Beispiel #1
0
    def player(self,
               username,
               password,
               email='Unknown',
               comment='A Minisec Player'):
        """\
		Create a Solar System, Planet, and initial Fleet for the player, positioned randomly within the Universe.
		"""
        dbconn.use(self.game)

        trans = dbconn.begin()
        try:
            user = RulesetBase.player(self, username, password, email, comment)

            # FIXME: Hack! This however means that player x will always end up in the same place..
            r = random.Random()
            r.seed(user.id)

            pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint(
                SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000

            system = Object(type='tp.server.rules.base.objects.System')
            system.name = "%s Solar System" % username
            system.parent = 0
            system.size = r.randint(800000, 2000000)
            (system.posx, system.posy, junk) = pos
            ReparentOne(system)
            system.owner = user.id
            system.save()

            planet = Object(type='tp.server.rules.timtrader.objects.Planet')
            planet.name = "%s Planet" % username
            planet.parent = system.id
            planet.size = 100
            planet.posx = system.posx + r.randint(1, 100) * 1000
            planet.posy = system.posy + r.randint(1, 100) * 1000
            planet.owner = user.id

            # Get the player's planet object and add the empire capital
            planet.resources_add(Resource.byname('Header Quarter'), 1)
            planet.resources_add(Resource.byname('Credit'), 10000)

            planet.save()

            fleet = Object(type='tp.server.rules.minisec.objects.Fleet')
            fleet.parent = planet.id
            fleet.size = 3
            fleet.name = "%s First Fleet" % username
            fleet.ships = {1: 3}
            (fleet.posx, fleet.posy, fleet.posz) = (planet.posx, planet.posy,
                                                    planet.posz)
            fleet.owner = user.id
            fleet.save()

            trans.commit()
        except:
            trans.rollback()
            raise
    def populate(self, seed, system_min, system_max, planet_min, planet_max):
        """\
		--populate <game> <random seed> <min systems> <max systems> <min planets> <max planets>
		
			Populate a universe with a number of systems and planets.
			The number of systems in the universe is dictated by min/max systems.
			The number of planets per system is dictated by min/max planets.
		"""
        seed, system_min, system_max, planet_min, planet_max = (
            int(seed), int(system_min), int(system_max), int(planet_min),
            int(planet_max))

        dbconn.use(self.game)

        trans = dbconn.begin()
        try:
            # FIXME: Assuming that the Universe and the Galaxy exist.
            r = random.Random()
            r.seed(int(seed))

            # Create this many systems
            for i in range(0, r.randint(system_min, system_max)):
                pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint(
                    SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000

                # Add system
                system = Object(type='tp.server.rules.base.objects.System')
                system.name = "System %s" % i
                system.size = r.randint(800000, 2000000)
                system.posx = pos[0]
                system.posy = pos[1]
                system.insert()
                ReparentOne(system)
                system.save()
                print "Created system (%s) with the id: %i" % (system.name,
                                                               system.id)

                # In each system create a number of planets
                for j in range(0, r.randint(planet_min, planet_max)):
                    planet = Object(type='tp.server.rules.base.objects.Planet')
                    planet.name = "Planet %i in %s" % (j, system.name)
                    planet.size = r.randint(1000, 10000)
                    planet.parent = system.id
                    planet.posx = pos[0] + r.randint(1, 100) * 1000
                    planet.posy = pos[1] + r.randint(1, 100) * 1000
                    planet.insert()
                    print "Created planet (%s) with the id: %i" % (planet.name,
                                                                   planet.id)

            trans.commit()
        except:
            trans.rollback()
            raise
Beispiel #3
0
	def do(self):
		builder = Object(self.oid)

		if not hasattr(builder, "owner"):
			print "Could not do a build order because it was on an unownable object."
			self.remove()
		
		if self.turns() > 1:
			# Add another year to worked...
			self.worked += 1
			print "Worked %s, %s left until built." % (self.worked, self.turns())
			self.save()
			return
			
