#
# SevoMod (by Sevo, duh!)
# CvSevoEventManager
#
from CvPythonExtensions import *
import CvUtil
import CvEventManager
import sys
import PyHelpers
import CvCameraControls
import SevoMod
import RandomNameUtils
gc = CyGlobalContext()
cd = SevoMod.CulturalDecay()
rf = SevoMod.RealFort()
tc = SevoMod.TechConquest()
Forest = SevoMod.NewForest()
ancient = SevoMod.AncientTemple()
SevoTraits = SevoMod.SevoTraits()
jungleBurn = SevoMod.JungleBurner()
realSlavery = SevoMod.RealSlavery()
CMI = CvEventManager.CvScreensInterface.CvMainInterface
PyPlayer = PyHelpers.PyPlayer
# globals
###################################################
class CvSevoEventManager(CvEventManager.CvEventManager):
def __init__(self):
# initialize base class
self.parent = CvEventManager.CvEventManager
self.parent.__init__(self)
def onUnitCreated(self, argsList):
'Unit Completed'
unit = argsList[0]
player = PyPlayer(unit.getOwner())
SevoTraits.checkNewUnit(argsList[0],false)
self.parent.onUnitCreated(self, argsList)
iOwner = gc.getPlayer(unit.getOwner())
iCivilizationType = iOwner.getCivilizationType()
unit.setName(RandomNameUtils.getRandomCivilizationName(iCivilizationType))
def onBeginGameTurn(self, argsList):
iGameTurn = argsList[0]
# I am intentionally NOT going to parent onBeginGameTurn
# The CvTopCivs popup screen is generating errors b/c of a random num generator prob.
# That is the only other function called, so screw it.
#self.parent.onBeginGameTurn(self, argsList)
def onUnitMove(self, argsList):
rf.onUnitMove(argsList)
SevoTraits.onUnitMove(argsList)
self.parent.onUnitMove(self, argsList)
def onLoadGame(self, argsList):
self.parent.onLoadGame(self, argsList)
# Gotta reload all the __init__ variables in the system!
SevoTraits.__init__()
def onGameStart(self, argsList):
CMI.CvMainInterface.pOldPlot = 0
self.parent.onGameStart(self, argsList)
def onTechAcquired(self, argsList):
rf.onTechAcquired(argsList)
#tw.onTechAcquired(argsList)
self.parent.onTechAcquired(self, argsList)
def onCityGrowth(self, argsList):
SevoTraits.checkCityForTrait(argsList[0])
self.parent.onCityGrowth(self,argsList)
def onCityAcquired(self, argsList):
tc.onCityAcquired(argsList)
SevoTraits.checkCityForTrait(argsList[2])
self.parent.onCityAcquired(self, argsList)
def onCityBuilt(self, argsList):
if (gc.getGame().getElapsedGameTurns() < 11) :
jungleBurn.onCityBuilt(argsList)
self.parent.onCityBuilt(self, argsList)
def onEndGameTurn(self, argsList):
cd.onEndGameTurn(argsList)
Forest.updateAllPlots()
self.parent.onEndGameTurn(self, argsList)
def onBeginPlayerTurn(self, argsList):
self.parent.onBeginPlayerTurn(self, argsList)
def onEndPlayerTurn(self, argsList):
iGameTurn, iPlayer = argsList
realSlavery.onEndPlayerTurn(argsList)
self.parent.onEndPlayerTurn
def onImprovementBuilt(self, argsList):
rf.onImprovementBuilt(argsList)
#nf.onImprovementBuilt(argsList)
ancient.onImprovementBuilt(argsList)
self.parent.onImprovementBuilt(self, argsList)
def onUnitBuilt(self, argsList):
SevoTraits.checkNewUnit(argsList[1],true)
self.parent.onUnitBuilt(self, argsList)
iOwner = gc.getPlayer(unit.getOwner())
iCivilizationType = iOwner.getCivilizationType()
unit.setName(RandomNameUtils.getRandomCivilizationName(iCivilizationType))
def onUnitPromoted(self,argsList):
self.parent.onUnitPromoted(self, argsList)
def onCombatResult(self, argsList):
realSlavery.onCombatResult(argsList)
self.parent.onCombatResult(self, argsList)