2200) self.earth = Planet(game.stats.P_EARTH, -3100, 6700) self.mars = Planet(game.stats.P_MARS, -7800, -2200) moon = Planet(game.stats.P_MOON, -3900, 6400) jupiter = Planet(game.stats.P_JUPITER, -12000, -4800) saturn = Planet(game.stats.P_SATURN, 13000, 2500) neptune = Planet(game.stats.P_NEPTUNE, 15000, 7000) moon.zp = -50 moon.yi = 0.1 moon.orbiting = self.earth for i in xrange(20): # civilians around self.earth dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) for i in range(60): # asteroids between saturn and neptune dist = 15000 angle = (1 - 2 * random()) * pi / 10 + pi / 7 asteroid = Asteroid(game, sol.xp + dist * cos(angle), sol.yp + dist * sin(angle), 300) game.harvestables.append(asteroid) for i in range(30): # asteroids outer self.mars dist = 9000 angle = (1 - 2 * random()) * pi / 8 + pi * 9 / 8 asteroid = Asteroid(game, sol.xp + dist * cos(angle), sol.yp + dist * sin(angle), 200) game.harvestables.append(asteroid) nebula = Nebula(game.stats.A_NEBULA, 4800, 500) for i in range(15): # asteroids in nebula asteroid = Asteroid(game, 4800, 800, 800) game.harvestables.append(asteroid) self.alphaCentaury = [ Sun(game.stats.S_SOL, -32000, 16000), Planet(game.stats.P_MARS_2, -28300, 12000), Planet(game.stats.P_SATURN_1, -39000, 8000) ] for i in range(40): # asteroids around self.alphaCentaury dist = 4600 #angle = 2*pi*i/50 angle = (1 - 2 * random()) * pi / 4 - pi / 8 asteroid = Asteroid(game, self.alphaCentaury[0].xp + dist * cos(angle), self.alphaCentaury[0].yp + dist * sin(angle), 200) game.harvestables.append(asteroid) self.beta = [ Sun(game.stats.S_SOL, 8000, -24000), Planet(game.stats.P_MARS_1, 12000, -22000), Planet(game.stats.P_X, 500, -21000), Planet(game.stats.P_JUPITER_1, 17000, -24700) ] for i in range(20): # asteroids around self.beta[1] dist = 600 angle = 2 * pi * random() asteroid = Asteroid(game, self.beta[1].xp + dist * cos(angle), self.beta[1].yp + dist * sin(angle), 80) game.harvestables.append(asteroid) self.gamma = [ Sun(game.stats.S_SOL, 40000, 4000), Planet(game.stats.P_MERCURY_1, 39000, -2200), Planet(game.stats.P_X_1, 38000, 11500) ] for i in range(20): # asteroids around self.gamma[1] dist = 750 angle = 2 * pi * random() asteroid = Asteroid(game, self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle), 80) game.harvestables.append(asteroid) for i in range(100): # asteroids around self.gamma area = choice([(7000, 300, 5 * pi / 8, pi / 9), (10000, 400, 6 * pi / 8, pi / 8), (12000, 500, 5 * pi / 8, pi / 11)]) # , 3000 dist = area[0] #randint( area[0]-area[1], area[0]+area[1] ) angle = area[2] + area[3] * (1 - 2 * random()) asteroid = Asteroid(game, self.gamma[0].xp + dist * cos(angle), self.gamma[0].yp + dist * sin(angle), area[1]) game.harvestables.append(asteroid) nebula2 = Nebula(game.stats.A_NEBULA, 8000, -16000) blackHole0 = BlackHole(game.stats.BH_0, -30000, -20000) # for i in range( 15 ): # asteroid = Asteroid( game, -7000, -3200, 800 ) # game.objects.append( asteroid ) # for i in range( 15 ): # asteroid = Asteroid( game, 8500, 6800, 800 ) # game.objects.append( asteroid ) self.sol = [ sol, mercury, venus, self.earth, moon, self.mars, jupiter, saturn, neptune, nebula, nebula2 ] game.astres = [ sol, mercury, venus, self.earth, moon, self.mars, jupiter, saturn, neptune, nebula, nebula2, blackHole0 ] + self.alphaCentaury + self.beta + self.gamma # game.objects = game.objects # + [sol, mercury, venus, self.earth, moon, self.mars, jupiter, saturn, neptune, nebula, nebula2 ] + self.alphaCentaury + self.beta for i in range(5): self.addRandomNpc(game) spots = [] for o in game.astres: if isinstance(o, Planet) and not isinstance(o, Sun): spots.append(o) for i in xrange(30): # random civilians spot = choice(spots) dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (spot.xp + dist * cos(angle), spot.yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) self.marsDefense = Faction(game.stats.R_HUMAN, "Mars Defenses") obase = OrbitalBase(self.marsDefense, game.stats.HUMAN_BASE, AiGovernor(self.marsDefense), self.mars.xp + self.mars.stats.maxRadius * 1.5, self.mars.yp + self.mars.stats.maxRadius * 1.5, 0, 0, 0.0, 0.0, 0.0, 0) for t in obase.turrets: t.install = TurretInstall(game.stats.T_MASS_SR_0) t.weapon = MassWeaponTurret(game.stats.W_MASS_SR_0) t.ai = AiWeaponTurret() obase.orbiting = self.mars obase.yi = 1 obase.ore = obase.stats.maxOre obase.ri = -0.008 game.objects.append(obase) for i in xrange(20): radius = self.mars.stats.maxRadius * (2.5) dist = self.mars.stats.maxRadius * (1.5 + 1 * random()) angle = 2 * pi * random() # AiPilotDefense fighter = ShipSingleWeapon(self.marsDefense, game.stats.HUMAN_FIGHTER, AiPilotDefense(self.mars, radius), self.mars.xp + dist * cos(angle), self.mars.yp + dist * sin(angle), 0, 4, 0.0, 0.0, 0.0, 0) game.objects.append(fighter) self.marsDefense.ships.append(fighter) self.marsDefense.bases.append(obase) game.addPlayer(self.marsDefense) self.earthDefense = Faction(game.stats.R_HUMAN, "Earth Defenses") nbrBases = 3 for i in xrange(nbrBases): dist = self.earth.stats.maxRadius * 1.8 #(1.8+0.4*random()) angle = pi * i * 2 / nbrBases obase = OrbitalBase(self.earthDefense, game.stats.HUMAN_BASE, AiGovernor(self.earthDefense), self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle), 0, 0, 