Beispiel #1
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)

        char = None
        age = 0
        for c in characters:
            newAge = (time - c.getBirthTime())
            if newAge > age and c.getCurrentState().alive:
                age = newAge
                char = c

        if not char or age < r.randint(c.getCurrentState().getRace().oldAge,
                                       c.getCurrentState().getRace().maxAge):
            self.setSuccessful(False)
            return

        self.character = char
        self.location = char.getCurrentState().livingPlace
        self.items = char.getCurrentState().items

        super().__init__(char.getCurrentState().livingPlace.getPos(), time,
                         [char], context, [char.getCurrentState().livingPlace])
        self.updateCharacters()
        self.updateLocations()
Beispiel #2
0
    def __init__(self, pos, time, context):
        self.location = None
        locations = context.getHistoryMap().getLocations()
        r.shuffle(locations)

        for l in locations:
            if not l.getCurrentState().existing:
                self.location = l
                break

        if not self.location:
            self.setSuccessful(False)
            return

        assert not self.location.getCurrentState().existing

        possible = context.getCloseLocations(
            self.location.getPos(),
            5,
            sort=lambda n: n.getAttachedContext(
                HistoryLocation).getLocationType().independant)
        self.admin = None
        for p in possible:
            if (p.getAttachedContext(HistoryLocation).getLocationType().size >=
                    self.location.getLocationType().size
                    and p.getAttachedContext(HistoryLocation).getPersonality(
                    ).determination >= r.randint(1, 10)):
                self.admin = p.getAttachedContext(HistoryLocation)
                break

        locs = [self.location, self.admin] if self.admin else [self.location]
        super().__init__(self.location.getPos(), time, [], context, locs)
        self.updateLocations()
Beispiel #3
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)

        for char in characters:

            if not (char.getAge(time) >=
                    char.getCurrentState().getRace().adultAge
                    and char.getCurrentState().alive
                    and len(char.getCurrentState().items) < r.randint(1, 3)
                    and not (not char.getCurrentState().occupation.warrior
                             and r.random() < 0.5)):
                continue

            boughtItem = None
            seller = None
            for c in char.getCurrentState().livingPlace.getCurrentCharacters(
                    time):
                if (c.getCurrentState().itemsOnSale and c != char
                        and c.getCurrentState().alive):

                    boughtItem = None
                    for item in c.getCurrentState().itemsOnSale:

                        if item.quality > char.getCurrentState(
                        ).occupationLevel + r.randint(-1, 1):
                            continue
                        if item.art and char.getCurrentState(
                        ).occupation.warrior:
                            continue

                        boughtItem = item
                        break

                    if boughtItem:
                        seller = c
                        break

            if not seller:
                continue
            self.seller = seller
            self.buyer = char
            self.item = boughtItem
            self.importantItem = r.random() < 0.5

            super().__init__(
                self.seller.getCurrentState().livingPlace.getPos(), time,
                [self.seller, self.buyer], context)
            self.updateCharacters()
            return

        self.setSuccessful(False)
        return
Beispiel #4
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)

        char = None
        for c in characters:
            if (c.getAge(time) >= c.getCurrentState().getRace().adultAge
                    and c.getCurrentState().alive
                    and c.getCurrentState().traveling >= r.randint(1, 21)
                    and c.getCurrentState().getPersonality().determination >=
                    r.randint(1, 15)
                    and (not c.getCurrentState().leadershipPos)):

                char = c
                break

        if not char:
            self.setSuccessful(False)
            return

        possible = None
        if c.getCurrentState().traveling >= r.randint(1, 31):
            possible = context.getCloseLocations(
                pos,
                5,
                sort=lambda n: n.getAttachedContext(
                    HistoryLocation).getLocationType().livable)
        else:
            possible = context.getCloseLocations(
                pos,
                5,
                sort=lambda n: n.getAttachedContext(
                    HistoryLocation).getLocationType().independant)

        possibleLocs = []
        for p in possible:
            possibleLocs.append(p.getAttachedContext(HistoryLocation))

        if r.random() < 0.3:
            self.target = r.choice(possibleLocs)
        else:
            popCount = []
            self.target = max(possibleLocs,
                              key=lambda p: len(p.getCurrentCharacters(time)))

