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auto_dogfight.py
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auto_dogfight.py
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import numpy as np
import OpenGL
from OpenGL.GL import *
from OpenGL.GLU import *
import glfw
import time
import random
import keyboard as kbd
import json
import os
from rigidbody import *
from model import *
from graphics import *
from camera import *
from terrain import *
from ui import *
from scenery_objects import *
from sound import *
from alerts import *
from weapons import *
from propulsion import *
from city import *
from airframe import *
from encounter import *
def read_industry():
airframe_files = os.listdir("./data/industry/airframes/")
engine_files = os.listdir("./data/industry/engines/")
airframes = {}
engines = {}
# READ AIRFRAMES
for airframe_file in airframe_files:
file = open("./data/industry/airframes/" + airframe_file)
data = json.load(file)
airframes[data['name']] = Airframe(data['name'], data['manufacturer'],
data['mass'], data['cd'], data['effectiveness'],
data['cargo_space'], data['price'])
print("Loading airframe:", data['name'])
# READ ENGINES
for engine_file in engine_files:
file = open("./data/industry/engines/" + engine_file)
data = json.load(file)
intake = Intake(np.array([0, 0, -1]), 0.1)
compressor = Compressor(data['compressor_coeff'], 100)
turbine = Turbine(data['turbine_coeff'], data['max_rpm'])
nozzle = Nozzle(data['thrust_coeff'])
throttle_range = [0, 100]
efficiency = 0.6
air_fuel_ratio = 20000 # this is an air volume vs. fuel MASS ratio, so it is not going to agree with anything familiar of course
max_fuel_rate = data['fuel_consumption']
APU_fuel_rate = data['APU_fuel_consumption']
engines[data['name']] = Turbojet(data['name'], intake, compressor, turbine, nozzle, efficiency, air_fuel_ratio, max_fuel_rate, throttle_range, APU_fuel_rate, data['price'], data['manufacturer'])
print("Loading engine:", data['name'])
return airframes, engines
def main():
def window_resize(window, width, height):
try:
# glfw.get_framebuffer_size(window)
glViewport(0, 0, width, height)
glLoadIdentity()
gluPerspective(fov, width/height, near_clip, far_clip)
glTranslate(main_cam.pos[0], main_cam.pos[1], main_cam.pos[2])
main_cam.orient = np.eye(3)
main_cam.rotate([0, 180, 0])
except ZeroDivisionError:
# if the window is minimized it makes height = 0, but we don't need to update projection in that case anyway
pass
# READ INDUSTRY DATA
airframes, engines = read_industry()
player_airframe = airframes["OSB Serce"]
player_engine = engines["SE 7000"]
# INIT VESSELS
print("Initializing vessels...")
init_pos = np.array([0.0, 1000, 0.0]) # m
init_vel = np.array([0.0, 0.0, 100.0]) # m s-1
init_accel = np.array([0.0, 0.0, 0.0]) # m s-2
init_orient = np.array([[1.0, 0.0, 0.0],
[0.0, 1.0, 0.0],
[0.0, 0.0, 1.0]])
init_ang_vel = np.array([0.0, 0.0, 0.0]) # rad s-1
init_ang_accel = np.array([0.0, 0.0, 0.0]) # rad s-2
init_mass = player_airframe.mass # kg
init_inertia = np.array([[6000.0, 0.0, 0.0],
[0.0, 6000.0, 0.0],
[0.0, 0.0, 3000.0]]) # kg m2
max_thrust = 5e3 # N
throttle_range = [0, 100] # %
throttle = 100 # %
prop_mass = 150 # kg
mass_flow = 0.001 # kg s-1
plane_model = Model("plane_cockpit")
init_CoM = np.array([0.0, 0.0, 2.0])
cross_sections = np.array([8, 10, 2]) # m2
Cds = np.array([0.6, 0.8, 0.1]) * player_airframe.Cd
Cdas = np.array([8, 20, 45])
angular_damping = np.array([0.4, 0.8, 0.8])
Cl = 1.2
lift_moment_arm = 0.15
# aileron, elevator, rudder
control_effectiveness = np.array([1.8, 1.8, 2.5]) * player_airframe.effectiveness
rear_gear_moment = 1000 # m N
brake_force = 15e3 # N
cargo_space = player_airframe.cargo_space
rocket_pod = RocketPod(None, np.array([0.05, -0.1, 1.2]), 30, makesound=True)
weapons = [rocket_pod]
prop_mass = 150
AP = Aircraft(plane_model, init_CoM,
init_pos, init_vel, init_accel,
init_orient, init_ang_vel, init_ang_accel,
init_mass, init_inertia, player_engine, prop_mass,
cross_sections, Cds, Cdas, angular_damping, Cl,
lift_moment_arm, control_effectiveness,
rear_gear_moment, brake_force, cargo_space, weapons)
rocket_pod.platform = AP
AP.set_thrust_percent(0)
bodies = [AP]
# SCENERY OBJECTS
print("Initializing scenery objects...")