		# Build new fleet object
		fleet = Object(type='tp.server.rules.minisec.objects.Fleet')

		# Type Fleet
		fleet.parent = builder.id
		fleet.posx = builder.posx
		fleet.posy = builder.posy
		fleet.posz = builder.posz
		fleet.size = 1
		fleet.owner = builder.owner
		fleet.ships = self.ships
		fleet.insert()
		fleet.name = self.name
		fleet.save()

		message = Message()
		message.slot = -1
		message.bid = builder.owner
		message.subject = "Fleet built"
		
		message.body = """\
A new fleet (%s) has been built and is orbiting %s.
It consists of:
""" % (fleet.name, builder.name)

		for type, number in fleet.ships.items():
			if number > 1:
				message.body += "%s %ss" % (number, Fleet.ship_types[type])
			else:
				message.body += "%s %s" % (number, Fleet.ship_types[type])

		message.insert()

		self.remove()
Beispiel #4
0
    def turns(self, turns=0):
        obj = Object(self.oid)
        xd, yd, zd = self.pos[0] - obj.posx, self.pos[1] - obj.posy, self.pos[
            2] - obj.posz
        distance = math.sqrt(xd**2 + yd**2 + zd**2)

        return away(distance / obj.speed()) + turns
    def initialise(self):
        """\
		Minisec 
		"""
        dbconn.use(self.game)

        trans = dbconn.begin()
        try:
            RulesetBase.initialise(self)

            # Need to create the top level universe object...
            universe = Object(type='tp.server.rules.base.objects.Universe')
            universe.id = 0
            universe.name = "The Universe"
            universe.size = SIZE
            universe.parent = 0
            universe.posx = 0
            universe.posy = 0
            universe.turn = 0
            universe.insert()

            trans.commit()
        except:
            trans.rollback()
            raise
Beispiel #6
0
    def do(self, action):
        # We are going to have to modify the object so lets load it
        obj = Object(self.oid)

        # Work out what the maximum speed of this object is
        speed = obj.speed()

        xd, yd, zd = self.pos[0] - obj.posx, self.pos[1] - obj.posy, self.pos[
            2] - obj.posz

        if action == 'finalise':
            # Make sure that we haven't missed the object
            if (obj.velx, obj.vely, obj.velz) != (0, 0, 0):
                if xd * obj.velx < 0 or yd * obj.vely < 0 or zd * obj.velz < 0:
                    print "Object %i (%s) has overshot destination %s to (%i, %i, %i)" % \
                     (obj.id, obj.name, self.pos, obj.velx, obj.vely, obj.velz)
                    obj.posx, obj.posy, obj.posz = self.pos
                    ReparentOne(obj)
                    obj.save()

            # Have we reached our destination?
            if self.pos == (obj.posx, obj.posy, obj.posz):
                print "Object %i (%s) has arrived at destination (%i, %i, %i)" % \
                  (obj.id, obj.name, obj.posx, obj.posy, obj.posz)
                obj.velx = obj.vely = obj.velz = 0
                obj.save()

                self.remove()

                # Send a message to the owner that the object has arrived...
                message = Message()
                message.bid = obj.owner
                message.slot = -1
                message.subject = "%s arrived" % obj.name
                message.body = """%s has arrive at it's destination (%i, %i, %i).""" % \
                     (obj.name, obj.posx, obj.posy, obj.posz)
                message.insert()
            return

        elif action == 'prepare':
            distance = math.sqrt(xd**2 + yd**2 + zd**2)

            if distance == 0:
                return

            # Set the velocity so we are moving towards self.pos at speed
            velx = away(closest(speed * xd / distance, xd))
            vely = away(closest(speed * yd / distance, yd))
            velz = away(closest(speed * zd / distance, zd))

            if (velx, vely, velz) != (obj.velx, obj.vely, obj.velz):
                print "Setting velocity of object %i to %r currently at %r destination %r" % (
                    obj.id, (velx, vely, velz),
                    (obj.posx, obj.posy, obj.posz), self.pos)
                obj.velx, obj.vely, obj.velz = velx, vely, velz
                obj.save()
            return
        else:
            raise Exception("Unknown action!")
	def h(obj):
		if obj.type == "sobjects.Fleet":
			parent = Object(obj.parent)
			if parent.type == "sobjects.Planet":
				if obj.owner == parent.owner:
					print "Healing %s (%s) because orbiting %s (%s)" % (obj.name, obj.id, parent.name, parent.id)
					obj.damage = {}
					obj.save()
Beispiel #8
0
def ReparentOne(obj):
	# Reparent the object
	parents = Object.bypos([obj.posx, obj.posy, obj.posz], size=0, orderby=Object.bypos_size)
	print "Possible parents", parents
	
	obj.parent = 0
	parents = [id for (id, time) in parents if Object(id).type != obj.type]
	if parents:
		obj.parent = parents[0]
	else:
		print "No parents left! Using Universe."
Beispiel #9
0
	def do(self):
		builder = Object(self.oid)