0.0, 0.0, 0.0, 0) for t in obase.turrets: t.install = TurretInstall(game.stats.T_MASS_MR_0) t.weapon = MassWeaponTurret(game.stats.W_MASS_MR) t.ai = AiWeaponTurret() obase.ori = angle + pi / 2 obase.orbiting = self.earth obase.xi = cos(obase.ori) obase.yi = sin(obase.ori) obase.ore = obase.stats.maxOre obase.ri = -0.008 game.objects.append(obase) self.earthDefense.bases.append(obase) for i in xrange(20): radius = self.earth.stats.maxRadius * (2.5) dist = self.earth.stats.maxRadius * (1.5 + 1 * random()) angle = 2 * pi * random() # AiPilotDefense fighter = ShipSingleWeapon(self.earthDefense, game.stats.HUMAN_FIGHTER, AiPilotPolice(self.earth, radius), self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle), 0, 4, 0.0, 0.0, 0.0, 0) game.objects.append(fighter) self.earthDefense.ships.append(fighter) # self.earthDefense.bases.append( obase ) game.addPlayer(self.earthDefense) ## ai forces self.addAiBase(game, "Neptune base", neptune) self.addAiBase(game, "Saturn base", saturn) self.addAiBase(game, "Jupiter base", jupiter, 2) ## Evolved self.evolvedSwarm0 = Faction( game.stats.R_EVOLVED, "First Swarm", territories=[ Territory((self.alphaCentaury[1].xp, self.alphaCentaury[1].yp), 500), Territory((self.alphaCentaury[1].xp - 1000, self.alphaCentaury[1].yp - 500), 500) ]) (x, y) = self.alphaCentaury[1].xp - self.alphaCentaury[ 1].stats.maxRadius * 1.5, self.alphaCentaury[ 1].yp + self.alphaCentaury[1].stats.maxRadius * 1.5 flagship = FlagShip(self.evolvedSwarm0, game.stats.EVOLVED_FS_1, AiCaptain(self.evolvedSwarm0), x, y, 0, 0, 0.0, 0.0, 0.0, 0) flagship.ore = flagship.stats.maxOre for t in flagship.turrets[:-2]: t.install = TurretInstall(game.stats.T_MASS_MR_0) t.weapon = MassWeaponTurret(game.stats.W_MASS_MR) t.ai = AiWeaponTurret() for t in flagship.turrets[-2:]: t.install = TurretInstall(game.stats.T_LASER_SR_0) t.weapon = LaserWeaponTurret(game.stats.W_LASER_SR) t.ai = AiWeaponTurret() for i in range(4): harvester = HarvesterShip(self.evolvedSwarm0, self.evolvedSwarm0.race.defaultHarvester, AiPilotHarvester(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) flagship.shipyards[harvester.stats.img].docked.append(harvester) for i in xrange(5): if i >= 3: fighter = ShipSingleWeapon(self.evolvedSwarm0, game.stats.EVOLVED_BOMBER, AiPilotFighter(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) else: fighter = ShipSingleWeapon(self.evolvedSwarm0, game.stats.EVOLVED_FIGHTER, AiPilotFighter(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) for i in xrange(10): fighter = ShipSingleWeapon(self.evolvedSwarm0, game.stats.EVOLVED_FIGHTER, AiPilotDefense(flagship, 500), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) (fighter.xp, fighter.yp) = (flagship.xp, flagship.yp) game.objects.append(fighter) self.evolvedSwarm0.ships.append(fighter) # flagship.shipyards[ fighter.stats.img ].docked.append( fighter ) game.objects.append(flagship) self.evolvedSwarm0.flagships.append(flagship) game.addPlayer(self.evolvedSwarm0) ## Extra TODO remove section self.extraRock0 = Faction(game.stats.R_EXTRA, "Rocks") for i in xrange(0): # 4 ): angle = 2 * pi * random() dist = 750 # self.gamma[ 1 ].stats.maxRadius* (x, y) = self.gamma[1].xp - dist * cos( angle), self.gamma[1].yp + dist * sin(angle) if i % 4 == 0: flagship = FlagShip(self.extraRock0, game.stats.EXTRA_BASE, AiCaptain(self.extraRock0), x, y, 0, 0, 0.0, 0.0, 0.0, 0) for k, t in enumerate(flagship.turrets): t.install = TurretInstall(game.stats.T_ROCK_THROWER_1) t.weapon = MassWeaponTurret(game.stats.W_ROCK_THROWER_1) t.ai = AiWeaponTurret() elif i % 4 == 1: flagship = FlagShip(self.extraRock0, game.stats.EXTRA_FS_1, AiCaptain(self.extraRock0), x, y, 0, 0, 0.0, 0.0, 0.0, 0) for k, t in enumerate(flagship.turrets): t.install = TurretInstall(game.stats.T_DRAGON_0) t.weapon = MassWeaponTurret(game.stats.W_DRAGON_0) t.ai = AiWeaponTurret() elif i % 4 == 2: flagship = FlagShip(self.extraRock0, game.stats.EXTRA_BASE, AiCaptain(self.extraRock0), x, y, 0, 0, 0.0, 0.0, 0.0, 0) for k, t in enumerate(flagship.turrets): t.install = TurretInstall(game.stats.T_LARVA_0) t.weapon = MissileWeaponTurret(game.stats.W_LARVA_0) t.ai = AiWeaponTurret() else: flagship = FlagShip(self.extraRock0, game.stats.EXTRA_FS_2, AiCaptain(self.extraRock0), x, y, 0, 0, 0.0, 0.0, 0.0, 0) for i in xrange(8): fighter = ShipSingleWeapon(self.extraRock0, game.stats.EXTRA_FIGHTER, AiPilotFighter(flagship), 0, 0, 0, 4, 0.0, 0.0, 0.0, 0) flagship.shipyards[fighter.stats.img].docked.append( fighter) flagship.ore = flagship.stats.maxOre game.objects.append(flagship) self.extraRock0.flagships.append(flagship) flagship.missiles[ids.M_LARVA].amount = 100 for i in xrange(16): self.addRandomExtra(game)
