mirror of
https://github.com/worldforge/cyphesis
synced 2026-08-13 12:26:04 -04:00
It's currently a copy of the Mason ruleset. Where Mason focuses on letting the users create the world themselves, Deeds instead focuses on allowing world authors to set up enticing worlds with gameplay and stories. In contrast to Mason there are more features available to the world authors which allow for automatic creation of entities and so on.
103 lines
3.6 KiB
Python
103 lines
3.6 KiB
Python
#This file is distributed under the terms of the GNU General Public license.
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#Copyright (C) 2011 Jekin Trivedi <jekintrivedi@gmail.com> (See the file COPYING for details).
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from atlas import *
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from physics import *
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from physics import Quaternion
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from physics import Point3D
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from physics import Vector3D
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import server
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class Baking(server.Task):
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"""A task for making various structures using skills with pickaxe"""
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materials = ["earth_wall" , "board_wall" ]
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def craft_operation(self, op):
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""" Op handler for crafting op which activates this task """
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if len(op) < 1:
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sys.stderr.write("Baking task has no target in crafting op")
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# FIXME Use weak references, once we have them
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self.target = server.world.get_object_ref(op[0].id)
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self.tool = op.to
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self.pos = Point3D(op[0].pos)
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def tick_operation(self, op):
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""" Op handler for regular tick op """
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if self.target is None:
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# print "Target is no more"
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self.irrelevant()
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return
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self.rate = 0.5 / 0.75
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self.progress += 1
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res=Oplist()
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if self.progress < 1:
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# print "Not done yet"
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return self.next_tick(0.75)
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self.progress = 0
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# counter for Earthwall , board_wall & total count of entity.
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ecount = 0
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bcount = 0
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count = 0
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# List which stores the to be consumed entity
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raw_materials = []
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for item in self.character.contains:
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if item.type[0] == str(self.materials[0]):
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raw_materials.append(item)
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ecount = ecount + 1
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if item.type[0] == str(self.materials[1]):
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raw_materials.append(item)
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bcount = bcount + 1
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else:
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print item, "Not suffcient material in inventory"
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count = ecount + bcount
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chunk_loc = self.target().location.copy()
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chunk_loc.coordinates = self.target().location.coordinates
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chunk_loc.orientation = self.target().location.orientation
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# Select which structure to produce depending on the recipe present in inventory
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if ecount == 1 :
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if bcount == 1 :
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create=Operation("create", Entity(name = "castle_wall_run", type = "castle_wall_run", location = chunk_loc), to = self.target())
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res.append(create)
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if ecount == 2 :
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if bcount == 4 :
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create=Operation("create", Entity(name = "castle_wall_corner", type = "castle_wall_corner", location = chunk_loc), to = self.target())
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res.append(create)
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if ecount == 3 :
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if bcount == 2 :
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create=Operation("create", Entity(name = "castle_wall_stairs", type = "castle_wall_stairs", location = chunk_loc), to = self.target())
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res.append(create)
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if bcount == 3 :
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create=Operation("create", Entity(name = "castle_wall_gate", type = "castle_wall_gate", location = chunk_loc), to = self.target())
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res.append(create)
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if ecount == 4 :
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if bcount == 3 :
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create=Operation("create", Entity(name = "castle_house_a", type = "castle_house_a", location = chunk_loc), to = self.target())
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res.append(create)
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# Consume the materials according to the recipe
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while (count > 0) :
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tar = raw_materials.pop()
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set = Operation("set", Entity(tar.id, status = -1), to = tar)
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res.append(set)
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count = count - 1
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self.progress = 1
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self.irrelevant()
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return res
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