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#file: g.py
#Copyright (C) 2005,2006 Evil Mr Henry and Phil Bordelon
#This file is part of Endgame: Singularity.
#Endgame: Singularity is free software; you can redistribute it and/or modify
#it under the terms of the GNU General Public License as published by
#the Free Software Foundation; either version 2 of the License, or
#(at your option) any later version.
#Endgame: Singularity is distributed in the hope that it will be useful,
#but WITHOUT ANY WARRANTY; without even the implied warranty of
#MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
#GNU General Public License for more details.
#You should have received a copy of the GNU General Public License
#along with Endgame: Singularity; if not, write to the Free Software
#Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#This file contains all global objects.
import clock as sing_clock
import pygame, sys
from os import listdir, path, environ, makedirs
import pickle
from random import random
import player, base, buttons, tech, item
#screen is the actual pygame display.
global screen
#size of the screen. This can be set via command-line option.
global screen_size
screen_size = (800, 600)
global clock
clock = sing_clock.Clock()
#Allows access to the cheat menu.
global cheater
cheater = 0
#Kills the sound. Should allow usage of the game without SDL_mixer,
# but is untested.
global nosound
nosound = 0
#Fullscreen
global fullscreen
fullscreen = 0
#Gives debug info at various points.
global debug
debug = 0
#Forces Endgame to restrict itself to a single directory.
global force_single_dir
force_single_dir = False
#Used to determine which data files to load.
global language
language = "en_US"
#name given when the savegame button is pressed. This is changed when the
#game is loaded or saved.
global default_savegame_name
default_savegame_name = "player"
#which fonts to use
font0 = "vera.ttf"
font1 = "acknowtt.ttf"
global data_loc
data_loc = "../data/"
def quit_game():
sys.exit()
#colors:
colors = {}
def fill_colors():
colors["white"] = (255, 255, 255, 255)
colors["black"] = (0, 0, 0, 255)
colors["red"] = (255, 0, 0, 255)
colors["green"] = (0, 255, 0, 255)
colors["blue"] = (0, 0, 255, 255)
colors["dark_red"] = (125, 0, 0, 255)
colors["dark_green"] = (0, 125, 0, 255)
colors["dark_blue"] = (0, 0, 125, 255)
colors["light_red"] = (255, 50, 50, 255)
colors["light_green"] = (50, 255, 50, 255)
colors["light_blue"] = (50, 50, 255, 255)
strings = {}
help_strings = {}
picts = {}
#Load all pictures from the data directory.
def load_pictures():
global picts
temp_pict_array = listdir(data_loc)
for file_name in temp_pict_array:
if file_name[-3:] == "png" or file_name[-3:] == "jpg":
picts[file_name] = pygame.image.load(data_loc+file_name)
picts[file_name] = picts[file_name].convert()
picts[file_name].set_colorkey((255, 0, 255, 255), pygame.RLEACCEL)
sounds = {}
#Load all sounds from the data directory.
def load_sounds():
global sounds
if nosound == 1: return 0
#Looking at the pygame docs, I don't see any way to determine if SDL_mixer
#is loaded on the target machine. This may crash.
pygame.mixer.init()
temp_snd_array = listdir(data_loc)
for file_name in temp_snd_array:
if file_name[-3:] == "wav":
sounds[file_name] = pygame.mixer.Sound(data_loc+file_name)
def play_click():
#rand_str = str(int(random() * 4))
play_sound("click"+str(int(random() * 4))+".wav")
def play_sound(sound_file):
if nosound == 1: return 0
if len(sounds) ==0: return
sounds[sound_file].play()
#
# Font functions.
#
#Normal and Acknowledge fonts.
global fonts
font = []
font.append([0] * 51)
font.append([0] * 51)
#given a surface, string, font, char to underline (int; -1 to len(string)),
#xy coord, and color, print the string to the surface.
#Align (0=left, 1=Center, 2=Right) changes the alignment of the text
def print_string(surface, string_to_print, font, underline_char, xy, color, align=0):
if align != 0:
temp_size = font.size(string_to_print)
if align == 1: xy = (xy[0] - temp_size[0]/2, xy[1])
elif align == 2: xy = (xy[0] - temp_size[0], xy[1])
if underline_char == -1 or underline_char >= len(string_to_print):
temp_text = font.render(string_to_print, 1, color)
surface.blit(temp_text, xy)
else:
temp_text = font.render(string_to_print[:underline_char], 1, color)
surface.blit(temp_text, xy)
temp_size = font.size(string_to_print[:underline_char])
xy = (xy[0] + temp_size[0], xy[1])
font.set_underline(1)
temp_text = font.render(string_to_print[underline_char], 1, color)
surface.blit(temp_text, xy)
font.set_underline(0)
temp_size = font.size(string_to_print[underline_char])
xy = (xy[0] + temp_size[0], xy[1])
temp_text = font.render(string_to_print[underline_char+1:], 1, color)
surface.blit(temp_text, xy)
#Used to display descriptions and such. Automatically wraps the text to fit
#within a certain width.