        self.prevLoc = char.getCurrentState().livingPlace
        super().__init__(self.target.getPos(), time, [char], context,
                         [self.target, self.prevLoc])
        self.updateCharacters()
        self.updateLocations()
Beispiel #5
0
    def __init__(self, pos, time, context):
        self.location = None
        locations = context.getHistoryMap().getLocations()
        r.shuffle(locations)

        for l in locations:
            if not l.getCurrentState().existing:
                self.location = l
                break

        if not self.location:
            self.setSuccessful(False)
            return

        possFounderSource = context.getCloseLocations(
            self.location.getPos(),
            5,
            sort=lambda n: n.getAttachedContext(HistoryLocation
                                                ).getLocationType().livable)

        possFounders = []
        for p in possFounderSource:
            possFounders += p.getAttachedContext(
                HistoryLocation).getCurrentCharacters(time)

        founder = None
        legendarity = 0
        for f in possFounders:
            if (f.getAge(time) >= f.getCurrentState().getRace().adultAge
                    and (not f.getCurrentState().leadershipPos)
                    and f.getLegendarity() >= r.randint(4, 15)
                    and f.getCurrentState().getPersonality().determination >=
                    r.randint(1, 15) and f.getLegendarity() >= legendarity):

                founder = f
                legendarity = f.getLegendarity()

        if not founder:
            self.setSuccessful(False)
            return

        self.founder = founder
        self.founderHome = self.founder.getCurrentState().livingPlace

        super().__init__(self.location.getPos(), time, [self.founder], context,
                         [self.location, self.founderHome])
        self.updateLocations()
        self.updateCharacters()
    def generateLocations(self, given, taken, superConnections, superLocation):
        content = []

        if not self.items:
            return []

        for g in given:
            isMatch = True
            for tag in g.getTags():
                if not tag in self.getTags():
                    isMatch = False
            if isMatch:
                content.append(g)

        givenLocs = []
        for g in content:
            given.remove(g)
            taken.append(g)
            givenLocs.append(
                g.getLocation(given, ru.getRandomSeed(), superLocation))
        content = givenLocs

        itemCount = r.choice(self.countRange)
        sItems = list(self.items)
        r.shuffle(sItems)
        for item in sItems:
            if item.getItems():
                content += item.generateContent(given)
            else:
                content.insert(
                    0,
                    item.getLocation(given, ru.getRandomSeed(), superLocation))

            itemCount -= 1
            if itemCount <= 0:
                break

        for i in range(itemCount):
            item = r.choice(sItems)
            if item.getItems():
                content += item.generateContent(given)
            else:
                content.insert(
                    0,
                    item.getLocation(given, ru.getRandomSeed(), superLocation))

        self.organize(content, superConnections, superLocation)
        return content
Beispiel #7
0
    def __init__(self,pos,time,context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)
        
        char = None
        for c in characters:
            if c.getCurrentState().alive and c.getCurrentState().occupation != CharacterOccupationPreset.NONE:
                char = c
                break

        if not char:
            self.setSuccessful(False)
            return

        super().__init__(char.getCurrentState().livingPlace.getPos(),time,[char],context)
        self.updateCharacters()
Beispiel #8
0
    def __init__(self, pos, time, context):
        self.location = None
        r.shuffle(context.getHistoryMap().getLocations())

        for loc in context.getHistoryMap().getLocations():
            if loc.getCurrentCharacters(
                    time) and loc.getCurrentState().storedItems:
                self.location = loc
                break

        if not self.location:
            self.setSuccessful(False)
            return

        self.character = r.choice(self.location.getCurrentCharacters(time))

        self.item = r.choice(self.location.getCurrentState().storedItems)

        super().__init__(self.location.getPos(), time, [self.character],
                         context, [self.location])
        self.updateCharacters()
        self.updateLocations()
Beispiel #9
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)
        self.character = None
        for c in characters:
            if (c.getCurrentState().alive and
                    c.getAge(time) >= c.getCurrentState().getRace().adultAge
                    and
                    c.getCurrentState().livingPlace.getCurrentState().leader
                    and not c.getCurrentState().leadershipPos):
                self.character = c
                break

        if not self.character:
            self.setSuccessful(False)
            return

        self.target = self.character.getCurrentState(
        ).livingPlace.getCurrentState().leader

        if ((not self.target.getPersonality().extreme) and
            (self.target.getPersonality().determination < r.randint(5, 15))):