def __init__(self, game, steps=None, name=None, description=None, year=0): stats = Stats() stats.R_HUMAN.turrets = [ stats.T_LASER_SR_1, stats.T_LASER_SR_0, stats.T_MASS_SR_1, stats.T_MASS_SR_0, stats.T_MASS_MR_0 ] stats.R_HUMAN.missiles = [] stats.R_HUMAN.ships = [stats.HARVESTER] stats.PlayableShips = {} steps = [ Step( goal=lambda self, game: utils.distLowerThanObjects( self.player.flagship, self.asteroid, 300), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, # onBegin=lambda self, game: self.player.flagship.ore = 500, texts=[(0, "We need some materials."), (4 * config.fps, "There is an asteroid close to the Moon."), (8 * config.fps, "Get close to it.")]), Step( goal=lambda self, game: self.player.flagship.ai.launching[ self.player.race.defaultHarvester.img], failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, "Begin collecting raw ore."), (4 * config.fps, "To do so, launch your harvester by pressing the blue arrow button at the bottom of the screen." )]), Step( goal=lambda self, game: self.player.flagship.oreProcess, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, "Now wait for them to bring back the ore."), (6 * config.fps, "Don't worry about the ships following you around."), (10 * config.fps, "They are civilian and while they are under your protection they speed up building processes." )]), Step( goal=lambda self, game: self.player.flagship.ore >= 100, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts=[ (0, "They have now added the raw ore to the processing queue." ), (4 * config.fps, "Wait a little while and it will be transformed into usable materials." ), (8 * config.fps, "Keep harvesting and processing the ore until you reach 100 material." ), (12 * config.fps, "Notice the moving bars at the bottom right corner of the screen..." ), (14 * config.fps, "they represents the ore being processed."), (18 * config.fps, "once they reach the right, they are usable!"), (22 * config.fps, "They will then be added to the ore stock indicated by the blue gage in the bottom right corner." ), ]), Step( goal=lambda self, game: self.player.flagship.shipyards[ self.player.race.defaultHarvester.img].getCount() >= 4, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, "You now have enough material to build a new harvester and speed it up!" ), (2 * config.fps, "To do so, click on the icon of the harvester at the bottom of the screen, under the launch button." )]), Step( goal=lambda self, game: self.player.flagship.ore >= 300, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, "Keep harvesting and processing ore util you reach 300 material." ), (4 * config.fps, "It will follow the orders the others already received."), (8 * config.fps, "Notice the blue bar in the upper right corner and the green one in the bottm right..." ), (12 * config.fps, "the blue one represents your shield and the green one your hull." )]), Step( goal=lambda self, game: len( filter(lambda turret: turret.install, self.player.flagship. turrets)) >= 3, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts=[ (0, "There are rumors of pirates in the area."), (4 * config.fps, "Build one more mass cannon turret on your ship."), (8 * config.fps, "To do so, click on an empty slot on the right of the screen and select an affordable turret." ), ]), Step( goal=lambda self, game: not self.ennemyShip.alive, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, onBegin=lambda self, game: (self.addAttackingEnnemy( game, (self.moon.xp - 1500, self.moon.yp - 800), self.player.flagship, "Pirate lambda" ), game.setRelationBetween(self.player, self.ennemy, 1)), texts= [(0, "Defend yourself from the incoming pirate ship."), (4 * config.fps, "To attack it, simply left-click on it once."), (8 * config.fps, "Your crew will aim and fire the turrets."), (12 * config.fps, "You can still help them by manoeuvering the ship so that the ennemy is in range of the turrets." )]), Step(goal=lambda self, game: utils.distLowerThanObjects( self.player.flagship, self.orbitalbase, 100), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[ (0, "Well done!"), (2 * config.fps, "Recall your harvester and return to the orbital base.") ]), ] Scenario.__init__(self, game, steps=steps, stats=stats) ### redefining stats, dangerous self.sol = Sun(game.stats.S_SOL, 0, 0) self.mercury = Planet(game.stats.P_MERCURY, -4100, 1400) self.venus = Planet(game.stats.P_VENUS, 5000, 2300) self.earth = Planet(game.stats.P_EARTH, -3100, 6700) self.mars = Planet(game.stats.P_MARS_1, -7800, -2300) self.moon = Planet(game.stats.P_MOON, -3900, 6400) self.jupiter = Planet(game.stats.P_JUPITER, -13000, -4800) self.saturn = Planet(game.stats.P_SATURN, 13000, 2500) self.neptune = Planet(game.stats.P_NEPTUNE, 15000, 7000) self.moon.zp = -50 self.moon.yi = 0.1 self.moon.orbiting = self.earth # asteroids over the moon, vital to scenario for i in xrange(1): self.asteroid = Asteroid(game, self.moon.xp - 200, self.moon.yp + 150, 10) game.harvestables.append(self.asteroid) for i in xrange(3): # civilians around self.earth dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) for i in range(50): # asteroids outer self.mars dist = 9000 angle = (1 - 2 * random()) * pi / 8 + pi * 9 / 8 asteroid = Asteroid(game, self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle), 300) game.harvestables.append(asteroid) game.astres = [ self.sol, self.mercury, self.venus, self.earth, self.moon, self.mars, self.jupiter, self.saturn, self.neptune, self.moon ] dist = self.earth.stats.maxRadius * 1.5 angle = 5 * pi / 8 self.orbitalbase = OrbitalBase(None, game.stats.HUMAN_BASE_MINING, None, self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle)) self.orbitalbase.ri = -0.013 game.objects.append(self.orbitalbase) self.player = None