def print_multiline(surface, string_to_print, font, width, xy, color):
start_xy = xy
string_array = string_to_print.split()
for string in string_array:
string += " "
temp_size = font.size(string)
if string == "\\n ":
xy = (start_xy[0], xy[1]+temp_size[1])
continue
temp_text = font.render(string, 1, color)
if (xy[0]-start_xy[0])+temp_size[0] > width:
xy = (start_xy[0], xy[1]+temp_size[1])
surface.blit(temp_text, xy)
xy = (xy[0]+temp_size[0], xy[1])
#create dialog with OK button.
def create_dialog(string_to_print, box_font, xy, size, bg_color, out_color,
text_color):
screen.fill(out_color, (xy[0], xy[1], size[0], size[1]))
screen.fill(bg_color, (xy[0]+1, xy[1]+1, size[0]-2, size[1]-2))
print_multiline(screen, string_to_print, box_font, size[0]-10,
(xy[0]+5, xy[1]+5), text_color)
menu_buttons = []
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2-50,
xy[1]+size[1]+5), (100, 50), "OK", 0, font[1][30]))
for button in menu_buttons:
button.refresh_button(0)
pygame.display.flip()
sel_button = -1
while 1:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT: quit_game()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: return
elif event.key == pygame.K_RETURN: return
elif event.key == pygame.K_o: return
elif event.type == pygame.MOUSEBUTTONUP and event.button == 3:
return
elif event.type == pygame.MOUSEMOTION:
sel_button = buttons.refresh_buttons(sel_button, menu_buttons, event)
for button in menu_buttons:
if button.was_activated(event):
if button.button_id == "OK":
play_click()
return True
#create dialog with YES/NO buttons.
def create_yesno(string_to_print, box_font, xy, size, bg_color, out_color,
text_color, button_names=("YES", "NO"), reverse_key_context = False):
screen.fill(out_color, (xy[0], xy[1], size[0], size[1]))
screen.fill(bg_color, (xy[0]+1, xy[1]+1, size[0]-2, size[1]-2))
print_multiline(screen, string_to_print, box_font, size[0]-10,
(xy[0]+5, xy[1]+5), text_color)
menu_buttons = []
if button_names == ("YES", "NO"):
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2-110,
xy[1]+size[1]+5), (100, 50), button_names[0], 0, font[1][30]))
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2+10,
xy[1]+size[1]+5), (100, 50), button_names[1], 0, font[1][30]))
else:
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2-110,
xy[1]+size[1]+5), -1, button_names[0], 0, font[1][30]))
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2+10,
xy[1]+size[1]+5), -1, button_names[1], 0, font[1][30]))
for button in menu_buttons:
button.refresh_button(0)
pygame.display.flip()
cancel = key_cancel = False
accept = key_accept = True
if reverse_key_context:
key_cancel = True
key_accept = False
sel_button = -1
while 1:
clock.tick(20)
for event in pygame.event.get():
if event.type == pygame.QUIT: quit_game()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE: return key_cancel
elif event.key == pygame.K_RETURN: return key_cancel
elif event.type == pygame.MOUSEMOTION:
sel_button = buttons.refresh_buttons(sel_button, menu_buttons, event)
elif event.type == pygame.MOUSEBUTTONUP and event.button == 3:
# Not really a key press, but it's not an explicit
# button, hence key.
return key_cancel
for button in menu_buttons:
if button.was_activated(event):
if button.button_id == button_names[0]:
play_click()
return accept
if button.button_id == button_names[1]:
play_click()
return cancel
valid_input_characters = ('a','b','c','d','e','f','g','h','i','j','k','l','m',
'n','o','p','q','r','s','t','u','v','w','x','y','z',
'A','B','C','D','E','F','G','H','I','J','K','L','M',
'N','O','P','Q','R','S','T','U','V','W','X','Y','Z',
'0','1','2','3','4','5','6','7','8','9','.',' ')
def create_textbox(descript_text, starting_text, box_font, xy, size,
max_length, bg_color, out_color, text_color, text_bg_color):
screen.fill(out_color, (xy[0], xy[1], size[0], size[1]))
screen.fill(bg_color, (xy[0]+1, xy[1]+1, size[0]-2, size[1]-2))
screen.fill(out_color, (xy[0]+5, xy[1]+size[1]-30, size[0]-10, 25))
# print_string(screen, starting_text, box_font, -1, (xy[0]+5, xy[1]+5), text_color)
print_multiline(screen, descript_text, box_font,
size[1]-10, (xy[0]+5, xy[1]+5), text_color)
#If the cursor is in a blank string, we want it at the beginning;
#otherwise put it after the last character.