		# FIXME: Check that this is a planet
		# FIXME: Check that this planet has the headquarter resource
		if False:
			print "Could not do a build order because it was on a planet headquaters. (This should not happen.)"
			self.remove()

		# Check that there are enough components to build this ship...
			
		# Build new fleet object
		fleet = Object(type='tp.server.rules.minisec.objects.Fleet')

		# Check if there is a design which matches this amount of components. If not create it...

		# Type Fleet
		fleet.parent = builder.id
		fleet.posx = builder.posx
		fleet.posy = builder.posy
		fleet.posz = builder.posz
		fleet.size = 1
		fleet.owner = builder.owner
		fleet.ships = self.ships
		fleet.insert()
		fleet.name = self.name
		fleet.save()

		message = Message()
		message.slot = -1
		message.bid = builder.owner
		message.subject = "Fleet built"
		
		message.body = """\
A new ship (%s) has been built and is orbiting %s.
""" % (fleet.name, builder.name)

		message.insert()

		self.remove()
Beispiel #10
0
def WalkUniverse(top, order, callback, *args, **kw):
	"""\
	Walks around the universe and calls a command for each object.
	
	If the first argument is "before" parents will be called before there children.
	If the first argument is "after" parents will be called after there children.
	"""
	if order == "before":
		callback(top, *args, **kw)

	for id in top.contains():
		WalkUniverse(Object(id), order, callback, *args, **kw)

	if order == "after":
		callback(top, *args, **kw)
    def do(self):
        # We need the original fleet
        fleet1 = Object(self.oid)

        # Create the new fleet
        fleet2 = copy.deepcopy(fleet1)
        fleet2.name = self.call
        fleet2.ships = {}

        # Add the ships to the new fleet
        for type, number in self.ships:
            if fleet1.ships[type] - number > 0:
                fleet1.ships[type] -= number
                fleet2.ships[type] = number
            else:
                fleet2.ships[type] = fleet1.ships[type]
                fleet1.ships[type] = 0

        fleet1.save()
        fleet2.insert()

        self.remove()
Beispiel #12
0
    def populate(self, seed, system_min, system_max, planet_min, planet_max):
        """\
		--populate <game> <random seed> <min systems> <max systems> <min planets> <max planets>
		
			Populate a universe with a number of systems and planets.
			The number of systems in the universe is dictated by min/max systems.
			The number of planets per system is dictated by min/max planets.
		"""
        dbconn.use(self.game)
        trans = dbconn.begin()
        try:
            MinisecRuleset.populate(self, seed, system_min, system_max,
                                    planet_min, planet_max)

            # Add a random smattering of resources to planets...
            r = random.Random()
            r.seed(int(seed))

            for planetid, time in Object.bytype(
                    'tp.server.rules.base.objects.Planet'):
                planet = Object(id=planetid)

                ids = r.sample(range(1, 4), r.randint(0, 3))
                for id in ids:
                    planet.resources_add(id, r.randint(0, 10),
                                         Planet.ACCESSABLE)
                    planet.resources_add(id, r.randint(0, 100), Planet.MINABLE)
                    planet.resources_add(id, r.randint(0, 1000),
                                         Planet.INACCESSABLE)

                planet.save()

            trans.commit()
        except:
            trans.rollback()
            raise
Beispiel #13
0
def do(top):
    universe = Object(id=0)
    universe.turn += 1
    print "Turn number is now", universe.turn
    universe.save()
	def do(self):
		# We are going to have to modify the object so lets load it
		fleet = Object(self.oid)
		planet = Object(self.target)

		# Do checks :)
		message = Message()
		message.slot = -1
		message.bid = fleet.owner
		message.subject = "Colonise failed."

