Ejemplo n.º 1
0
def GetFactionToDefend(thisfaction, fac, cursys):
    m = fg_util.FGsInSystem("merchant", cursys)
    nummerchant = len(m)
    m += fg_util.FGsInSystem(thisfaction, cursys)
    numthisfac = len(m)
    m += fg_util.FGsInSystem(fac, cursys)
    return (m, nummerchant, numthisfac)
Ejemplo n.º 2
0
def LookForSystemWideTrouble(faction,sys):
    fg = fg_util.FGsInSystem(faction,sys)
    for i in fg:
        enemyfac = faction_ships.get_enemy_of (faction)
        efg = fg_util.AllFGsInSystem(enemy,sys)
        if (len(efg)):
            index=vsrandom.randrange(0,len(efg))#FIXME include some sort of measure "can I win"
            initiateAttack(fg,faction,sys,efg[index],enemyfac)
Ejemplo n.º 3
0
def AddFighterTo(fgname,fac,isNew=False):
    sys = VS.getSystemFile()
    #debug.debug('add fighter')
    numsystems = generate_dyn_universe.systemcount[fac]
    if (VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    numfighters = int(generate_dyn_universe.XProductionRate(fac,faction_ships.fighterProductionRate)*numsystems)
    try:
        if fac in faction_ships.staticFighterProduction:
            numfighters+=faction_ships.staticFighterProduction[fac]
    except:
        pass
    if (numfighters<1):
        if (vsrandom.uniform(0,1)<numfighters):
            numfighters=1
    #debug.debug("Generating "+str(numfighters)+ " fighters for "+fac+" at "+sys)
    if isNew:
        fgk=fg_util.FGsInSystem(fac,sys)        
        if len(fgk):
            fgname=fgk[vsrandom.randrange(0,len(fgk))]
            stat=6
            if fac in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG[fac]
            elif "default" in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG["default"]
            if fg_util.NumShipsInFG(fgname,fac)+numfighters<=numfighters+stat:
                isNew=False
        if isNew:
            fgname=generate_dyn_universe.GetNewFGName(fac)
    if numfighters>=1:
        fg_util.AddShipsToFG (fgname,fac,((faction_ships.getRandomFighter(fac),int(numfighters)),),sys)
    numcapships = generate_dyn_universe.XProductionRate(fac,faction_ships.capitalProductionRate)*numsystems
    if (numcapships<1):
        if (vsrandom.uniform(0,1)>numcapships):
            return
        numcapships=1
    sys = fg_util.FGSystem(fgname,fac)
    if (1 or VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    cap =faction_ships.getRandomCapitol(fac)
    #debug.debug("Generating "+str(numcapships)+ " capship "+cap+" for "+fac+" at "+sys)
    fg_util.AddShipsToFG(fgname,fac,((cap,int(numcapships)),),sys)
Ejemplo n.º 4
0
 def launch_near(self, un):
     if (VS.GetGameTime() < 10):
         debug.debug("launch_near called too soon!")
         return
     cursys = VS.getSystemFile()
     #numsigs=universe.GetNumSignificantsForSystem(cursys)
     for factionnum in range(faction_ships.getMaxFactions() - 1):
         faction = faction_ships.intToFaction(factionnum)
         fglist = fg_util.FGsInSystem(faction, cursys)
         if not len(fglist):
             debug.debug('no flight group for faction: ' + faction +
                         ' in system ' + cursys + '.')
             continue
         num = len(fglist)
         debug.info(
             'Probability numbers: %d %d' %
             (num, fg_util.MaxNumFlightgroupsInSystem(cursys)))  #,numsigs
         avg = float(num) / float(
             fg_util.MaxNumFlightgroupsInSystem(cursys))  #/float(numsigs)
         fortress_level = 0
         if cursys in faction_ships.fortress_systems:
             foretress_level = faction_ships.fortress_systems[cursys]
             avg *= (not (
                 VS.GetRelation(VS.GetGalaxyFaction(cursys), faction) < 0
                 and cursys in faction_ships.fortress_systems)
                     ) * fortress_level + (1 - fortress_level)
         debug.debug('Chance for %s ship: %g' % (faction, avg))
         rndnum = vsrandom.random()
         debug.debug('Random number: %g; will generate ship: %d' %
                     (rndnum, rndnum < avg))
         if rndnum < avg:
             #now we know that we will generate some ships!
             flightgroup = fglist[vsrandom.randrange(len(fglist))]
             typenumbers = fg_util.GetShipsInFG(flightgroup, faction)
             debug.debug('FG Name: "%s", ShipTypes: %s' %
                         (flightgroup, str(typenumbers)))
             launch_recycle.launch_types_around(
                 flightgroup, faction, typenumbers, 'default',
                 self.generation_distance * vsrandom.random() * 0.9, un,
                 self.generation_distance * vsrandom.random() * 2, '')
Ejemplo n.º 5
0
def Siege(fac):
    global siegenumber
    global siegenumtimes
    global siegeprob
    #       turns_till_siege_effective=100
    if (not fac in faction_ships.siegingfactions):
        return
    numfg= fg_util.NumAllFlightgroups(fac)
    if (numfg):
        if (siegenumber==0):
            siegeprob = float(numfg)/float(faction_ships.siegingfactions[fac]);
            siegenumtimes = int (siegeprob)
            if (siegenumtimes==0):
                siegenumtimes=1
            else:
                siegeprob =1
        if siegenumber>=siegenumtimes:
            siegenumber=0
            return 0
        else:
            if (vsrandom.uniform(0,1)<siegeprob):
                fg =fg_util.RandomFlightgroup(fac)
                sys = fg_util.FGSystem(fg,fac)
                enfac=VS.GetGalaxyFaction(sys)
                if (not sys in faction_ships.invincible_systems):
                    #fg_util.CheckAllShips(fac)
                    #fg_util.CheckAllShips(enfac)
                    if enfac == "unknown":
                        debug.debug("exploration: "+sys)
                        fgleader = fg_util.getFgLeaderType(fg,fac)
                        exploration = 1