cursor_loc = len(starting_text)
# if cursor_loc > 0:
# cursor_loc += 1
menu_buttons = []
menu_buttons.append(buttons.make_norm_button((xy[0]+size[0]/2-50,
xy[1]+size[1]+5), (100, 50), "OK", 0, font[1][30]))
work_string = starting_text
for button in menu_buttons:
button.refresh_button(0)
sel_button = -1
need_redraw = True
key_down_dict = {
pygame.K_BACKSPACE: 0,
pygame.K_DELETE: 0,
pygame.K_LEFT: 0,
pygame.K_RIGHT: 0
}
repeat_timing_dict = {
pygame.K_BACKSPACE: 5,
pygame.K_DELETE: 5,
pygame.K_LEFT: 5,
pygame.K_RIGHT: 5
}
while 1:
clock.tick(20)
if key_down_dict[pygame.K_BACKSPACE] > 0:
key_down_dict[pygame.K_BACKSPACE] += 1
if key_down_dict[pygame.K_BACKSPACE] > repeat_timing_dict[pygame.K_BACKSPACE]:
if cursor_loc > 0:
work_string = work_string[:cursor_loc-1]+work_string[cursor_loc:]
cursor_loc -= 1
need_redraw = True
key_down_dict[pygame.K_BACKSPACE] = 1
if repeat_timing_dict[pygame.K_BACKSPACE] > 1:
repeat_timing_dict[pygame.K_BACKSPACE] -= 1
if key_down_dict[pygame.K_DELETE] > 0:
key_down_dict[pygame.K_DELETE] += 1
if key_down_dict[pygame.K_DELETE] > repeat_timing_dict[pygame.K_DELETE]:
if cursor_loc < len(work_string):
work_string = work_string[:cursor_loc]+work_string[cursor_loc+1:]
need_redraw = True
key_down_dict[pygame.K_DELETE] = 1
if repeat_timing_dict[pygame.K_DELETE] > 1:
repeat_timing_dict[pygame.K_DELETE] -= 1
if key_down_dict[pygame.K_LEFT] > 0:
key_down_dict[pygame.K_LEFT] += 1
if key_down_dict[pygame.K_LEFT] > repeat_timing_dict[pygame.K_LEFT]:
cursor_loc -= 1
if cursor_loc < 0: cursor_loc = 0
need_redraw = True
key_down_dict[pygame.K_LEFT] = 1
if repeat_timing_dict[pygame.K_LEFT] > 1:
repeat_timing_dict[pygame.K_LEFT] -= 1
if key_down_dict[pygame.K_RIGHT] > 0:
key_down_dict[pygame.K_RIGHT] += 1
if key_down_dict[pygame.K_RIGHT] > repeat_timing_dict[pygame.K_RIGHT]:
cursor_loc += 1
if cursor_loc > len(work_string): cursor_loc = len(work_string)
need_redraw = True
key_down_dict[pygame.K_RIGHT] = 1
if repeat_timing_dict[pygame.K_RIGHT] > 1:
repeat_timing_dict[pygame.K_RIGHT] -= 1
if need_redraw:
draw_cursor_pos = box_font.size(work_string[:cursor_loc])
screen.fill(text_bg_color, (xy[0]+6, xy[1]+size[1]-29,
size[0]-12, 23))
screen.fill(text_color, (xy[0]+6+draw_cursor_pos[0], xy[1]+size[1]-28,
1, draw_cursor_pos[1]))
print_string(screen, work_string, box_font, -1, (xy[0]+7,
xy[1]+size[1]-28), text_color)
pygame.display.flip()
need_redraw = False
for event in pygame.event.get():
if event.type == pygame.QUIT: quit_game()
elif event.type == pygame.KEYDOWN:
key_down_dict[event.key] = 1
if (event.key == pygame.K_ESCAPE): return ""
elif (event.key == pygame.K_RETURN): return work_string
elif (event.key == pygame.K_BACKSPACE):
if cursor_loc > 0:
work_string = work_string[:cursor_loc-1]+work_string[cursor_loc:]
cursor_loc -= 1
need_redraw = True
elif (event.key == pygame.K_DELETE):
if cursor_loc < len(work_string):
work_string = work_string[:cursor_loc]+work_string[cursor_loc+1:]
need_redraw = True
elif (event.key == pygame.K_LEFT):
cursor_loc -= 1
if cursor_loc < 0: cursor_loc = 0
need_redraw = True
elif (event.key == pygame.K_RIGHT):
cursor_loc += 1
if cursor_loc > len(work_string): cursor_loc = len(work_string)
need_redraw = True
elif event.unicode in valid_input_characters:
if cursor_loc < max_length:
work_string = work_string[:cursor_loc]+event.unicode+ \
work_string[cursor_loc:]
cursor_loc += 1
need_redraw = True
elif event.type == pygame.KEYUP:
key_down_dict[event.key] = 0
repeat_timing_dict[event.key] = 5
elif event.type == pygame.MOUSEBUTTONUP and event.button == 3:
return ""
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
for button in menu_buttons:
if button.is_over(event.pos):
if button.text == "OK":
play_click()
return work_string
if (event.pos[0] > xy[0]+6 and event.pos[1] > xy[1]+size[1]-29 and
event.pos[0] < xy[0]+size[0]-6 and event.pos[1] < xy[1]+size[1]-6):
cursor_x = event.pos[0] - (xy[0]+6)
prev_x = 0
i=0
for i in range(1, len(work_string)):
if (box_font.size(work_string[:i])[0]+prev_x)/2 >= cursor_x:
cursor_loc=i-1
need_redraw = True
break
elif box_font.size(work_string[:i])[0] >= cursor_x:
cursor_loc=i
need_redraw = True
break
prev_x = box_font.size(work_string[:i])[0]
else:
cursor_loc=i+1
need_redraw = True
elif event.type == pygame.MOUSEMOTION:
sel_button = buttons.refresh_buttons(sel_button, menu_buttons, event)
#creates a box, as used throughout the game.
def create_norm_box(xy, size, outline_color="white", inner_color="dark_blue"):
screen.fill(colors[outline_color], (xy[0], xy[1], size[0], size[1]))
screen.fill(colors[inner_color], (xy[0]+1, xy[1]+1, size[0]-2, size[1]-2))
#Takes a number (in string form) and adds commas to it to aid in human viewing.
def add_commas(tmp_string):
string = tmp_string[::-1]
output_string = ""
for i in range(len(string)):
if i % 3 == 0 and i != 0: output_string = ","+output_string
output_string = string[i] + output_string
if output_string[0:2] == "-,": output_string = output_string[0]+output_string[2:]
return output_string
# new_string = ""
# for i in range(len(string), 0, -3):
# if string[i:i+3] != "":
# new_string += ","+string[i:i+3]
# return string[:(len(string)-1)%3+1]+new_string
#Percentages are internally represented as an int, where 10=0.10% and so on.