def forRun( self ): yield self.verbose( "Commons", 0 ) yield self.verbose( "ids integrity", level=1 ) from common import ids #TODO compare unique ids to detect repetition, not vital but may be useful for debugging if self.testClient: yield self.verbose( "Client", 0 ) yield self.verbose( "Client sound mixer", level=1 ) from client.mixer import Mixer mixer = Mixer() yield self.verbose( "Setting volume to mute", level=2 ) mixer.setVolume(0) yield self.verbose( "Client displays", level=1 ) for name in self.displayNames: yield self.verbose( name.capitalize(), level=2 ) exec( "from client.displays.%s import %s as Display"%( name, name.capitalize() ) ) #from client.display import Display display = Display( resolution=(100,100) ) yield self.verbose( "Clearing", level=3 ) display.beginDraw() display.clear( (0,255,0) ) display.finalizeDraw() yield self.verbose( "Text", level=3 ) display.beginDraw() display.drawText( "test", (4,4) ) display.finalizeDraw() yield self.verbose( "Line", level=3 ) display.beginDraw() display.drawLine( (255,255,255), (0,100), (100,0) ) display.drawLine( (255,255,255), (0,0), (100,100) ) display.finalizeDraw() yield self.verbose( "Circle", level=3 ) display.beginDraw() display.drawCircle( (255,255,255), (50,50), 45 ) display.finalizeDraw() yield self.verbose( "Loading image", level=3 ) img = display.load( self.testImgPath ) yield self.verbose( "Drawing image", level=3 ) img = display.load( self.testImgPath ) display.beginDraw() display.draw( img, (0,0) ) display.finalizeDraw() yield self.verbose( "Drawing image rotated", level=3 ) img = display.load( self.testImgPath ) display.beginDraw() display.drawRo( img, (0,0), pi/3 ) display.finalizeDraw() yield self.verbose( "Client resources", level=1 ) yield self.verbose( "Images", level=2 ) from client.imgs import Imgs, Image, Animation imgs = Imgs( display ) yield self.verbose( "Loading images", level=3 ) for p in imgs.loadAll( display ): pass yield self.verbose( "Drawing images", level=3 ) import pygame # To be removed for other implementation for k, v in imgs.__dict__.items(): if isinstance( v, Image ) or isinstance( v, pygame.Surface ): display.beginDraw() if isinstance( v, Image ): display.draw( imgs[k], (0,0) ) if isinstance( v, pygame.Surface ): display.draw( v, (0,0) ) display.finalizeDraw() yield self.verbose( "Drawing animations", level=3 ) for k, v in imgs.__dict__.items(): if isinstance( v, Animation ): for j in xrange( 0, 500 ): imgs.updateAnimations() display.beginDraw() display.draw( v, (0,0) ) display.finalizeDraw() yield self.verbose( "Sounds", level=2 ) from client.snds import Snds yield self.verbose( "Loading sounds", level=3 ) snds = Snds( mixer ) for p in snds.loadAll( mixer ): pass yield self.verbose( "Playing sounds", level=3 ) for k, v in snds.__dict__.items(): if isinstance( v, pygame.mixer.Sound ): mixer.play( v ) yield self.verbose( "Texts", level=2 ) from client.texts import Texts texts = Texts() for p in texts.loadAll(): pass if self.testServer: yield self.verbose( "Server", 0 ) yield self.verbose( "Server stats", level=1 ) from server.stats import Stats stats = Stats() yield self.verbose( "Game from Scenarios", level=1 ) from server.game import Game games = [] yield self.verbose( "Scenarios", level=1 ) yield self.verbose( "Loading empty scenario", level=2 ) exec( "from scenarios import Scenario as Scenario" ) games.append( Game( Scenario ) ) for name in self.scenarioNames: yield self.verbose( "Loading scenario %s"%name, level=2 ) exec( "from scenarios.%s import %s as Scenario"%( name, name.capitalize() ) ) games.append( Game( Scenario ) ) # yield self.verbose( "Game from Sol", level=1 ) # from server.game import Game # game = Game( Scenario ) yield self.verbose( "Players", level=1 ) from server.players import Player yield self.verbose( "Computer", level=2 ) from server.players import Computer playerComputer0 = Computer( stats.R_HUMAN, "computer human" ) yield self.verbose( "Faction", level=2 ) from server.players import Faction playerFaction0 = Faction( stats.R_AI, "faction ai" ) yield self.verbose( "Human players", level=2 ) from server.players import Human playerHuman0 = Human( stats.R_NOMAD, "human nomad" ) yield self.verbose( "Objects", level=1 ) from server.objects import Object yield self.verbose( "Asteroid", level=2 ) from server.objects import Asteroid asteroids = [] while len( asteroids ) < 100: asteroids.append( Asteroid( games[0], 0, 0, 100 ) ) yield self.verbose( "Planet", level=2 ) from server.objects import Planet planet0 = Planet( stats.P_EARTH, 100, 0 ) yield self.verbose( "Sun", level=2 ) from server.objects import Sun sun0 = Sun( stats.S_SOL, 5000, 0 ) yield self.verbose( "Nebula", level=2 ) from server.objects import Nebula nebula0 = Nebula( stats.A_NEBULA, -1000, 0 ) yield self.verbose( "Blackhole", level=2 ) from server.objects import BlackHole blackhole0 = BlackHole( stats.BH_0, 0, 10000 ) yield self.verbose( "Ships", level=2 ) yield self.verbose( "Simple ship", level=3 ) from server.ships import Ship ship0 = Ship( stats.HUMAN_FIGHTER, None, 0, 0 ) yield self.verbose( "ShipWithTurrets", level=3 ) from server.ships import ShipWithTurrets ship0 = ShipWithTurrets( None, stats.HARVESTER, None, 0, 0 ) # yield self.verbose( "Turret instanciation", level=1 ) # yield self.verbose( "Turret building", level=1 ) # yield self.verbose( "Turret fire", level=1 ) # yield self.verbose( "AIs", level=1 ) yield self.verbose( "Server", level=1 ) from server.server import Server server = Server( scenarioName="Sol", force=True, adminPassword="******" ) yield True
