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https://github.com/worldforge/cyphesis
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86 lines
3.3 KiB
Python
86 lines
3.3 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 Vector3D
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import server
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class Destroying(server.Task):
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"""A very simple Destroy system for destroying structures."""
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def attack_operation(self, op):
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""" The attack op is FROM the the character,
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TO the structure that is getting destroyed which we
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term the target. """
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if len(op) < 1:
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sys.stderr.write("Destroy task has no target in attack 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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def tick_operation(self, op):
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""" This method is called repeatedly, each time a Destroy turn occurs.
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In this example the interval is fixed, but it can be varied. """
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# print "Destroy.tick"
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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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if self.character.stamina <= 0:
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# print "I am exhausted"
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self.irrelevant()
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return
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res=Oplist()
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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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# Some entity do not have status defined. If not present we assume that the entity is unharmed
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if hasattr ( self.target().props, 'status' ) :
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current_status = self.target().props.status
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else:
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set = Operation("set", Entity(self.target().id, status = 1),
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to = self.target())
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res.append(set)
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current_status = 1.0
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#Measure the distance between the entity horizontal edges. Else we won't be able to reach if either entity is too thick.
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distance_between_entity_edges_squared = square_horizontal_edge_distance(self.character.location, self.target().location)
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#Assume that a standard human can reach 1.5 meters, and use this to determine if we're close enough to be able to perform the logging
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standard_human_reach_squared=1.5*1.5
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if distance_between_entity_edges_squared > standard_human_reach_squared:
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self.progress = 1 - current_status
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self.rate = 0
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return self.next_tick(1.75)
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if current_status > 0.11:
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set=Operation("set", Entity(self.target().id, status=current_status-0.1), to=self.target())
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res.append(set)
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else:
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# Creating ruins when a particular entity gets destroyed.
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if self.target().type[0] == "castle_house_a" :
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create=Operation("create", Entity(name = "castle_house_ruin", type = "castle_house_ruin", location = chunk_loc), to = self.target())
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res.append(create)
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set = Operation("set", Entity(self.target().id, status = -1),
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to = self.target())
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res.append(set)
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self.irrelevant()
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self.progress = 1 - current_status
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self.rate = 0.1 / 1.75
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res.append(self.next_tick(1.75))
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return res
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