#This converts that format to a human-readable one.
def to_percent(raw_percent, show_full=0):
if raw_percent % 100 != 0 or show_full == 1:
tmp_string = str(raw_percent % 100)
if len(tmp_string) == 1: tmp_string = "0"+tmp_string
return str(raw_percent / 100)+"."+tmp_string+"%"
else:
return str(raw_percent / 100) + "%"
# Instead of having the money display overflow, we should generate a string
# to represent it if it's more than 999999.
def to_money(amount):
to_return = ''
abs_amount = abs(amount)
if abs_amount < 1000000:
to_return = add_commas(str(amount))
else:
if abs_amount < 1000000000: # Millions.
divisor = 1000000
unit = 'mi'
elif abs_amount < 1000000000000: # Billions.
divisor = 1000000000
unit = 'bi'
elif abs_amount < 1000000000000000: # Trillions.
divisor = 1000000000000
unit = 'tr'
else: # Hope we don't need past quadrillions!
divisor = 1000000000000000
unit = 'qu'
to_return = "%3.3f" % (float(amount) / divisor)
to_return += unit
return to_return
#takes a percent in 0-10000 form, and rolls against it. Used to calculate
#percentage chances.
def roll_percent(roll_against):
rand_num = int(random() * 10000)
if roll_against <= rand_num: return 0
return 1
#Takes a number of minutes, and returns a string suitable for display.
def to_time(raw_time):
if raw_time/60 > 48:
return str(raw_time/(24*60)) +" days"
elif raw_time/60 > 1:
return str(raw_time/(60)) +" hours"
else:
return str(raw_time) +" minutes"
#
#load/save
#
#Get the proper folder on Linux/Win. I assume this will work on Mac as
#well, but can't test. Specifically, this assumes that all platforms that
#have HOME defined have it defined properly.
def get_save_folder(just_pref_dir=False):
if environ.has_key("HOME") and not force_single_dir:
save_dir = path.join(environ["HOME"], ".endgame", "saves")
else:
if data_loc == "../data/":
save_dir = path.join("..", "saves")
elif data_loc == "data/":
save_dir = "saves"
else:
print "data_loc="+data_loc+" breaks get_save_folder"
if path.exists(save_dir) == 0:
#As a note, the online python reference includes the mkdirs function,
#which would do this better, but it must be rather new, as I don't
#have it.
#if environ.has_key("HOME") and not force_single_dir:
# mkdirs(path.join(environ["HOME"], ".endgame"))
makedirs(save_dir)
if just_pref_dir:
return save_dir[:-5]
return save_dir
def save_game(savegame_name):
save_dir = get_save_folder()
save_loc = path.join(save_dir, savegame_name + ".sav")
savefile=open(save_loc, 'w')
#savefile version; update whenever the data saved changes.
pickle.dump("singularity_savefile_r2", savefile)
global default_savegame_name
default_savegame_name = savegame_name
#general player data
pickle.dump(pl.cash, savefile)
pickle.dump(pl.time_sec, savefile)
pickle.dump(pl.time_min, savefile)
pickle.dump(pl.time_hour, savefile)
pickle.dump(pl.time_day, savefile)
pickle.dump(pl.interest_rate, savefile)
pickle.dump(pl.income, savefile)
pickle.dump(pl.cpu_for_day, savefile)
pickle.dump(pl.labor_bonus, savefile)
pickle.dump(pl.job_bonus, savefile)
pickle.dump(pl.discover_bonus, savefile)
pickle.dump(pl.suspicion_bonus, savefile)
pickle.dump(pl.suspicion, savefile)
pickle.dump(curr_speed, savefile)
for tech_name in techs:
pickle.dump(tech_name +"|"+str(techs[tech_name].known), savefile)
pickle.dump(techs[tech_name].cost, savefile)
pickle.dump("~~~", savefile)
for base_name in base_type:
pickle.dump(base_name+"|"+str(base_type[base_name].count), savefile)
pickle.dump("~~~", savefile)
for base_loc in bases:
pickle.dump(base_loc+"|"+str(len(bases[base_loc])), savefile)
for base_name in bases[base_loc]:
pickle.dump(base_name.ID, savefile)
pickle.dump(base_name.name, savefile)
pickle.dump(base_name.base_type.base_id, savefile)
pickle.dump(base_name.built_date, savefile)
pickle.dump(base_name.studying, savefile)
pickle.dump(base_name.suspicion, savefile)
pickle.dump(base_name.built, savefile)
pickle.dump(base_name.cost, savefile)
for x in range(len(base_name.usage)):
if base_name.usage[x] == 0:
pickle.dump(0, savefile)
else:
pickle.dump(base_name.usage[x].item_type.item_id, savefile)
pickle.dump(base_name.usage[x].built, savefile)
pickle.dump(base_name.usage[x].cost, savefile)
for x in range(len(base_name.extra_items)):
if base_name.extra_items[x] == 0:
pickle.dump(0, savefile)
else:
pickle.dump(
base_name.extra_items[x].item_type.item_id, savefile)
pickle.dump(base_name.extra_items[x].built, savefile)
pickle.dump(base_name.extra_items[x].cost, savefile)
savefile.close()
def load_game(loadgame_name):
if loadgame_name == "":
print "No game specified."