def __init__(self, game, steps=None, name=None, description=None, year=0): stats = Stats() stats.R_HUMAN.turrets = [stats.T_SOLAR_0] stats.R_HUMAN.missiles = [] stats.R_HUMAN.ships = [] stats.PlayableShips = {} steps = [ Step(goal=lambda self, game: game.tick - 9 * config.fps >= self. lastStepAt and self.player.inputs.xc and not utils. distLowerThan((self.player.inputs.xc + self.player.inputs.wc / 2, self.player.inputs.yc + self.player.inputs. hc / 2), self.player.flagship.pos, 200), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[ (0, _("Look around your ship a bit.")), (config.fps * 3, _("To move the camera, either use the arrow keys...")), (config.fps * 6, _("or click on the radar in the upper left corner.")) ]), Step(goal=lambda self, game: game.tick - 6 * config.fps >= self. lastStepAt and utils.distLowerThan( (self.player.inputs.xc + self.player.inputs.wc / 2, self. player.inputs.yc + self.player.inputs.hc / 2), self. player.flagship.pos, 2), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[ (0, _("Good, now stick the camera to your ship.")), (config.fps * 3, _("To do so, click on the center of the radar.")), ]), Step( goal=lambda self, game: game.tick - 9 * config.fps >= self. lastStepAt and not utils.distLowerThan( self.startingPoint, self.player.flagship.pos, 100), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Now move away from the orbital station.")), (3 * config.fps, _("To move the ship, left-click on the destination and your crew will manoeuver towards there." )), (6 * config.fps, _("To give the order to stop, left-click on the ship."))]), Step( goal=lambda self, game: filter( lambda turret: turret.building == stats.T_SOLAR_0, self. player.flagship.turrets), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Let's prepare ourselves before going out to explore.")), (3 * config.fps, _("Jumping uses a lot of energy, so first build 2 solar arrays on your ship." )), (6 * config.fps, _("To do so, left-click on one of the black circle at the right of the screen." )), (9 * config.fps, _("Then select the solar array from the list."))]), Step( goal=lambda self, game: filter( lambda turret: turret.install and turret.install.stats == stats.T_SOLAR_0, self.player.flagship.turrets), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Well done, it will take a little while for it to be completed." )), (3 * config.fps, _("Begin building the second one right away.")), (9 * config.fps, _("Notice the green bar in the top right corner...")), (12 * config.fps, _("it indicates the proportion of energy in your battery.")), (15 * config.fps, _("The quantity is indicated in green text next to it.."))]), Step( goal=lambda self, game: len( filter( lambda turret: turret.install and turret.install.stats == stats.T_SOLAR_0, self.player.flagship.turrets) ) >= 2 and game.tick - 6 * config.fps >= self.lastStepAt, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Every ship benefits from solar energy the closer they are to a sun." )), (3 * config.fps, _("A solar array will capture even more solar energy but will consume a little when in deep space." ))]), Step( goal=lambda self, game: self.player.flagship.jumping, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts=[ (0, _("We still need to fill the battery before jumping.")), (3 * config.fps, _("Use the long-range sensor in fullscreen mode to see our destination." )), (6 * config.fps, _("Left-click on the Radar button in the upper-left corner." )), (12 * config.fps, _("Notice your poition over Earth. It will be useful to come back." )), (15 * config.fps, _("Mars is the 4th planet from the sun.")), (18 * config.fps, _("You can see it on the right of the asteroid field down left from you." )), (21 * config.fps, _("To execute the jump, left-click on the blue button at the top of the screen" )), (24 * config.fps, _("the left-click on the destination, the planet Mars.")), ]), Step( goal=lambda self, game: not self.player.flagship.jumping, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, onBegin=lambda self, game: self.addEnnemyShip( game, self.ennemyPosition), texts=[ (0, _("Know that you can change the destination of the jump while it charges." )), (3 * config.fps, _("Go back to normal view by clicking on the radar button again." )), ]), Step( goal=lambda self, game: utils.distLowerThan( self.ennemyPosition, self.player.flagship.pos, 500), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(config.fps, _("Now head for the asteroid field.")), (4 * config.fps, _("Reports are that there is a anormal rotating asteroid towards the bottom of the field." )), (7 * config.fps, _("Investigate it."))]), Step(goal=lambda self, game: utils.distLowerThan( self.ennemyPosition, self.player.flagship.pos, 200), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[ (0, _("It may be dangerous but get closer to gather data.")) ]), Step(goal=lambda self, game: self.player.flagship.jumping, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[(0, _("What ever it is. It is hostile!")), (1 * config.fps, _("Enough