示例#1
0
    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)
示例#2
0
 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 )
示例#3
0
    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 = []
示例#4
0
文件: quad.py 项目: LHood/pycaptain
    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)
示例#5
0
    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
示例#6
0
    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
示例#7
0
    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))
示例#8
0
文件: extras.py 项目: LHood/pycaptain
    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)
示例#9
0
    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