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# Copyright 2001 - 2016 Ludek Smid [http://www.ospace.net/] |
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# |
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# This file is part of Outer Space. |
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# |
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# Outer Space is free software; you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation; either version 2 of the License, or |
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# (at your option) any later version. |
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# |
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# Outer Space is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Outer Space; if not, write to the Free Software |
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# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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# |
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import Const |
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import Rules |
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import Utils |
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from ige import GameException, log |
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from ige.IDataHolder import IDataHolder |
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from ige.IObject import public |
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from IFleet import IFleet |
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class IAsteroid(IFleet): |
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typeID = Const.T_ASTEROID |
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def init(self, obj): |
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IFleet.init(self, obj) |
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# other attrs |
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obj.asDiameter = 0 # diameter |
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obj.asHP = 0 |
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obj.impactDelay = 0 |
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obj.target = Const.OID_NONE |
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@public(Const.AL_ADMIN) |
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def create(self, tran, obj, x, y, targetID, speed, hp): |
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obj.signature = hp / 50 |
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obj.x = x |
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obj.y = y |
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obj.oldX = x |
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obj.oldY = y |
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obj.maxSpeed = speed |
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obj.speed = speed |
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obj.asDiameter = max(1, hp / 10) |
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obj.asHP = hp |
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obj.target = targetID |
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obj.owner = Const.OID_NATURE |
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nature = tran.db[Const.OID_NATURE] |
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nature.fleets.append(obj.oid) |
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# create name |
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counter = 1 |
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fleets = nature.fleets |
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while fleets: |
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name = u'Asteroid %d' % counter |
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counter += 1 |
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foundSame = 0 |
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for fleetID in fleets: |
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if tran.db[fleetID].name == name: |
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foundSame = 1 |
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break |
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if not foundSame: |
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break |
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obj.name = name |
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# register with target system |
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system = tran.db[tran.db[targetID].compOf] |
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system.closeFleets.append(obj.oid) |
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obj.closeSystem = system.oid |
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# create script |
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self.cmd(obj).addAction(tran, obj, 0, Const.FLACTION_MOVE, targetID, None) |
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# |
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log.debug("Asteroid created", x, y, targetID, speed, hp) |
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def update(self, tran, obj): |
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if obj.impactDelay > Rules.asteroidImpactDelay: |
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# delete me |
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self.cmd(obj).disbandFleet(tran, obj) |
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return |
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# closest system |
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if not hasattr(obj, "closeSystem") or not tran.db.has_key(obj.closeSystem): |
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if obj.orbiting == Const.OID_NONE: |
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log.warning("No close system for asteroid", obj.oid) |
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# select any system |
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systemID = tran.db[tran.db[Const.OID_UNIVERSE].galaxies[0]].systems[0] |
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obj.closeSystem = systemID |
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else: |
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obj.closeSystem = obj.orbiting |
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system = tran.db[obj.closeSystem] |
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if system.type == Const.T_SYSTEM: |
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if obj.oid not in system.closeFleets: |
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system.closeFleets.append(obj.oid) |
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else: |
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log.debug("IAsteroid - invalid orbiting", obj.orbiting) |
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self.cmd(obj).disbandFleet(tran, obj) |
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return |
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# verify close system |
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if tran.db.has_key(obj.closeSystem): |
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system = tran.db[obj.closeSystem] |
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if system.type == Const.T_SYSTEM: |
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if obj.oid not in system.closeFleets: |
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#@log.debug("Adding fleet", obj.oid, "into closeFleets", system.oid) |
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system.closeFleets.append(obj.oid) |
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else: |
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obj.closeSystem = Const.OID_NONE |
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else: |
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obj.closeSystem = Const.OID_NONE |
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update.public = 0 |
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def recordScanLevel(self, tran, obj, scanPwr, player, contactType): |
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if obj.owner == player.oid: |
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log.warning("Scan on own asteroid!", obj.oid) |
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return |
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if scanPwr >= Rules.level1InfoScanPwr: |
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self.cmd(player).addObjectToMap(tran, player, obj, scanPwr, Const.CONTACT_NONE) |