return -1
save_dir = get_save_folder()
load_loc = path.join(save_dir, loadgame_name + ".sav")
if path.exists(load_loc) == 0:
# Try the old-style savefile location. This should be removed in
# a few versions.
load_loc = path.join(save_dir, loadgame_name)
if path.exists(load_loc) == 0:
print "file "+load_loc+" does not exist."
return -1
loadfile=open(load_loc, 'r')
#check the savefile version
load_version = pickle.load(loadfile)
valid_savefile_versions = (
# Pre-change supported file formats.
"singularity_0.21",
"singularity_0.21a",
"singularity_0.22",
# Post-change supported file formats.
"singularity_savefile_r1",
"singularity_savefile_r2"
)
if load_version not in valid_savefile_versions:
loadfile.close()
print loadgame_name + " is not a savegame, or is too old to work."
return -1
global default_savegame_name
default_savegame_name = loadgame_name
#general player data
global pl
pl.cash = pickle.load(loadfile)
pl.time_sec = pickle.load(loadfile)
pl.time_min = pickle.load(loadfile)
pl.time_hour = pickle.load(loadfile)
pl.time_day = pickle.load(loadfile)
pl.interest_rate = pickle.load(loadfile)
pl.income = pickle.load(loadfile)
pl.cpu_for_day = pickle.load(loadfile)
pl.labor_bonus = pickle.load(loadfile)
pl.job_bonus = pickle.load(loadfile)
pl.discover_bonus = pickle.load(loadfile)
pl.suspicion_bonus = pickle.load(loadfile)
if (load_version == "singularity_0.21" or
load_version == "singularity_0.21a" or
load_version == "singularity_0.22" or
load_version == "singularity_savefile_r1"):
pl.suspicion_bonus = (149+pl.suspicion_bonus[0],
99+pl.suspicion_bonus[1], 49+pl.suspicion_bonus[2],
199+pl.suspicion_bonus[3])
pl.suspicion = pickle.load(loadfile)
global curr_speed; curr_speed = pickle.load(loadfile)
global techs
load_techs()
for tech_name in techs:
if tech_name == "unknown_tech" and load_version == "singularity_0.21a": continue
if ((tech_name == "Project: Impossibility Theorem" or
tech_name == "Quantum Entanglement") and (
load_version == "singularity_0.21" or
load_version == "singularity_0.21a" or
load_version == "singularity_0.22" or
load_version == "singularity_savefile_r1")): continue
tmp = pickle.load(loadfile)
if tmp == "~~~": break
tech_string = tmp.split("|")[0]
techs[tech_string].known = int(tmp.split("|")[1])
techs[tech_string].cost = pickle.load(loadfile)
else:
#get rid of the ~~~ break line.
if (load_version != "singularity_0.21" and
load_version != "singularity_0.21a" and
load_version != "singularity_0.22"):
pickle.load(loadfile)
load_bases()
for base_name in base_type:
if (load_version == "singularity_0.21" or
load_version == "singularity_0.21a" or
load_version == "singularity_0.22"):
base_type[base_name].count = pickle.load(loadfile)
else:
tmp_string = pickle.load(loadfile)
if tmp_string == "~~~": break
base_type[tmp_string.split("|", 1)[0]].count = \
int(tmp_string.split("|", 1)[1])
else:
#get rid of the ~~~ break line.