data collected.")), (2 * config.fps, _("Jump away now!"))]), Step( goal=lambda self, game: not self.player.flagship.jumping, failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Don't worry, your shield and hull should be able to handle the hits for a little longer." ))]), Step(goal=lambda self, game: utils.distLowerThanObjects( self.player.flagship, self.orbitalbase, 2000), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts=[(1, _("Head back to Earth."))]), Step( goal=lambda self, game: utils.distLowerThanObjects( self.player.flagship, self.orbitalbase, 100), failure=lambda self, game: not self.player.flagship or not self .player.flagship.alive, texts= [(0, _("Return to the orbital station.")), (3 * config.fps, _("Collected data will be useful if they ever try to get closer to Earth." ))]), ] Scenario.__init__(self, game, steps=steps, stats=stats) ### redefining stats, dangerous self.sol = Sun(game.stats.S_SOL, 0, 0) self.mercury = Planet(game.stats.P_MERCURY, -4100, 1400) self.venus = Planet(game.stats.P_VENUS, 5000, 2300) self.earth = Planet(game.stats.P_EARTH, -3100, 6700) self.mars = Planet(game.stats.P_MARS_1, -7800, -2300) self.moon = Planet(game.stats.P_MOON, -3900, 6400) self.jupiter = Planet(game.stats.P_JUPITER, -13000, -4800) self.saturn = Planet(game.stats.P_SATURN, 13000, 2500) self.neptune = Planet(game.stats.P_NEPTUNE, 15000, 7000) self.moon.zp = -50 self.moon.yi = 0.1 self.moon.orbiting = self.earth for i in range(50): # asteroids outer self.mars dist = 9000 angle = (1 - 2 * random()) * pi / 8 + pi * 9 / 8 asteroid = Asteroid(game, self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle), 300) game.harvestables.append(asteroid) for i in range(60): # asteroids between self.saturn and self.neptune dist = 15000 angle = (1 - 2 * random()) * pi / 10 + pi / 7 asteroid = Asteroid(game, self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle), 300) game.harvestables.append(asteroid) game.astres = [ self.sol, self.mercury, self.venus, self.earth, self.moon, self.mars, self.jupiter, self.saturn, self.neptune, self.moon ] dist = self.earth.stats.maxRadius * 1.5 angle = 5 * pi / 8 self.orbitalbase = OrbitalBase(None, game.stats.HUMAN_BASE_MINING, None, self.earth.xp + dist * cos(angle), self.earth.yp + dist * sin(angle)) self.orbitalbase.ri = -0.013 game.objects.append(self.orbitalbase) self.player = None self.startingPoint = (self.orbitalbase.xp + 50, self.orbitalbase.yp + 60) dist = 9000 angle = pi * 9 / 8 + pi / 8 * 2 / 3 self.ennemyPosition = (self.sol.xp + dist * cos(angle), self.sol.yp + dist * sin(angle))
def __init__(self, game): self.player = None self.harvestersAtSpawn = 4 self.wantedBadGuys = 9 steps = [ Step(goal=lambda self, game: not filter(lambda ship: ship.alive, self.ennemyShips), onBegin=lambda self, game: self.addExtrasInFields( game, count=self.wantedBadGuys), failure=lambda self, game: False, texts=[(config.fps * 10, "You are at the Human outpost over Gamma 1."), (config.fps * 20, "There is hostile life forms in the system."), (config.fps * 30, "Clear the asteroids fields above the star Gamma.")]), Step(goal=lambda self, game: not filter(lambda ship: ship.alive, self.ennemyShips), onBegin=lambda self, game: self.addAttackingExtras( game, count=self.wantedBadGuys), failure=lambda self, game: False, texts=[ (0, "The human outpost above Gamma 1 is under attack!"), (config.fps * 10, "Jump to their help in 10s..."), (config.fps * 17, "3s"), (config.fps * 18, "2s"), (config.fps * 19, "1s"), (config.fps * 20, "Jump!") ]), Step(goal=lambda self, game: game.tick - 20 * config.fps >= self. lastStepAt, onBegin=lambda self, game: False, failure=lambda self, game: False, texts=[ (0, "The alien's attack has been succesfully repelled!"), (config.fps * 10, "Congratulations ;)") ]) ] Scenario.__init__(self, game, steps=steps) self.ennemyShips = [] self.gamma = [ Sun(game.stats.S_SOL, 1000, 4000), Planet(game.stats.P_MERCURY_1, 0, -2200), Planet(game.stats.P_X_1, -1000, 11500) ] for i in range(20): # asteroids around self.gamma[1] dist = 750 angle = 2 * pi * random() asteroid = Asteroid(game, self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle), 80) game.harvestables.append(asteroid) for i in range(100): # asteroids around self.gamma area = choice([(7000, 300, 5 * pi / 8, pi / 9), (10000, 400, 6 * pi / 8, pi / 8), (12000, 500, 5 * pi / 8, pi / 11)]) # , 3000 dist = area[0] #randint( area[0]-area[1], area[0]+area[1] ) angle = area[2] + area[3] * (1 - 2 * random()) asteroid = Asteroid(game, self.gamma[0].xp + dist * cos(angle), self.gamma[0].yp + dist * sin(angle), area[1]) game.harvestables.append(asteroid) for i in xrange(10): # civilians around self.gamma[1] dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) game.astres = self.gamma # for i in range( 5 ): # self.addExtrasInFields( game ) spots = [] for o in game.astres: if isinstance(o, Planet) and not isinstance(o, Sun): spots.append(o) for i in xrange(30): # random civilians spot = choice(spots) dist = randint(100, 800) angle = 2 * pi * random() (x, y) = (spot.xp + dist * cos(angle), spot.yp + dist * sin(angle)) s = Ship(game.stats.CIVILIAN_0, AiCivilian(), x, y, -20) game.objects.append(s) self.humanDefense = Faction(game.stats.R_HUMAN, "Human Defenses") nbrBases = 