                    else:
                        exploration = 0
                    if (VS.GetRelation(fac,enfac)<0 and neighborFaction(sys,fac)):#FIXME maybe even less than that
                        numenemyfg = fg_util.NumFactionFGsInSystem(enfac,sys)
                        numfriendfg = fg_util.NumFactionFGsInSystem(fac,sys)
                        #debug.debug('siegarol enemioes '+str(numenemyfg)+ ' friends '+str(numfriendfg))
                        global dnewsman_
                        if exploration:
                            if sys != 'nil':
                                generate_dyn_universe.TakeoverSystem(fac,sys)
                                #HACK, regenerate bases instnatly
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_EXPLORATION,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fg,fgleader,"unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                        elif (numenemyfg==0 and numfriendfg==0): #If both annihalate each other completely (unlikely but possible)
                            facnum = VS.GetFactionIndex (fac)
                            debug.debug('cehcking started')
                            debug.error("DRAW error "+fg+" sys has "+sys+" has " +str(fg_util.NumFactionFGsInSystem(fac,sys))+" String is "+Director.getSaveString(0,fg_util.MakeStarSystemFGKey(sys),facnum))
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fg,"unknown","unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                        elif (numenemyfg==0 and (fg_util.CapshipInFG(fg,fac) or moveSurroundingCapshipsToSiege(fac,sys))):      #If aggressor succeeded
                            debug.debug(fac + ' took over '+ sys + ' originally owned by '+enfac)
                            #ok now we have him... while the siege is going on the allies had better initiate the battle--because we're now defending the place...  so that means if the owners are gone this place is ours at this point in time
                            fgs = fg_util.FGsInSystem(fac,sys)
                            if (len(fgs)>0):
                                fgs=fgs[0]
                            else:
                                fgs = "unknown"
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fgs,"unknown","unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                            generate_dyn_universe.TakeoverSystem(fac,sys)
                            #HACK, regenerate bases instnatly

                        elif (numfriendfg==0):  #If aggressor lost
                            debug.error('wtf!!')
                            fgs = fg_util.FGsInSystem(enfac,sys)
                            if (len(fgs)>0):
                                fgs=fgs[0]
                            else:
                                fgs = "unknown"
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_LOSS,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,"unknown","unknown",fgs,"unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)