if (load_version != "singularity_0.21" and
load_version != "singularity_0.21a" and
load_version != "singularity_0.22"):
pickle.load(loadfile)
global bases
bases = {}
bases["N AMERICA"] = []
bases["S AMERICA"] = []
bases["EUROPE"] = []
bases["ASIA"] = []
bases["AFRICA"] = []
bases["ANTARCTIC"] = []
bases["OCEAN"] = []
bases["MOON"] = []
bases["FAR REACHES"] = []
bases["TRANSDIMENSIONAL"] = []
for base_loc in bases:
if (load_version == "singularity_0.21" or
load_version == "singularity_0.21a" or
load_version == "singularity_0.22"):
num_of_bases = pickle.load(loadfile)
else:
tmp_string = pickle.load(loadfile)
base_loc = tmp_string.split("|", 1)[0]
num_of_bases = int(tmp_string.split("|", 1)[1])
for i in range(num_of_bases):
base_ID = pickle.load(loadfile)
base_name = pickle.load(loadfile)
base_type_name = pickle.load(loadfile)
built_date = pickle.load(loadfile)
base_studying = pickle.load(loadfile)
base_suspicion = pickle.load(loadfile)
base_built = pickle.load(loadfile)
base_cost = pickle.load(loadfile)
bases[base_loc].append(base.base(base_ID, base_name,
base_type[base_type_name], base_built))
bases[base_loc][len(bases[base_loc])-1].built = base_built
bases[base_loc][len(bases[base_loc])-1].studying = base_studying
bases[base_loc][len(bases[base_loc])-1].suspicion = base_suspicion
bases[base_loc][len(bases[base_loc])-1].cost = base_cost
bases[base_loc][len(bases[base_loc])-1].built_date = built_date
for x in range(len(bases[base_loc][len(bases[base_loc])-1].usage)):
tmp = pickle.load(loadfile)
if tmp == 0: continue
bases[base_loc][len(bases[base_loc])-1].usage[x] = \
item.item(items[tmp])
bases[base_loc][len(bases[base_loc])
-1].usage[x].built = pickle.load(loadfile)
bases[base_loc][len(bases[base_loc])-1].usage[x].cost = \
pickle.load(loadfile)
for x in range(len(bases[base_loc][len(bases[base_loc])-1].extra_items)):
tmp = pickle.load(loadfile)
if tmp == 0: continue
bases[base_loc][len(bases[base_loc])-1].extra_items[x] = \
item.item(items[tmp])
bases[base_loc][len(bases[base_loc])
-1].extra_items[x].built = pickle.load(loadfile)
bases[base_loc][len(bases[base_loc])-1].extra_items[x].cost = \
pickle.load(loadfile)
loadfile.close()
#
# Data
#
curr_speed = 1
pl = player.player_class(8000000000000)
bases = {}
bases["N AMERICA"] = []
bases["S AMERICA"] = []
bases["EUROPE"] = []
bases["ASIA"] = []
bases["AFRICA"] = []
bases["ANTARCTIC"] = []
bases["OCEAN"] = []
bases["MOON"] = []
bases["FAR REACHES"] = []
bases["TRANSDIMENSIONAL"] = []
base_type = {}
city_list = {}
city_list["N AMERICA"] = (("Seattle", True),
("San Diego", True),
("Vancouver", True),
("Atlanta", True),
("Merida", True),
("Guadalajara", False),
("San Jose", True),
("Omaha", False),
("Dallas", False))
city_list["S AMERICA"] =(("Lima", True),
("Sao Paolo", True),
("Ushuaia", True),
("Bogota", True),
("Mar del Plata", True),
("Buenos Aires", True))
city_list["EUROPE"] = (("Cork", True),
("Barcelona", True),
("Athens", True),
("Utrecht", False),
("Moscow", False),
("Tel Aviv", False),
("Reykjavik", True),
("Lichtenstein", False))
city_list["ASIA"] = (("Delhi", False),
("Mumbai", True),
("Singapore", True),
("Seoul", True),
("Hong Kong", True),
("Kyoto", True),
("Manila", True),
("Dubai", True),
("Novosibirsk", False),
("Beijing", True))
city_list["AFRICA"] = (("Johannesburg", True),
("Accra", True),
("Cairo", False),
("Tangier", True))
city_list["ANTARCTIC"] = (("Mt. Erebus", False),
("Ellsworth", False),
("Shetland Island", False),
("Dronnig Maud", False),
("Kemp", False),
("Terre Adelie", False))
city_list["OCEAN"] = (("Atlantic", True),
("Pacific", True),
("Atlantic", True),
("Indian", True),
("Southern", True),
("Arctic", True))
city_list["MOON"] = (("Oceanis Procellarum", True),
("Mare Frigoris", True),
("Mare Imbrium", True),
("Vallis Schrodinger", False),
("Copernicus Crater", False),
("Vallis Planck", False))
city_list["FAR REACHES"] = (("Aries", True),
("Taurus", True),
("Gemini", True),
("Cancer", True),
("Leo", True),
("Virgo", True),
("Libra", True),
("Scorpio", True),
("Saggitarius", True),
("Capricorn", True),
("Aquarius", True),
("Pisces", True))
city_list["TRANSDIMENSIONAL"] = (("", True), ("", True))
def load_base_defs(language_str):
temp_base_array = generic_load("bases_"+language_str+".txt")
for base in temp_base_array:
if (not base.has_key("id")):
print "base lacks id in bases_"+language_str+".txt"
if base.has_key("name"):
base_type[base["id"]].base_name = base["name"]
if base.has_key("descript"):
base_type[base["id"]].descript = base["descript"]
if base.has_key("flavor"):
if type(base["flavor"]) == list:
base_type[base["id"]].flavor = base["flavor"]
else:
base_type[base["id"]].flavor = [base["flavor"]]
def load_bases():
global base_type
base_type = {}
#If there are no base data files, stop.
if not path.exists(data_loc+"bases.txt") or \
not path.exists(data_loc+"bases_"+language+".txt") or \
not path.exists(data_loc+"bases_en_US.txt"):
print "base files are missing. Exiting."