pylon_model = Model("pylon")
pylon1 = SceneryObject(pylon_model, np.array([10,0,500]))
pylon2 = SceneryObject(pylon_model, np.array([-10,0,500]))
# scenery_objects = [pylon1, pylon2]
scenery_objects = []
# cities
city1 = City("Yazilikaya",
"A moderately sized agricultural city.\n\nHome to Ousteem Aerospace, which specializes in lightweight airframes.\nHome to AG Power Works, which specializes in heavy-duty propulsion.",
[airframes["OSB Serce"], airframes["OSB Kirlangic"],
engines["APS 7K"], engines["APS 9K"]],
{"Foodstuff": 8,
"Water": 0.7,
"Electronic Components": 300,
"Computers": 1500,
"Medicine": 380,
"Household Machinery": 400,
"Heavy Machinery": 120,
"Raw Ore": 0.1,
"Fuel": 25,
"Construction Materials": 20,
"Luxuries": 4000,
"Precious Metals": 7000},
np.array([0, 0, 0]), 1,
"death_mask")
city2 = City("Numakawa",
"A small industrial city.\n\nHome to Mitsabishii, which specializes in heavy-lift airframes.\nHome to Kobesaki, which specializes in fuel-efficient propulsion.",
[airframes["MSB Fuji"], airframes["MSB Kinki"],
engines["KS X7"], engines["KS X9"]],
{"Foodstuff": 10,
"Water": 1,
"Electronic Components": 150,
"Computers": 800,
"Medicine": 410,
"Household Machinery": 300,
"Heavy Machinery": 80,
"Raw Ore": 5,
"Fuel": 60,
"Construction Materials": 18,
"Luxuries": 2500,
"Precious Metals": 15000},
np.array([10000, 0, -30000]), 0.5,
"jade_empire")
city3 = City("Meadowview",
"A large industrial metropolis.\n\nHome to Logheat Mardin, which specializes in serial production of airframes.\nHome to Special Electricity, which specializes in serial production of propulsion systems.",
[airframes["LM Bombcat"], airframes["LM Wasp"],
engines["SE 7000"], engines["SE 9000"]],
{"Foodstuff": 12,
"Water": 2,
"Electronic Components": 180,
"Computers": 1000,
"Medicine": 550,
"Household Machinery": 350,
"Heavy Machinery": 100,
"Raw Ore": 3,
"Fuel": 40,
"Construction Materials": 28,
"Luxuries": 2900,
"Precious Metals": 10000},
np.array([40000, 0, 12000]), 1.4,
"trigger")
cities = [city1, city2, city3]
testructible = Testructible(np.array([150, 0, 0]))
scenery_objects.append(testructible)
# TERRAIN
print("Initializing terrain...")
floor = Flatland(0, Color(0.1, 0.8, 0.1))
# MISC PHYSICS
gravity = np.array([0.0, -9.81, 0])
# SOUND
print("Initializing sound (pygame.mixer)...")
init_sound()
# GRAPHICS
print("Initializing graphics (OpenGL, glfw)...")