                        #FIXME add if statements if there is instead a (non appocalyptic) draw (if waring factions have relations "almost neutral" you could have a cease fire, or if the two factions are evenly matched and go nowhere a withdraw of the attackers might occur)!!!
            siegenumber+=1
        return 1
    else:
        return 0
Ejemplo n.º 6
0
def contractMissionsFor(fac, minsysaway, maxsysaway):
    global totalMissionNumber
    global insysMissionNumber
    totalMissionNumber = 0
    insysMissionNumber = 0
    facnum = faction_ships.factionToInt(fac)
    enemies = list(faction_ships.enemies[facnum])
    script = ''
    cursystem = VS.getSystemFile()
    thisfaction = VS.GetGalaxyFaction(cursystem)
    preferredfaction = None
    if (VS.GetRelation(fac, thisfaction) >= 0):
        preferredfaction = thisfaction  #try to stay in this territory
    l = []
    num_wingmen = 2
    num_rescue = 2
    num_defend = 1
    num_idefend = 2
    num_bounty = 1
    num_ibounty = 1
    num_patrol = 1
    num_ipatrol = 1
    num_escort = 1
    num_iescort = 1
    mincount = 2
    usedcats = {}
    plr = VS.getPlayer()
    if plr:
        for i in range(plr.numCargo()):
            usedcats[plr.GetCargoIndex(i).GetCategory()] = 1
    for i in range(minsysaway, maxsysaway + 1):
        for j in getSystemsNAway(cursystem, i, preferredfaction):
            import dynamic_battle
            if (i < 2 and num_rescue > 0):
                if j[-1] in dynamic_battle.rescuelist:
                    generateRescueMission(j, dynamic_battle.rescuelist[j[-1]])
                    if checkCreatedMission():
                        num_rescue -= 1
#            if (0 and i==0):
#                generateRescueMission(j,("confed","Shadow","pirates"))
            l = dynamic_battle.BattlesInSystem(j[-1])
            nodefend = 1
            for k in l:
                if (VS.GetRelation(fac, k[1][1]) >= 0):
                    if ((j[-1] == VS.getSystemFile() and num_idefend <= 0) or
                        (j[-1] != VS.getSystemFile() and num_defend <= 0)):
                        mungeFixerPct()
                        debug.debug("Munged")
                    else:
                        nodefend = 0
                    generateDefendMission(j, k[1][0], k[1][1], k[0][0],
                                          k[0][1])
                    restoreFixerPct()
                    if checkInsysNum():
                        num_idefend -= 1
                    if checkMissionNum():
                        num_defend -= 1
                    debug.debug("Generated defendX with insys at: " +
                                str(num_idefend) + " and outsys at " +
                                str(num_defend))
            (m, nummerchant,
             numthisfac) = GetFactionToDefend(thisfaction, fac, j[-1])

            if preferredfaction:
                for kk in faction_ships.enemies[
                        faction_ships.factiondict[thisfaction]]:
                    k = faction_ships.intToFaction(kk)
                    for mm in fg_util.FGsInSystem(k, j[-1]):
                        if (i == 0 or vsrandom.randrange(0, 4)
                                == 0):  #fixme betterthan 4
                            if nodefend and len(m) and vsrandom.random() < .4:
                                if 1:  #for i in range(vsrandom.randrange(1,3)):
                                    insys = (j[-1] == VS.getSystemFile())
                                    if (insys and num_idefend <= 0):
                                        mungeFixerPct()
                                    elif (num_defend <= 0 and not insys):
                                        mungeFixerPct()
                                    rnd = vsrandom.randrange(0, len(m))
                                    def_fg = m[rnd]
                                    def_fac = "merchant"
                                    if rnd >= nummerchant:
                                        def_fac = thisfaction
                                    if rnd >= numthisfac:
                                        def_fac = fac
                                    generateDefendMission(
                                        j, def_fg, def_fac, mm, k)
                                    restoreFixerPct()
                                    if checkInsysNum():
                                        num_idefend -= 1
                                    if checkMissionNum():
                                        num_defend -= 1
                                    debug.debug(
                                        "Generated defendY with insys at: " +
                                        str(num_idefend) + " and outsys at " +
                                        str(num_defend))
                                nodefend = 0
                            elif ((i == 0 or vsrandom.random() < .5)):
                                if ((j[-1] == VS.getSystemFile()
                                     and num_ibounty <= 0)
                                        or (j[-1] != VS.getSystemFile()
                                            and num_bounty <= 0)):
                                    mungeFixerPct()
                                generateBountyMission(j, mm, k)
                                restoreFixerPct()
                                if checkInsysNum():
                                    debug.debug(
                                        " decrementing INSYS bounty to " +
                                        str(num_ibounty))
                                    num_ibounty -= 1
                                if checkMissionNum():
                                    debug.debug(" decrementing bounty to " +
                                                str(num_bounty))
                                    num_bounty -= 1

            mincount = -2
            if i == 0:
                mincount = 1
            for k in range(vsrandom.randrange(
                    mincount, 4)):  ###FIXME: choose a better number than 4.
                if k < 0:
                    k = 0
                rnd = vsrandom.random()
                if (rnd < .15):  # 15% - nothing
                    pass
                if (rnd < .5 or i == 0):  # 35% - Patrol Mission
                    if ((j[-1] == VS.getSystemFile() and num_ipatrol <= 0) or
                        (j[-1] != VS.getSystemFile() and num_patrol <= 0)):
                        mungeFixerPct()
                    if (vsrandom.randrange(0, 2)
                            or j[-1] in faction_ships.fortress_systems):
                        generatePatrolMission(j, vsrandom.randrange(4, 10))
                    else:
                        generateCleansweepMission(
                            j, vsrandom.randrange(4, 10),
                            faction_ships.get_enemy_of(fac))
                    restoreFixerPct()
                    if checkInsysNum():
                        num_ipatrol -= 1
                    if checkMissionNum():
                        num_patrol -= 1