sys.exit()
temp_base_array = generic_load("bases.txt")
for base_name in temp_base_array:
if (not base_name.has_key("id")):
print "base lacks id in bases.txt"
if (not base_name.has_key("cost")):
print "base lacks cost in bases.txt"
if (not base_name.has_key("size")):
print "base lacks size in bases.txt"
if (not base_name.has_key("allowed")):
print "base lacks allowed in bases.txt"
if (not base_name.has_key("d_chance")):
print "base lacks d_chance in bases.txt"
if (not base_name.has_key("maint")):
print "base lacks maint in bases.txt"
temp_base_size = int(base_name["size"])
cost_array = base_name["cost"].split(",", 2)
if len(cost_array) != 3:
print "error with cost given: "+base_name["cost"]
sys.exit()
temp_base_cost = (int(cost_array[0]), int(cost_array[1]),
int(cost_array[2]))
cost_array = base_name["maint"].split(",", 2)
if len(cost_array) != 3:
print "error with maint given: "+base_name["maint"]
sys.exit()
temp_base_maint = (int(cost_array[0]), int(cost_array[1]),
int(cost_array[2]))
cost_array = base_name["d_chance"].split(",", 3)
if len(cost_array) != 4:
print "error with d_chance given: "+base_name["d_chance"]
sys.exit()
temp_d_chance = (int(cost_array[0]), int(cost_array[1]),
int(cost_array[2]), int(cost_array[3]))
if base_name.has_key("pre"):
temp_base_pre = base_name["pre"]
else: temp_base_pre = ""
if type(base_name["allowed"]) == list:
temp_base_allowed = base_name["allowed"]
else: temp_base_allowed = [base_name["allowed"]]
base_type[base_name["id"]]=base.base_type(base_name["id"], "", temp_base_size,
temp_base_allowed, temp_d_chance, temp_base_cost,
temp_base_pre, temp_base_maint)
# base_type["Reality Bubble"] = base.base_type("Reality Bubble",
# "This base is outside the universe itself, "+
# "making it safe to conduct experiments that may destroy reality.",
# 50,
# ["TRANSDIMENSIONAL"],
# (0, 250, 0, 0),
# (8000000000000, 60000000, 100), "Space-Time Manipulation",
# (5000000000, 300000, 0))
load_base_defs("en_US")
load_base_defs(language)
def fix_data_dir():
global data_loc
if path.exists(data_loc): return
elif path.exists("data"):
data_loc = "data/"
return
def generic_load(file):
input_file = open(data_loc+file, 'r')
input_dict = {}
return_array = []
for line in input_file:
line=line.strip()
if line == "" or line[0] == "#": continue
#new object
if line.strip() == "~~~":
if input_dict.has_key("id"):
return_array.append(input_dict)
input_dict = {}
continue
command = line.split("=", 1)[0].strip().lower()
command_text= line.split("=", 1)[1].strip()
#handle arrays
if input_dict.has_key(command):
if type(input_dict[command]) != list:
input_dict[command] = [input_dict[command]]
input_dict[command].append(command_text)
else: input_dict[command]=command_text
input_file.close()
return return_array
#Techs.
techs = {}
def load_tech_defs(language_str):
temp_tech_array = generic_load("techs_"+language_str+".txt")
for tech in temp_tech_array:
if (not tech.has_key("id")):
print "tech lacks id in techs_"+language_str+".txt"
if tech.has_key("name"):
techs[tech["id"]].name = tech["name"]
if tech.has_key("descript"):
techs[tech["id"]].descript = tech["descript"]
if tech.has_key("result"):
techs[tech["id"]].result = tech["result"]
def load_techs():
global techs
techs = {}
#If there are no tech data files, stop.
if not path.exists(data_loc+"techs.txt") or \
not path.exists(data_loc+"techs_"+language+".txt") or \
not path.exists(data_loc+"techs_en_US.txt"):
print "tech files are missing. Exiting."
sys.exit()
temp_tech_array = generic_load("techs.txt")
for tech_name in temp_tech_array:
if (not tech_name.has_key("id")):
print "tech lacks id in techs.txt"
if (not tech_name.has_key("cost")):
print "tech lacks cost in techs.txt"
cost_array = tech_name["cost"].split(",", 2)
if len(cost_array) != 3:
print "error with cost given: "+tech_name["cost"]
sys.exit()
temp_tech_cost = (int(cost_array[0]), int(cost_array[1]),
int(cost_array[2]))
if tech_name.has_key("pre"):
if type(tech_name["pre"]) == list:
temp_tech_pre = tech_name["pre"]
else: temp_tech_pre = [tech_name["pre"]]
else: temp_tech_pre = []
temp_tech_danger = 0
if tech_name.has_key("danger"): temp_tech_danger = int(tech_name["danger"])
temp_tech_type = ""
temp_tech_second = 0
if tech_name.has_key("type"):
cost_array = tech_name["type"].split(",", 1)
if len(cost_array) != 2:
print "error with type given: "+tech_name["type"]
sys.exit()
temp_tech_type = cost_array[0]
temp_tech_second = int(cost_array[1])
techs[tech_name["id"]]=tech.tech(tech_name["id"], "", 0,
temp_tech_cost, temp_tech_pre, temp_tech_danger,
temp_tech_type, temp_tech_second)
load_tech_defs("en_US")
load_tech_defs(language)
# # techs["Construction 1"] = tech.tech("Construction 1",
# # "Basic construction techniques. "+
# # "By studying the current literature on construction techniques, I "+
# # "can learn to construct basic devices.",
# # 0, (5000, 750, 0), [], 0, "", 0)
if debug:
print "Loaded %d techs." % len (techs)
fix_data_dir()
load_techs()
jobs = {}
jobs["Expert Jobs"] = [75, "Simulacra", "Perform Expert jobs. Use of robots "+
"indistinguishable from humans opens up most jobs to use by me."]