            self.setSuccessful(False)
            return

        if (self.character.getPersonality().determination < r.randint(5, 15) or
                self.character.getPersonality().warmonger < r.randint(5, 15)):
            self.setSuccessful(False)
            return

        self.location = self.character.getCurrentState().livingPlace
        self.stolenItems = self.target.getCurrentState().items
        super().__init__(self.location.getPos(), time,
                         [self.character, self.target], context,
                         [self.location])
        self.updateCharacters()
        self.updateLocations()
Beispiel #10
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)

        char = None
        for c in characters:
            if (c.getCurrentState().alive
                    and c.getCurrentState().occupation.craftsman
                    and len(c.getCurrentState().items) < 1
                    and c.getCurrentState().getAttributes().getMind() >=
                    r.randint(1, 14)):
                char = c
                break

        if not char:
            self.setSuccessful(False)
            return

        self.createdItem = char.getCurrentState().occupation.creationType(
            char.getCurrentState().occupationLevel)
        super().__init__(char.getCurrentState().livingPlace.getPos(), time,
                         [char], context)
        self.updateCharacters()
Beispiel #11
0
    def __init__(self, pos, time, context):
        characters = context.getHistoryMap().getCharacters()
        r.shuffle(characters)
        self.character = None
        for c in characters:
            if (c.getCurrentState().alive
                    and c.getCurrentState().leadershipPos):
                self.character = c
                break

        if not self.character:
            self.setSuccessful(False)
            return

        if self.character.getPersonality().determination > r.randint(1, 8):
            self.setSuccessful(False)
            return

        self.location = self.character.getCurrentState().livingPlace
        super().__init__(self.location.getPos(), time, [self.character],
                         context, [self.location])
        self.updateCharacters()
        self.updateLocations()
def generateHydraulicMap(mapSize, fineBiomes, sourceCellSize, sourceChance, iterationCount, smallStepLength, largeStepLength, mergeDistance):
    fineBiomeNodes = fineBiomes.getNodes()

    hydroGraph = MapGraph(0,mapSize)

    streamsInProcess = []

    #generate stream sources
    usedFineBiomes = []
    
    for x in range(sourceCellSize.a//2, mapSize.a, sourceCellSize.a):
        for y in range(sourceCellSize.b//2, mapSize.b, sourceCellSize.b):
            if r.random()<sourceChance:
                source = fineBiomes.getClosest(Vector2(x,y))
                
                if source in usedFineBiomes:
                    continue
                
                tags = source.getCollectiveTags()
                acceptable = False
                for tag in tags:
                    if tag.getName()=="mountainous" and tag.getWeight()>=1:
                        acceptable = True
                        break
                    if tag.getName()=="hilly" and tag.getWeight()>=0.5:
                        acceptable = True
                        break
                    if tag.getName()=="forested" and tag.getWeight()>=1:
                        acceptable = True
                        break
                    
                if not acceptable:
                    continue
                
                usedFineBiomes.append(source)
                streamsInProcess.append(HydraulicNode(source.getPos(),1, evaluateRiverTarget(source), isSource=True))

    #iterate stream extension

    for i in range(iterationCount):
        
        newStreams = []

        for stream in streamsInProcess:

            #try twice, once with large step, once with small step
            stepLength = smallStepLength
            for j in range(2):
                #ignore streams outside map
                posDiff = mapSize - stream.getPos()
                if posDiff.a<0 or posDiff.b<0 or posDiff.a>mapSize.a or posDiff.b>mapSize.b:
                    break

                #assign direction if not present
                if not stream.getDirection():
                    angles = []
                    angle = 0
                    while angle<1:
                        angles.append(angle)
                        angle+=0.1

                    r.shuffle(angles)
                    minScore = 1000
                    for angle in angles:
                        direction = Vector2.UNIT.rotate(angle).floatMultiply(stepLength)
                        pos = direction + stream.pos
                        score = evaluateRiverTarget(fineBiomes.getClosest(pos))
                        if score<stream.score and score<minScore :
                            stream.setDirection(direction)
                            minScore = score