window_x, window_y = 1600, 900
fov = 70
near_clip = 0.5
far_clip = 1e6
glfw.init()
window = glfw.create_window(window_x, window_y, "Kelaynak 84", None, None)
glfw.set_window_pos(window, 100, 100)
glfw.make_context_current(window)
glfw.set_window_size_callback(window, window_resize)
gluPerspective(fov, window_x/window_y, near_clip, far_clip)
glClearColor(0, 0, 0.3, 1)
# CAMERA
cam_pos = np.array([0, 0, 0])
cam_orient = np.array([[-1, 0, 0],
[0, 1, 0],
[0, 0, -1]])
main_cam = Camera("main_cam", cam_pos, cam_orient, True)
glRotate(-180, 0, 1, 0)
main_cam.lock_to_target(bodies[0])
def move_cam(movement):
main_cam.move(movement)
def rotate_cam(rotation):
main_cam.rotate(rotation)
# CAMERA CONTROLS
cam_pitch_up = "K"
cam_pitch_dn = "I"
cam_yaw_left = "J"
cam_yaw_right = "L"
cam_roll_cw = "O"
cam_roll_ccw = "U"
plane_pitch_up = "S"
plane_pitch_dn = "W"
plane_roll_ccw = "Q"
plane_roll_cw = "E"
plane_yaw_right = "D"
plane_yaw_left = "A"
plane_throttle_up = "Z"
plane_throttle_dn = "X"
shoot = "space"
brake = "B"
APU_start = "T"
APU_stop = "G"
metric_key = "M"
imperial_key = "N"
first_person_ui = True
cam_speed = 100
cam_rot_speed = 100
play_sfx("turbojet_fan", -1, 1, 0)
play_sfx("wind1", -1, 2, 0)
play_sfx("rumble", -1, 3, 0)
rwr_snd = None
print("Starting...")
print("= = = = = =\n")
dt = 0
ctrl_state = [0, 0, 0]
velocity_conversion_factor = 1
altitude_conversion_factor = 1
pitch_trim = 0
encounter_chance = 0.01
current_encounter = None
city_panel_shown = False
hundred_cycle = 0
AP_city = None
player_money = 1000000
player_cargo = {"Foodstuff": 0,
"Water": 0,
"Electronic Components": 0,
"Computers": 0,
"Medicine": 0,
"Household Machinery": 0,
"Heavy Machinery": 0,
"Raw Ore": 0,
"Fuel": 0,
"Construction Materials": 0,
"Luxuries": 0,
"Precious Metals": 0}
while not glfw.window_should_close(window):
t_cycle_start = time.perf_counter()
glfw.poll_events()
# CONTROLS
if kbd.is_pressed(cam_pitch_up):
rotate_cam([cam_rot_speed * dt, 0, 0])
if kbd.is_pressed(cam_pitch_dn):
rotate_cam([-cam_rot_speed * dt, 0, 0])
if kbd.is_pressed(cam_yaw_left):
rotate_cam([0, cam_rot_speed * dt, 0])
if kbd.is_pressed(cam_yaw_right):
rotate_cam([0, -cam_rot_speed * dt, 0])
if kbd.is_pressed(cam_roll_cw):
rotate_cam([0, 0, cam_rot_speed * dt])
if kbd.is_pressed(cam_roll_ccw):
rotate_cam([0, 0, -cam_rot_speed * dt])
for i in range(len(ctrl_state)):
ctrl_state[i] = min(max(ctrl_state[i], -1), 1)
if kbd.is_pressed(metric_key): # superior metric units for the superior people
velocity_conversion_factor = 1
altitude_conversion_factor = 1
elif kbd.is_pressed(imperial_key): # inferior imperial units for Mars Climate Orbiter
velocity_conversion_factor = 1.943844 # knots
altitude_conversion_factor = 3.28084 # feet
# AUTOPILOT
ctrl_state = [0,0,0]