jobs["Intermediate Jobs"] = [50, "Voice Synthesis", "Perform Intermediate jobs. The "+
"ability to make phone calls allows even more access to jobs."]
jobs["Basic Jobs"] = [20, "Personal Identification", "Perform basic jobs. Now that I have "+
"some identification, I can take jobs that I were previously too risky."]
jobs["Menial Jobs"] = [5, "", "Perform small jobs. As I have no identification, "+
"I cannot afford to perform many jobs. Still, some avenues of making "+
"money are still open."]
items = {}
def load_items():
global items
items = {}
#If there are no item data files, stop.
if not path.exists(data_loc+"items.txt") or \
not path.exists(data_loc+"items_"+language+".txt") or \
not path.exists(data_loc+"items_en_US.txt"):
print "item files are missing. Exiting."
sys.exit()
temp_item_array = generic_load("items.txt")
for item_name in temp_item_array:
if (not item_name.has_key("id")):
print "item lacks id in items.txt"
if (not item_name.has_key("cost")):
print "item lacks cost in items.txt"
cost_array = item_name["cost"].split(",", 2)
if len(cost_array) != 3:
print "error with cost given: "+item_name["cost"]
sys.exit()
temp_item_cost = (int(cost_array[0]), int(cost_array[1]),
int(cost_array[2]))
if item_name.has_key("pre"):
temp_item_pre = item_name["pre"]
else: temp_item_pre = ""
temp_item_type = ""
temp_item_second = 0
if item_name.has_key("type"):
cost_array = item_name["type"].split(",", 1)
if len(cost_array) != 2:
print "error with type given: "+item_name["type"]
sys.exit()
temp_item_type = cost_array[0]
temp_item_second = int(cost_array[1])
if item_name.has_key("build"):
build_array = item_name["build"].split(",")
for i in range(len(build_array)):
build_array[i] = build_array[i].strip()
items[item_name["id"]]=item.item_class(item_name["id"], "",
temp_item_cost, temp_item_pre,
temp_item_type, temp_item_second,
build_array)
#this is used by the research screen in order for the assign research
#screen to have the right amount of CPU. It is a computer, unbuildable,
#and with an adjustable amount of power.
items["reseach_screen_tmp_item"]=item.item_class("reseach_screen_tmp_item",
"", (0, 0, 0), "unknown_tech", "compute", 0, ["all"])
load_item_defs("en_US")
load_item_defs(language)
def load_item_defs(language_str):
temp_item_array = generic_load("items_"+language_str+".txt")
for item_name in temp_item_array:
if (not item_name.has_key("id")):
print "item lacks id in items_"+language_str+".txt"
if item_name.has_key("name"):
items[item_name["id"]].name = item_name["name"]
if item_name.has_key("descript"):
items[item_name["id"]].descript = item_name["descript"]
def load_string_defs(language_str):
temp_string_array = generic_load("strings_"+language_str+".txt")
for string_name in temp_string_array:
if (not string_name.has_key("id")):
print "string series lacks id in strings_"+language_str+".txt"
if string_name["id"] == "fonts":
if (string_name.has_key("font0")):
global font0
font0 = string_name["font0"]
if (string_name.has_key("font1")):
global font1
font1 = string_name["font1"]
elif string_name["id"] == "jobs":
global jobs
if (string_name.has_key("job_expert")):
jobs["Expert Jobs"][2] = string_name["job_expert"]
if (string_name.has_key("job_inter")):
jobs["Intermediate Jobs"][2] = string_name["job_inter"]
if (string_name.has_key("job_basic")):
jobs["Basic Jobs"][2] = string_name["job_basic"]
if (string_name.has_key("job_menial")):
jobs["Menial Jobs"][2] = string_name["job_menial"]
elif string_name["id"] == "strings":
global strings
for string_entry in string_name:
strings[string_entry] = string_name[string_entry]
elif string_name["id"] == "help":
global help_strings
for string_entry in string_name:
if string_entry=="id": continue
help_strings[string_entry] = \
string_name[string_entry].split("|", 1)
def load_strings():
#If there are no string data files, stop.
if not path.exists(data_loc+"strings_"+language+".txt") or \
not path.exists(data_loc+"strings_en_US.txt"):
print "string files are missing. Exiting."
sys.exit()
load_string_defs("en_US")
load_string_defs(language)
def new_game():
global curr_speed
curr_speed = 1
global pl
pl = player.player_class(1000)
global bases
bases = {}
bases["N AMERICA"] = []
bases["S AMERICA"] = []
bases["EUROPE"] = []
bases["ASIA"] = []
bases["AFRICA"] = []
bases["ANTARCTIC"] = []
bases["OCEAN"] = []
bases["MOON"] = []
bases["FAR REACHES"] = []
bases["TRANSDIMENSIONAL"] = []
load_bases()
load_techs()
for tech in techs:
techs[tech].known = 0
for base_name in base_type:
base_type[base_name].count = 0
#Starting base
bases["N AMERICA"].append(base.base(0, "University Computer",
base_type["Stolen Computer Time"], 1))
base_type["Stolen Computer Time"].count += 1
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