/usr/share/games/lightyears/code/quakes.py is in lightyears 1.4-1.
This file is owned by root:root, with mode 0o644.
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# 20,000 Light Years Into Space
# This game is licensed under GPL v2, and copyright (C) Jack Whitham 2006-07.
#
#
# Here you can find full version of Quake, rewritten in pure Python
# and powered almost entirely by steam.
#
# Well, not quite...
import math , pygame , random
from pygame.locals import *
import extra , intersect , sound
from quiet_season import Quiet_Season
from primitives import *
from map_items import *
class Quake_Season(Quiet_Season):
def __init__(self, net, quake_difficulty):
Quiet_Season.__init__(self, net)
self.name = "Quake"
self.state = self.START
self.fault_lines = []
self.unfurling = 0
self.damage = quake_difficulty
# Phases:
START = 0
QUAKE_WARNING = 2
QUAKE = 5
QUAKE_DAMAGE = 6
QUAKE_AFTERMATH = 7
RESET = 15
def Get_Period(self):
return 2
def Per_Period(self):
self.state += 1
if ( self.state >= self.RESET ):
self.state = self.START
self.fault_lines = []
self.unfurling = 0
if ( self.state == self.QUAKE_WARNING ):
sound.FX("firealrm")
elif ( self.state == self.QUAKE ):
self.__Generate_Quake()
elif ( self.state == self.QUAKE_DAMAGE ):
self.__Apply_Damage()
if ( ( self.QUAKE - 1 ) <= self.state < self.QUAKE_AFTERMATH ):
global quake_sound
quake_sound.Set(1.0)
elif ( self.state == self.QUAKE_AFTERMATH ):
quake_sound.Fade_Out()
def __Generate_Quake(self):
# Make start/finish points first.
line = extra.Make_Quake_SF_Points(2)
# Split line, repeatedly, at random locations.
for i in range(6,1,-1):
split = random.randint(0,len(line) - 2)
(x3, y3) = extra.Partial_Vector(line[ split ], line[ split + 1 ],
(random.random(), 1.0) )
# New vertex gets moved about a bit.
x3 += ( random.random() * 2.0 * i ) - float(i)
y3 += ( random.random() * 2.0 * i ) - float(i)
line.insert(split + 1, (x3, y3))
# Long segments of the line are reduced into shorter segments.
# This isn't random.
i = 0
while ( i <= ( len(line) - 2 )):
(x1, y1) = line[ i ]
(x2, y2) = line[ i + 1 ]
sz = math.hypot( x1 - x2, y1 - y2 )
if ( sz > 10.0 ):
(x3, y3) = extra.Partial_Vector(
line[ i ], line[ i + 1 ], (0.5, 1.0))
line.insert(i + 1, (x3, y3))
else:
i += 1
# Line may be reversed.
if ( random.randint(0,1) == 0 ):
line.reverse()
self.fault_lines = line
def __Apply_Damage(self):
# Apply damage as appropriate
damage_nodes = set([])
destroy_pipes = set([])
for i in xrange(len(self.fault_lines) - 1):
gpos1 = self.fault_lines[ i ]
gpos2 = self.fault_lines[ i + 1 ]
# Any pipes that intersect gpos1 and gpos2 are destroyed.
for pipe in self.net.pipe_list:
if ( intersect.Intersect((pipe.n1.pos,pipe.n2.pos),
(gpos1, gpos2)) != None ):
destroy_pipes |= set([ pipe ])
for pipe in destroy_pipes:
damage_nodes |= set([ pipe.n1, pipe.n2 ])
for pipe in destroy_pipes:
self.net.Destroy(pipe, "quakes")
for node in damage_nodes:
# Nodes take damage. Calculate how much...
# What's the distance from the fault line?
# Use Manhattan distance to save needless effort.
distance = max_dist = 10
(nx, ny) = node.pos
for (fx, fy) in self.fault_lines:
distance = min([abs(fx - nx), abs(fy - ny), distance])
dmg = (( max_dist - distance ) * self.damage )
if ( dmg > 0 ):
if ( node.Take_Damage(dmg) ):
self.net.Destroy(node, "quakes")
if ( self.damage < 2.0 ):
# Some Wells are created.
num_wells = random.randint(0, 3)
if ( num_wells == 1 ):
New_Mail("A new steam well has appeared!")
elif ( num_wells > 1 ):
New_Mail("Some new steam wells have appeared!")
for i in xrange(num_wells):
self.net.Make_Well(False, True)
def Draw(self, output, update_area):
if ( self.QUAKE <= self.state <= self.QUAKE_AFTERMATH ):
# Draw fault line
fl = [ Grid_To_Scr(x) for x in self.fault_lines[ 0: self.unfurling ] ]
if ( len(fl) > 1 ):
pygame.draw.lines(output, (200,200,200), False, fl, 4)
pygame.draw.lines(output, (0,0,0), False, fl, 2)
update_area(output.get_rect())
def Get_Extra_Info(self):
if ( self.QUAKE_WARNING <= self.state < self.QUAKE ):
return [ ((255,0,0), 16, "Quake warning!" )]
return []
def Is_Shaking(self):
return ( self.state in [ self.QUAKE, self.QUAKE_DAMAGE ] )
def Per_Frame(self, frame_time):
if ( self.QUAKE <= self.state < self.QUAKE_AFTERMATH ):
self.unfurling += 1
elif ( self.state == self.QUAKE_AFTERMATH ):
if ( len(self.fault_lines) > 0 ):
self.fault_lines.pop(0) # the reverse of unfurling!
def Init_Quakes():
global quake_sound
quake_sound = sound.Persisting_Sound("earthquake")
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