3 for i in xrange(nbrBases): dist = self.gamma[1].stats.maxRadius * 1.8 #(1.8+0.4*random()) angle = pi * i * 2 / nbrBases obase = OrbitalBase(self.humanDefense, game.stats.HUMAN_BASE, AiGovernor(self.humanDefense), self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle), 0, 0, 0.0, 0.0, 0.0, 0) for t in obase.turrets: if i % 2 == 0: t.install = TurretInstall(game.stats.T_MASS_SR_1) t.weapon = MassWeaponTurret(game.stats.W_MASS_SR_1) else: t.install = TurretInstall(game.stats.T_MASS_MR_1) t.weapon = MassWeaponTurret(game.stats.W_MASS_MR) t.ai = AiWeaponTurret() obase.ori = angle + pi / 2 obase.orbiting = self.gamma[1] obase.xi = cos(obase.ori) obase.yi = sin(obase.ori) obase.ore = obase.stats.maxOre obase.ri = -0.008 game.objects.append(obase) self.humanDefense.bases.append(obase) for i in xrange(10): radius = self.gamma[1].stats.maxRadius * (2.5) dist = self.gamma[1].stats.maxRadius * (1.5 + 1 * random()) angle = 2 * pi * random() # AiPilotDefense fighter = ShipSingleWeapon(self.humanDefense, game.stats.HUMAN_FIGHTER, AiPilotPolice(self.gamma[1], radius), self.gamma[1].xp + dist * cos(angle), self.gamma[1].yp + dist * sin(angle), 0, 4, 0.0, 0.0, 0.0, 0) game.objects.append(fighter) self.humanDefense.ships.append(fighter) # self.humanDefense.bases.append( obase ) game.addPlayer(self.humanDefense) ## Extra self.extraRock0 = Faction(game.stats.R_EXTRA, "Rocks") game.addPlayer(self.extraRock0)
def __init__(self, game, steps=None, name=None, description=None, year=0): stats = Stats() stats.R_HUMAN.turrets = [ stats.T_LASER_SR_1, stats.T_LASER_SR_0, stats.T_LASER_MR_0, stats.T_MASS_SR_1, stats.T_MASS_SR_0, stats.T_MASS_LR, stats.T_MASS_MR_0, stats.T_MISSILE_1, stats.T_MISSILE_0, stats.T_PULSE, stats.T_MINER, stats.T_SOLAR_0, ] stats.R_HUMAN.missiles = [ids.M_NORMAL, ids.M_PULSE, ids.M_MINER] stats.R_HUMAN.ships = [ stats.HARVESTER, stats.HUMAN_FIGHTER ] stats.PlayableShips = {} steps = [] ### missiles steps.append( Step( goal=lambda self, game: filter( lambda turret: turret.install and turret.install.stats==stats.T_MISSILE_0, self.player.flagship.turrets ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: self.addEnnemyShip( game, (self.player.flagship.xp+stats.T_MASS_MR_0.weapon.maxRange+100, self.player.flagship.yp), None ), texts = [(0,"There's an ennemy ship on the other side of Earth, directly to your right."), (config.fps*4, "It is too far away to reach with your current weapons."), (config.fps*8, "Select an empty turret, on the right of the screen, and build a missile launcher."), (config.fps*16, "It would also be a good idea to begin harvesting the asteroid close by."), (config.fps*20, "Build more harvester if you feel that it's necessary." )] ) ) steps.append( Step( goal=lambda self, game: self.player.flagship.missiles[ids.M_NORMAL].amount >= 10, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts = [(0,"Now that the launcher is ready you will need some missiles!"), (config.fps*4, "Click on the missile icon at the botom of the screen to start building them."), (config.fps*8, "10 should be enough to initiate the combat.") ] ) ) steps.append( Step( goal=lambda self, game: not self.ennemyShip.alive, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: (game.setRelationBetween( self.player, self.ennemy, 1 ), game.setRelationBetween( self.ennemy, self.player, 1 )), texts = [(0,"Now attack it!"), (config.fps*4, "It is the blue dot on the radar screen, left-click on it to begin the attack." ) ] ) ) ### mass turret / upgrading steps.append( Step( goal=lambda self, game: filter( lambda turret: turret.install and turret.install.stats==stats.T_MASS_LR, self.player.flagship.turrets ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: self.addEnnemyShip( game, (self.player.flagship.xp+stats.T_MASS_LR.weapon.maxRange-400, self.player.flagship.yp), None ), texts = [(0,"One appeared even further away!"), (config.fps*4, "Upgrade at least one of your mass cannon to a mass driver turret." ) ] ) ) steps.append( Step( goal=lambda self, game: not self.ennemyShip.alive, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: (game.setRelationBetween( self.player, self.ennemy, 1 ), game.setRelationBetween( self.ennemy, self.player, 1 )), text = "Now that you can reach it, attack it!" ) ) ### fighters steps.append( Step( goal=lambda self, game: self.player.flagship.shipyards[ ids.S_HUMAN_FIGHTER ].getCount() >= 5, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: self.addEnnemyShips( game, (self.player.flagship.xp+stats.T_MASS_LR.weapon.maxRange+1000, self.player.flagship.yp), 200, count=2 ), texts = [(0,"There's another one too far away for your turrets."), (config.fps*4, "You need to build at leats 5 fighters."), (config.fps*8, "To do so, click on the fighter icon, at the bottom of the screen next to the harvester." )] ) ) steps.append( Step( goal=lambda self, game: self.player.flagship.ai.launching[ ids.S_HUMAN_FIGHTER ], failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts = [(0,"Launch your fighters."), (config.fps*4, "To do so, press the blue arrow button at the bottom of the screen." )] ) ) steps.append( Step( goal=lambda self, game: not self.ennemy.flagships, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: (game.setRelationBetween( self.player, self.ennemy, 