		if planet.posx != fleet.posx or planet.posy != fleet.posy or planet.posz != planet.posz:
			print "Colonise of Planet %s (%s) (by %s-%s) failed. The fleet was not orbiting the planet!" % (planet.id, planet.name, fleet.id, fleet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s was not orbiting the planet.<br>
The order has been removed.""" % (planet.name, fleet.name)
			message.insert()

			self.remove()
			return	
	
		if not planet.type.endswith('Planet'):
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s not a planet!" % (planet.id, planet.name, fleet.id, fleet.name, planet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s is not a Planet!<br>
The order has been removed.""" % (planet.name, planet.name)
			message.insert()

			self.remove()
			return

		if not planet.owner in (-1, 0):
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s is owned by %s." % (planet.id, planet.name, fleet.id, fleet.name, planet.name, planet.owner)
			message.body = """\
Colonise of %s <b>failed</b> because %s is already colonised by %s!<br>
You can decolonised the planet by bombing the bejesus out of it.
The order has been removed.""" % (planet.name, planet.name, planet.owner)
			message.insert()

			self.remove()
			return

		if not fleet.ships.has_key(Frigate) or fleet.ships[Frigate] < 1:
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s has no frigates." % (planet.id, planet.name, fleet.id, fleet.name, fleet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s does not have any Frigates!<br>
The order has been removed.""" % (planet.name, fleet.name)
			message.insert()

			self.remove()
			return

		print "Colonise of Planet %s (%s) (by %s-%s) succeeded." % (planet.id, planet.name, fleet.id, fleet.name)
		message.subject = "Colonise success."
		message.body = """\
Colonisation of %s <b>succeded</b>.""" % (planet.name,)
		message.insert()
		
		planet.owner = fleet.owner
		fleet.ships[Frigate] -= 1

		planet.save()
		fleet.save()

		self.remove()
Beispiel #15
0
    def initialise(self, seed=None):
        """\
		TIM Trader
		"""
        trans = dbconn.begin()
        try:
            RulesetBase.initialise(self)

            # Need to create the top level universe object...
            universe = Object(type='tp.server.rules.base.objects.Universe')
            universe.id = 0
            universe.name = "The Universe"
            universe.size = SIZE
            universe.parent = 0
            universe.posx = 0
            universe.posy = 0
            universe.turn = 0
            universe.insert()

            # Create all the resources, they consist of,
            #   - One resource for each resource specified in resources.csv
            #   - One resource for each factory specified  in prodcon.csv
            reader = csv.DictReader(
                open(os.path.join(self.files, "resources.csv"), "r"))
            for row in reader:
                if row['namesingular'] is '':
                    continue

                r = Resource()
                for name, cell in row.iteritems():
                    if cell is '':
                        continue
                    try:
                        setattr(r, name,
                                convert(getattr(Resource.table.c, name), cell))
                    except AttributeError, e:
                        # FIXME: These shouldn't really occur...
                        pass

                r.transportable = bool(row['transportable'])

                r.insert()

            import ProducersConsumers
            for factory in ProducersConsumers.loadfile(
                    os.path.join(self.files, "prodcon.csv")):
                # FIXME: Make these auto generated resources much nicer...
                # Ignore the special case factories which are also goods.
                try:
                    r = Resource(Resource.byname(factory.name))
                    r.desc += "\n"
                except NoSuch:
                    r = Resource()
                    r.namesingular = factory.name
                    r.nameplural = factory.name
                    r.desc = ""
                    r.weight = 1000
                    r.size = 1000

                r.desc += "Converts"
                for product in factory.products:
                    # FIXME: Should also display if usage of this resource is required to grow....
                    r.desc += "\n\t%s -> %s" % product

                r.products = factory.products
                r.save()

            trans.commit()
Beispiel #16
0
    def populate(self, seed, system_min, system_max, planet_min, planet_max):
        """\
		--populate <game> <random seed> <min systems> <max systems> <min planets> <max planets>
		
			Populate a universe with a number of systems and planets.
			The number of systems in the universe is dictated by min/max systems.
			The number of planets per system is dictated by min/max planets.
		"""
        # Convert arguments to integers
        seed, system_min, system_max, planet_min, planet_max = (
            int(seed), int(system_min), int(system_max), int(planet_min),
            int(planet_max))

        dbconn.use(self.game)
        trans = dbconn.begin()
        try:
            RulesetBase.populate(self, seed)

            r = Resource(Resource.byname('Ship Parts Factory'))