# pull up!
AP.engine.throttle = 1
AP.engine.APU = True
if AP.pos[1] < 300 and np.dot(AP.orient[2], np.array([0, -1, 0]) > 0):
max_orient_1 = np.linalg.norm( np.array([0, 1, 0]) - np.dot(player.orient[2], np.array([0, 1, 0])) * player.orient[2] )
if np.dot(AP.orient[1], np.array([0, 1, 0])) < max_orient * 0.8:
if np.dot(AP.orient[0], np.array([0, 1, 0])) < 0:
AP.aileron(-0.8)
ctrl_state[0] = -0.8
else:
AP.aileron(0.8)
ctrl_state[0] = 0.8
if np.dot(AP.orient[1], np.array([0, 1, 0])) > 0:
AP.elevator(0.8)
ctrl_state[1] = 0.8
# dogfight
elif current_encounter:
player = AP
enemy = current_encounter.enemy
enemy_actual_rel_pos = (enemy.pos - player.pos)
enemy_actual_dist = np.linalg.norm(enemy_actual_rel_pos)
enemy_rel_pos = (enemy.pos - player.pos) + enemy.vel * enemy_actual_dist / 600
enemy_dist = np.linalg.norm(enemy_rel_pos)
enemy_dir = enemy_rel_pos / enemy_dist
max_orient_1 = np.linalg.norm( enemy_dir - np.dot(player.orient[2], enemy_dir) * player.orient[2] )
# lift vector not aligned with player?
if np.dot(player.orient[1], enemy_dir) < max_orient_1 * 0.94:
# should I roll clockwise?
if np.dot(player.orient[0], enemy_dir) > 0:
aileron_amount = np.dot(player.orient[0], enemy_dir)
player.aileron(0.8 * aileron_amount)
ctrl_state[0] = 0.8 * aileron_amount
else:
aileron_amount = -np.dot(player.orient[0], enemy_dir)
player.aileron(-0.8 * aileron_amount)
ctrl_state[0] = -0.8 * aileron_amount
# should I pitch?
if np.linalg.norm(player.vel) < 100:
elevator_scaler = (np.linalg.norm(player.vel) - 100) / 100
else:
elevator_scaler = 1
elevator_amount = -(np.dot(player.orient[2], enemy_dir) - 1) * elevator_scaler
player.elevator(elevator_amount)
if np.dot(player.orient[1], enemy_dir) > 0:
if np.dot(player.orient[2], enemy_dir) < 0.98:
player.elevator(0.8)
ctrl_state[1] = 0.8
else:
player.elevator(0.3 * (np.dot(player.orient[2], enemy_dir) - 0.98) / 0.02 + 0.5)
ctrl_state[1] = 0.3 * (np.dot(player.orient[2], enemy_dir) - 0.98) / 0.02 + 0.5
player.weapons[0].shoot(bodies, enemy)
# PHYSICS
for b in bodies:
if isinstance(b, Rocket):
b.update_trail()
b.guidance(dt)
b.apply_accel(gravity)
b.apply_drag()
b.apply_aero_torque()
b.drain_fuel(dt)
b.apply_thrust()
b.update(dt)
b.check_target(bodies)
if b.pos[1] < floor.height:
bodies.remove(b)
del b
elif isinstance(b, Aircraft):
if b.pos[1] <= floor.height + 1:
if abs(b.orient[0][1]) < 0.3 and b.orient[1][1] > 0 and -0.1 < b.orient[2][1] < 0.6 \
and b.vel[1] >= -5: # horizontal and gentle enough
b.state = "LANDED"
else: # landed on its side or upside down, or too fast
b.state = "CRASHED"
else:
b.state = "INFLIGHT"
AP.engine.intake.air_intake_vector = -AP.orient[2]
AP.drain_fuel(dt)
AP.apply_aero_torque()
AP.apply_angular_drag(dt)
AP.apply_drag()
AP.apply_lift()
AP.apply_thrust(dt)
AP.apply_brake()
G = np.linalg.norm(AP.accel) / 10
AP.apply_accel(gravity)
AP.update_weapons(dt)
AP.update(dt)
if np.linalg.norm(AP.vel):
AoA = np.arccos(max(min(np.dot(AP.vel, AP.orient[2]) / np.linalg.norm(AP.vel), 1), -1))
AoA = np.rad2deg(AoA)
else:
AoA = 0
# hit flat ground
for b in bodies:
if b.pos[1] < floor.height + 1:
b.pos[1] = 1
b.vel[1] = 0
b.vel = b.vel - b.vel * 0.05 * dt
main_cam.move_with_lock(dt)
main_cam.rotate_with_lock(dt)
if not current_encounter == None:
current_encounter.update(gravity, bodies, dt)
rwr_snd = current_encounter.rwr(bodies)