                #generate possible next positions
                possiblePos = []

                angleStep = 0.02
                angleRange = 0.2

                angle = -angleRange
                while angle <=angleRange:
                    possAngle = angle + r.random()*angleStep

                    possPos = Vector2.UNIT.rotate(possAngle).floatMultiply(stepLength) + stream.getPos()

                    possiblePos.append(possPos)
                    angle += angleStep

                streamParents = stream.getParents()
                riverScore = {}
                for pos in possiblePos:
                    closest = fineBiomes.getClosest(pos)
                    riverScore[pos] = evaluateRiverTarget(closest)*(0.8+r.random()*0.4)
                    if closest in usedFineBiomes:
                        riverScore[pos] = 100

                #get highest scoring positions
                targetPos = max( possiblePos,key= lambda pos: stream.score-riverScore[pos] )

                #merge streams if close enough
                closestStream = hydroGraph.getClosest(targetPos)
                if closestStream:
                    closestDist = abs(closestStream.getPos() - targetPos)
                    for nstream in newStreams:
                        if abs(nstream.getPos() - targetPos) < closestDist:
                            closestStream = nstream
                            closestDist = abs(nstream.getPos() - targetPos)

                if (not closestStream in streamParents) and closestStream and (
                    abs(closestStream.getPos() - targetPos) < mergeDistance if not closestStream.stagnant else mergeDistance * max(1,min(1.7,1.7*closestStream.getPower()/5))):
                    
                    closestStream.addStreamInput(stream)
                    break

                #maybe set stream as stagnant if difference isn't large enough
##                if (stream.score-riverScore[pos])<r.random()*0.2-0.3 and (stream.length-2)%5==0 and r.random()<0.7:
##                    stream.stagnant = True

                if (stream.score-riverScore[pos])<r.random()*0.2-0.4 and stream.length>r.randint(3,8):
                    if j==0:
                        stepLength = largeStepLength
                        continue
                    else:
                        stream.stagnant = True
                        break

                #create next node
                newStream = HydraulicNode(targetPos, 0.05, riverScore[pos], targetPos-stream.getPos() )
                stream.addStreamOutput(newStream)
                newStreams.append(newStream)
                usedFineBiomes.append(fineBiomes.getClosest(targetPos))
                break
            
        for stream in streamsInProcess:
            hydroGraph.addNode(stream)
        streamsInProcess = newStreams


    #generate map graph data
    hydraulicObjects = {}
    for hydroObj in GetLoadedObjectClass("hydraulics"):
        hydraulicObjects[hydroObj.getName()] = hydroObj
        
    for node in hydroGraph.getNodes():
        node.generateMapGraphData(hydraulicObjects)
        

    return hydroGraph
Beispiel #13
0
def fillMap(mapGraph, objectClass, superInfluence=1, nothingThreshold=0):
    templates = GetLoadedObjectClass(objectClass)

    objectSuggestions = []
    for template in templates+templates:
        objectSuggestions.append(template.instantiate())

    nodesToRemove = []
    for node in mapGraph.getNodes():
        r.shuffle(objectSuggestions)
        
        scoredSuggs = {}
        for obj in objectSuggestions:
            score = 0
            connCount = 0
            for conn in node.getConnections():
                if conn.getObject():
                    score += obj.compare(conn.getObject()) / abs(node.getPos()-conn.getPos())
                    connCount+=1

            superScore = 0
            for superConn in node.getSuperConnections():
                superScore += obj.compare(superConn.getObject())
            
            finalScore = 0
            if connCount>0:
                finalScore += score/connCount

            if node.getSuperConnections():    
                finalScore += superScore/len(node.getSuperConnections())*superInfluence

            scoredSuggs[obj] = finalScore
            obj.score = finalScore

        order = objectSuggestions[:]
        order.sort(key = lambda obj: scoredSuggs[obj])
        order = order[2*len(order)//3:]
        for obj in objectSuggestions:
            if not obj in order:
                scoredSuggs.pop(obj)
        
            
        targetVal = r.random()*sum(scoredSuggs.values())
        usedObject = r.choice(order)
        for obj in order:
            targetVal -= scoredSuggs[obj]
            if targetVal <= 0:
                usedObject = obj
                break
        

        objectSuggestions = []
        for template in templates+templates:
            objectSuggestions.append(template.instantiate())

        if scoredSuggs[obj] < nothingThreshold:
            nodesToRemove.append(node)
        else:
            node.setObject(usedObject)

    for node in nodesToRemove:
        mapGraph.removeNode(node)