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def getScanInfo(self, tran, obj, scanPwr): |
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result = IDataHolder() |
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result._type = Const.T_SCAN |
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result.scanPwr = scanPwr |
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if scanPwr > Rules.level1InfoScanPwr: |
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result.oid = obj.oid |
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result.x = obj.x |
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result.y = obj.y |
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result.oldX = obj.oldX |
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result.oldY = obj.oldY |
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result.signature = obj.signature |
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result.type = obj.type |
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result.orbiting = obj.orbiting |
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result.speed = obj.speed |
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result.eta = obj.eta |
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if scanPwr > Rules.level2InfoScanPwr: |
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result.name = obj.name |
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if scanPwr > Rules.level3InfoScanPwr: |
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result.asDiameter = obj.asDiameter |
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result.asHP = obj.asHP |
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if scanPwr > Rules.level4InfoScanPwr: |
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pass |
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return result |
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@public(Const.AL_ADMIN) |
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def processACTIONPhase(self, tran, obj, data): |
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# ACTIONS |
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if Utils.isIdleFleet(obj): |
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#@log.debug('IAsteroid', obj.oid, 'idle') |
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obj.impactDelay += 1 |
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return |
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action, target, actionData = obj.actions[obj.actionIndex] |
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#@log.debug('IAsteroid', obj.oid, 'processing action', action) |
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if action == Const.FLACTION_MOVE: |
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if self.cmd(obj).moveToTarget(tran, obj, target): |
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# we are there |
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obj.actionIndex += 1 |
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else: |
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raise GameException('Unsupported action %d' % action) |
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@public(Const.AL_ADMIN) |
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def processFINALPhase(self, tran, obj, data): |
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if obj.impactDelay > Rules.asteroidImpactDelay: |
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# delete me |
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self.cmd(obj).disbandFleet(tran, obj) |
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## |
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## Combat related functions |
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## |
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def getPreCombatData(self, tran, obj): |
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if obj.impactDelay > Rules.asteroidImpactDelay: |
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# modify target's environment and minerals |
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planet = tran.db[obj.target] |
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#planet.plBio = max(0, int(planet.plBio + obj.asHP * Rules.asteroidPerHPBioMod)) |
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#planet.plMin = min(200, int(planet.plMin + obj.asHP * Rules.asteroidPerHPMinMod)) |
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# special shots from asteroid |
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hp = obj.asHP |
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shots = [] |
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if hp > 1500: |
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shots.append((Rules.asteroidAttack, Rules.Tech.ASTEROID1000)) |
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hp = hp % 1000 |
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if hp > 150: |
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shots.append((Rules.asteroidAttack, Rules.Tech.ASTEROID100)) |
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hp = hp % 100 |
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if hp > 15: |
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shots.append((Rules.asteroidAttack, Rules.Tech.ASTEROID10)) |
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hp = hp % 10 |
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if hp > 1: |
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shots.append((Rules.asteroidAttack, Rules.Tech.ASTEROID1)) |
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# destroy asteroid |
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self.cmd(obj).disbandFleet(tran, obj) |
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return shots, [0, 0, 0, 1] |
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else: |
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obj.impactDelay += 1 |
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log.debug("Asteroid impact delay", obj.impactDelay) |
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return [], [0, 0, 0, 1] |
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getPreCombatData.public = 0 |
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def applyShot(self, tran, obj, attack, weaponID, targetClass, target): |
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#@log.debug('IAsteroid', 'Apply shot', attack, weaponID, attack, cClass, count) |
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# compute if asteroid has been hit |
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weapon = Rules.techs[weaponID] |
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if weapon.weaponIsMissile: |
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defense = Rules.asteroidMisDef |
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else: |
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defense = Rules.asteroidDef |
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destroyed = 0 |
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dmg = 0 |
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if Utils.rand(1, attack + defense + 1) > defense: |
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# hit |
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dmg = Utils.rand(weapon.weaponDmgMin, weapon.weaponDmgMax + 1) |
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obj.asHP -= dmg |
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if obj.asHP <= 0: |
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destroyed = 1 |
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# destroy asteroid |
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self.cmd(obj).disbandFleet(tran, obj) |
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#@log.debug('IAsteroid', 'Shot applied', dmg, destroyed) |
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return dmg, destroyed, 3 |
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applyShot.public = 0 |
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def addExp(self, tran, obj, shipTechID, dmg): |
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pass |
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addExp.public = 0 |
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def surrenderTo(self, tran, obj, newOwnerID): |
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# never surrender |
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return 0 |
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surrenderTo.public = 0 |
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