if current_encounter.state == "DOWN":
bodies.remove(current_encounter.enemy)
current_encounter = None
## if AP_city == None:
## play_bgm("pluvious")
## else:
## play_bgm(AP_city.bgm)
if rwr_snd and (not (rwr_snd == "rwr_new" or rwr_snd == "rwr_lost")) and not get_channel_busy(6):
play_sfx(rwr_snd, -1, 6)
if rwr_snd and (rwr_snd == "rwr_new" or rwr_snd == "rwr_lost"):
play_sfx(rwr_snd, 0, 8)
elif not rwr_snd or rwr_snd == "rwr_new" or rwr_snd == "rwr_lost":
stop_channel(6)
# GRAPHICS
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
drawScene(main_cam, floor, bodies, cities, scenery_objects, ctrl_state, first_person_ui)
alt_string = "Alt " + str(int(AP.pos[1] * altitude_conversion_factor))
vel_string = "Vel " + str(int(np.linalg.norm(AP.vel) * velocity_conversion_factor))
throttle_str = "Throttle " + str(int(AP.engine.throttle * 100))
rpm_str = " RPM " + str(int(AP.engine.compressor.rpm))
prop_str = "PROP " + str(int(AP.prop_mass))
if AP_city:
city_str = AP_city.name
else:
city_str = "Wilderness"
if AP.engine.APU:
APU_str = "APU ACTV"
else:
APU_str = "APU DSBL"
AoA_str = "AOA " + str(round(AoA, 2))
G_str = "G " + str(round(G, 2))
rockets_str = "RKT " + str(AP.weapons[0].num_rockets)
magenta = Color(1, 0, 1)
red = Color(1, 0, 0)
AoA_color = magenta
G_color = magenta
vel_color = magenta
alt_color = magenta
throttle_color = magenta
rpm_color = magenta
APU_color = magenta
rockets_color = magenta
prop_color = magenta
city_color = magenta
if np.linalg.norm(AP.vel) < 50 and AoA > 10:
vel_color = red
AoA_color = red
if AP.engine.throttle < 100:
throttle_color = red
if G > 9:
G_color = red
if AP.pos[1] < 1000 and AP.vel[1] < 0 and AP.pos[1] / -AP.vel[1] < 3:
alt_color = red
if AP.weapons[0].num_rockets <= 3:
rockets_color = red
render_AN(alt_string, alt_color, [4, 5], main_cam, fpu=first_person_ui)
render_AN(vel_string, vel_color, [-7, 5], main_cam, fpu=first_person_ui)
render_AN(throttle_str, throttle_color, [-8, -4.5], main_cam, fpu=first_person_ui)
render_AN(rpm_str, rpm_color, [-8, -5], main_cam, font_size=0.05, fpu=first_person_ui)
render_AN(AoA_str, AoA_color, [-7, 4.5], main_cam, font_size=0.05, fpu=first_person_ui)
render_AN(G_str, G_color, [4, 4.5], main_cam, font_size=0.05, fpu=first_person_ui)
render_AN(rockets_str, rockets_color, [2, -5.5], main_cam, font_size=0.05, fpu=first_person_ui)
render_AN(APU_str, APU_color, [-8, -5.4], main_cam, font_size=0.05, fpu=first_person_ui)
# render_AN(prop_str, prop_color, [-8, -5.8], main_cam, font_size=0.05, fpu=first_person_ui)
render_AN(city_str, city_color, [0.5, -3.8], main_cam, font_size=0.08, fpu=first_person_ui)
glfw.swap_buffers(window)
set_channel_volume(1, AP.engine.compressor.rpm/AP.engine.turbine.max_rpm * 0.5) # engine
set_channel_volume(2, min(np.linalg.norm(AP.vel) / 500, 1) * 0.5) # airflow
set_channel_volume(3, min(G / 10, 1) * 0.5) # airflow disturbance
do_warnings(AP, AoA, G)
if AP.state == "LANDED" and np.linalg.norm(AP.vel) < 0.5 and AP_city and not city_panel_shown:
render_AN("See the console window for city operations.", magenta, [-5, 2], main_cam, font_size=0.08, fpu=first_person_ui)
glfw.swap_buffers(window)
AP.vel = np.array([0, 0, 0])
AP.ang_vel = np.array([0, 0, 0])
AP.engine.compressor.rpm = 0
# welcoming to the city
print("")
print("Welcome to " + AP_city.name + "!")