            # FIXME: Assuming that the Universe and the Galaxy exist.
            r = random.Random()
            r.seed(seed)

            # Create the actual systems and planets.
            for i in range(0, r.randint(system_min, system_max)):
                pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint(
                    SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000

                # Add system
                system = Object(type='tp.server.rules.base.objects.System')
                system.name = "System %s" % i
                system.size = r.randint(800000, 2000000)
                system.posx = pos[0]
                system.posy = pos[1]
                system.insert()
                ReparentOne(system)
                system.save()
                print "Created system (%s) with the id: %i" % (system.name,
                                                               system.id)

                # In each system create a number of planets
                for j in range(0, r.randint(planet_min, planet_max)):
                    planet = Object(
                        type='tp.server.rules.timtrader.objects.Planet')
                    planet.name = "Planet %i in %s" % (j, system.name)
                    planet.size = r.randint(1000, 10000)
                    planet.parent = system.id
                    planet.posx = pos[0] + r.randint(1, 100) * 1000
                    planet.posy = pos[1] + r.randint(1, 100) * 1000
                    planet.insert()
                    print "Created planet (%s) with the id: %i" % (planet.name,
                                                                   planet.id)

                    # FIXME: Add minerals Iron, Uranium
                    mine = False
                    for mineral in minerals:
                        # Does this planet have this mineral
                        if r.random() * 100 > mineral.probability:
                            # Add a smattering of minerals
                            planet.resources_add(id,
                                                 r.randint(0, mineral.density),
                                                 Planet.MINEABLE)
                            mine = True

                    # Add a mine to each planet which has minerals
                    if mine:
                        planet.resources_add(Resource.byname('Mine'), 1,
                                             Planet.ACCESSABLE)

                    # FIXME: Add growing resources
                    for grow in growing:
                        if r.random() * 100 > grow.probability:
                            # Add a smattering of breeding grounds
                            planet.resources_add(Resource.byname(''), 1,
                                                 Planet.ACCESSABLE)

                            # Add a smattering of the same stocks
                            planet.resources_add(Resource.byname(''),
                                                 r.randint(0, grow.density),
                                                 Planet.MINEABLE)

                            # Add 1 fishery/slaughter house to each location

                    # FIXME: Add a other industries in random locations
                    for factory in factories:
                        pass

                    # FIXME: Add a bunch of cities
                    planet.save()

            trans.commit()
        except:
            trans.rollback()
            raise
    def turn(self):
        """
		generate a turn for this ruleset

		For simple rulesets (and some reasonably complicated ones), this default
		method works.

		This method performs orders and actions in the order dictated via the 
		orderOfOrders attribute. The program treats actions and orders almost 
		identically.

		For example, 
			If orderOfOrders contained,
				[MoveAction, Nop, (Clean, 'fleetsonly')]
			The move action would be applied first.
			Then all NOp orders would be performed.
			Then the Clean action would be applied with the argument ('fleetsonly')
		"""
        # Create a turn processing lock
        dbconn.use(self.game)
        lock = Lock.new('processing')

        # Connect to the database
        trans = dbconn.begin()

        try:
            # FIXME: This won't work as if a move then colonise order occurs,
            # and the move order completed the colonise order won't be
            # performed. It also removes the ability for dummy orders to be
            # removed.
            #
            # Get all the orders
            d = OrderGet()
            print d
            for action in self.orderOfOrders:
                if type(action) == TupleType:
                    action, args = action[0], action[1:]
                else:
                    args = tuple()

                name = str(action.__name__)
                if "orders" in name:
                    green("%s - Starting with" % name, args)

                    if d.has_key(name):
                        for order in d[name]:
                            order.do(*args)
                    else:
                        print "No orders of that type avaliable.."

                    green("%s - Finished" % name)

                elif "actions" in name:
                    blue("%s - Starting with" % name, args)

                    __import__(name, globals(), locals(),
                               ["do"]).do(Object(0), *args)

                    blue("%s - Finished" % name)

                sys.stdout.write("\n")

            # Reparent the universe

            # Create a EOT event
            Event.new('endofturn', self.game)

            trans.commit()
        except:
            dbconn.rollback()
            raise