1 ), game.setRelationBetween( self.ennemy, self.player, 1 )), text = "Now order your fighters to attack it by left-clicking on it." ) ) ### mines steps.append( Step( goal=lambda self, game: filter( lambda turret: turret.install and turret.install.stats==stats.T_MINER, self.player.flagship.turrets ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts = [(0, "The pirates always come from the same direction."), (config.fps*4, "Let's think ahead and build a mine field."), (config.fps*8, "First, build a mine layer turret."), (config.fps*12, "It would be a good idea to recall your fighters before laying the mine field."), (config.fps*16, "To do so, press onthe green arrow over the fighter icon." )] ) ) steps.append( Step( goal=lambda self, game: self.player.flagship.missiles[ids.M_MINER].amount >= 1, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, text = "Build 8 or more miner missiles.\nThe button appeared next to the missile button." ) ) steps.append( Step( goal=lambda self, game: filter( lambda obj: isinstance( obj, MinerMissile ), game.objects.objects ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, text = "A missile is ready.\nShoot it by clicking on the red targetting button over its icon.", texts= [ (config.fps*4,"Then click on the target, in this case target at a little distance to the right of the station."), (config.fps*8,"You can always cancel the launch of a missile by right clicking on the screen when targetting.") ] ) ) steps.append( Step( goal=lambda self, game: len( filter( lambda obj: isinstance( obj, Mine ), game.objects.objects ) ) >= stats.T_MINER.specialValue[1]*8, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, text = "Build and deploy a total of at least 8 missiles." ) ) ### pulse steps.append( Step( goal=lambda self, game: filter( lambda turret: turret.install and turret.install.stats==stats.T_PULSE, self.player.flagship.turrets ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: self.addEnnemyShips( game, (self.player.flagship.xp+stats.T_MASS_LR.weapon.maxRange+200, self.player.flagship.yp), 200, count=4 ), texts = [(0, "A group of pirates can now be seen far away."), (config.fps*4, "To trap them and give us a head start let's hit them with an EMP weapon first!"), (config.fps*8, "Build a pulse launcher.") ] ) ) steps.append( Step( goal=lambda self, game: self.player.flagship.missiles[ids.M_PULSE].amount >= 1, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, text = "Build at least one pulse missile." ) ) steps.append( Step( goal=lambda self, game: filter( lambda obj: isinstance( obj, PulseMissile ), game.objects.objects ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, text = "A missile is ready.\nShoot it in the middle of the pirates." ) ) steps.append( Step( goal=lambda self, game: not filter( lambda obj: isinstance( obj, PulseMissile ), game.objects.objects ), failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, onBegin=lambda self, game: (game.setRelationBetween( self.player, self.ennemy, 1 ), game.setRelationBetween( self.ennemy, self.player, 1 )), texts = [(0,"Wait for them to get hit."), (config.fps*4, "Every ship caught in the explosion will have its engines disabled for a few seconds..."), (config.fps*8, "its shield will also be badly hit.")] ) ) steps.append( Step( goal=lambda self, game: not self.ennemy.flagships, failure=lambda self, game: not self.player.flagship or not self.player.flagship.alive, texts = [(0,"Wait for them to recover from the EMP and to get caught in the mine field!"), (config.fps*4, "Then finish them.")] ) ) Scenario.__init__(self, game, steps=steps, stats=stats ) self.sol = Sun( game.stats.S_SOL, 0, 0 ) self.mercury = Planet( game.stats.P_MERCURY, -4100, 1400 ) self.venus = Planet( game.stats.P_VENUS, 5000, 2300 ) self.earth = Planet( game.stats.P_EARTH, -3100, 6700 ) self.mars = Planet( game.stats.P_MARS_1, -7800, -2300 ) self.moon = Planet( game.stats.P_MOON, -3900, 6400 ) self.jupiter = Planet( game.stats.P_JUPITER, -13000, -4800 ) self.saturn = Planet( game.stats.P_SATURN, 13000, 2500 ) self.neptune = Planet( game.stats.P_NEPTUNE, 15000, 7000 ) self.moon.zp = -50 self.moon.yi = 0.1 self.moon.orbiting = self.earth # asteroids near the station for i in xrange( 1 ): asteroid = Asteroid( game, self.moon.xp+200, self.moon.yp+430, 0 ) game.harvestables.append( asteroid ) for i in xrange( 10 ): # civilians around self.earth dist = randint( 100, 800 ) angle = 2*pi*random() (x,y) = (self.earth.xp+dist*cos(angle), self.earth.yp+dist*sin(angle)) s = Ship( game.stats.CIVILIAN_0, AiCivilian(), x, y, -20 ) game.objects.append( s ) for i in range( 50 ): # asteroids outer self.mars dist = 9000 angle = (1-2*random())*pi/8+pi*9/8 asteroid = Asteroid( game, self.sol.xp+dist*cos(angle), self.sol.yp+dist*sin(angle), 300 ) game.harvestables.append( asteroid ) game.astres = [self.sol, self.mercury, self.venus, self.earth, self.moon, self.mars, self.jupiter, self.saturn, self.neptune, self.moon ] # dist = self.earth.stats.maxRadius*1.2 # angle = 7/8*pi # self.orbitalbase = OrbitalBase( None, game.stats.HUMAN_BASE, None, self.earth.xp+dist*cos(angle),self.earth.yp+dist*sin(angle)) # self.orbitalbase.ri = -0.013 # game.objects.append( self.orbitalbase ) self.player = None