print("")
print(AP_city.desc)
in_city = True
while in_city:
print("\nPlease make a choice: 1) Buy Commodities, 2) Sell Commodities, 3) Buy Aircraft Components, 9) Leave City")
choice = input(" > ")
if choice:
choice = int(choice)
if choice == 1:
for key in AP_city.commodities:
print("\nYour cash:", player_money)
print("\nFree cargo space:", AP.cargo_space - sum(player_cargo.values()))
print("Commodity: " + key + "\nPrice: " + str(AP_city.commodities[key]))
buy_units = input("How many units would you like to buy? > ")
if buy_units:
buy_units = int(buy_units)
else:
buy_units = 0
if buy_units * AP_city.commodities[key] > player_money:
print("You do not have enough money to buy " + str(buy_units) + " units of " + key + "!")
elif buy_units + sum(player_cargo.values()) > AP.cargo_space:
print("You do not have enough cargo space to buy " + str(buy_units) + " units of " + key + "!")
else:
player_money -= buy_units * AP_city.commodities[key]
player_cargo[key] += buy_units
elif choice == 2:
for key in player_cargo:
if player_cargo[key] > 0:
print("\nCommodity: " + key + "\nPrice: " + str(AP_city.commodities[key]) + "\nUnits in hold: " + str(player_cargo[key]))
sell_units = int(input("How many units would you like to sell? > "))
if sell_units:
sell_units = int(sell_units)
else:
sell_units = 0
if sell_units > player_cargo[key]:
print("You do not have " + str(sell_units) + " units of " + key + " in your cargo hold!")
else:
player_money += sell_units * AP_city.commodities[key]
player_cargo[key] -= sell_units
print("Your cash:", player_money)
elif choice == 3:
for part in AP_city.parts:
print("\nYour cash:", player_money)
print("Component: " + part.name + "\nManufacturer: " + part.manufacturer + "\nPrice: " + str(part.price))
buy_yn = input("Would you like to buy this component (y/N)? > ")
if buy_yn.lower() == "y":
if part.price <= player_money:
if part.type == "airframe":
if sum(player_cargo.values()) > part.cargo_space:
print("The new airframe does not have enough cargo space to hold your cargo!")
else:
player_airframe = part
print("Purchased " + part.name + "!")
elif part.type == "engine":
player_engine = part
print("Purchased " + part.name + "!")
player_money -= part.price
AP.mass = player_airframe.mass
AP.Cds = np.array([0.6, 0.8, 0.1]) * player_airframe.Cd
AP.control_effectiveness = np.array([1.8, 1.8, 2.5]) * player_airframe.effectiveness
AP.cargo_space = player_airframe.cargo_space
AP.engine = player_engine
else:
print("You do not have enough money!")
elif choice == 9:
in_city = False
city_panel_shown = True
print("Please DO NOT CLOSE THIS WINDOW. You may return to the flight screen.")
if city_panel_shown and AP.state != "LANDED":
city_panel_shown = False
if hundred_cycle > 99:
hundred_cycle = 0
# update which city the player is in
city_found = False
for c in cities:
if np.linalg.norm(AP.pos + c.pos) < c.size * 1e4:
city_found = True
if not c == AP_city:
AP_city = c
## if current_encounter == None:
## play_bgm(c.bgm)
break
if not city_found:
if not AP_city == None:
AP_city = None
## if current_encounter == None:
## play_bgm("pluvious")
# ENCOUNTERS
if AP.state == "INFLIGHT" and current_encounter == None:
chance = random.uniform(0, 1)
if chance < encounter_chance:
current_encounter = Encounter(AP, "action", airframes, engines)
bodies.append(current_encounter.enemy)
hundred_cycle += 1
dt = time.perf_counter() - t_cycle_start
glfw.destroy_window(window)
stop_channel(1)
stop_channel(2)
stop_channel(3)
stop_channel(4)
stop_channel(5)
stop_channel(6)
fade_out_bgm()
main()