                else:  # 50% - Cargo mission
                    numcargos = vsrandom.randrange(1, 25)
                    if numcargos > 20:
                        numcargos = 20
                    category = ''
                    if (rnd > .87 and fac != 'confed' and fac != "ISO"
                            and fac != "militia" and fac != "homeland-security"
                            and fac != "kilrathi" and fac != "merchant"
                            and fac != "klkk"):
                        category = 'Contraband'
                    else:
                        for myiter in range(100):
                            carg = VS.getRandCargo(numcargos, category)
                            category = carg.GetCategory()
                            if ((not category in usedcats)
                                    and category[:9] != 'Fragments'
                                    and category[:10] != 'Contraband'
                                    and category.find('upgrades') != 0
                                    and (category.find('starships') != 0
                                         or rnd > .999)):
                                break
                            if (myiter != 99):
                                category = ''


#                    debug.debug("CATEGORY OK "+category)
                    if not category in usedcats:
                        generateCargoMission(j, numcargos, category, fac)
                        usedcats[category] = 1
                numescort = vsrandom.randrange(0, 2)
                if (numescort > len(m)):
                    numescort = len(m)
                count = 0
                for k in m:
                    if (i == 0):
                        if vsrandom.random() < .92:
                            count += 1
                            continue
                    elif (vsrandom.random() < .97):
                        count += 1
                        continue
                    f = "merchant"
                    if count >= nummerchant:
                        f = thisfaction
                    if count >= numthisfac:
                        f = fac
                    if (vsrandom.random() < .25):
                        if (num_wingmen > 0):
                            generateWingmanMission(k, f)
                            num_wingmen -= 1
                    elif (i == 0):
                        if (vsrandom.random() < .25):
                            if num_iescort <= 0:
                                mungeFixerPct()
                            generateEscortLocal(j, k, f)
                            restoreFixerPct()
                            if checkCreatedMission():
                                num_iescort -= 1
                    else:
                        if num_escort <= 0:
                            mungeFixerPct()
                        generateEscortMission(j, k, f)
                        restoreFixerPct()
                        if checkCreatedMission():
                            num_escort -= 1

                    count += 1
    def launch_near(self, un, forceLaunch=False):
        if (VS.GetGameTime() < 10 and not forceLaunch):
            debug.debug("hola!")
            return
        cursys = VS.getSystemFile()
        cursysfaction = VS.GetGalaxyFaction(cursys)

        #   Computing probability numbers is relatively expensive,
        # accessing multiple times FG/Galaxy/Universe API.
        #   Although with some optimization it becomes acceptable on
        # a director loop, this is still much better: we compute
        # probabilities roughly once per system entry, and then just
        # launch a single flightgroup per director execution (to spread
        # launch load in time and make it less intrusive on gameplay -
        # ie, stutter less noticeably). Outside code will take care
        # of ceasing to call this function when no more flightgroups
        # are needed.

        # Validate probability cache
        if    (cursysfaction != self.probability_cache[0]) \
           or (cursys != self.probability_cache[1]) \
           or (faction_ships.getMaxFactions() != len(self.probability_cache[2])):
            debug.debug('Probability numbers:')
            psum = 0
            probs = []
            for factionnum in range(faction_ships.getMaxFactions()):
                faction = faction_ships.intToFaction(factionnum)
                num = fg_util.NumFactionFGsInSystem(
                    faction,
                    cursys)  # will count bases... but... much quicker.
                if num == 1:
                    #cannot accept counting bases in this case...
                    num = len(fg_util.FGsInSystem(faction, cursys))

                avg = float(num) / float(
                    fg_util.MaxNumFlightgroupsInSystem(
                        cursys))  #/float(numsigs)
                fortress_level = 0
                if cursys in faction_ships.fortress_systems:
                    foretress_level = faction_ships.fortress_systems[cursys]
                    avg *= (not (VS.GetRelation(cursysfaction, faction) < 0
                                 and cursys in faction_ships.fortress_systems)
                            ) * fortress_level + (1 - fortress_level)
                debug.debug('Chance for %s ship: %g' % (faction, avg))
                probs.append(avg)
                psum += avg
            self.probability_cache = (cursysfaction, cursys, probs, psum)
        else:
            debug.debug('Probability numbers cached.')

        # Launch a single random flightgroup in the bunch
        rnd = vsrandom.random() * self.probability_cache[3]
        p = 0
        for factionnum in range(len(self.probability_cache[2])):
            p += self.probability_cache[2][factionnum]
            if (p >= rnd):
                #now we know that we will generate some ships!
                faction = faction_ships.intToFaction(factionnum)
                fglist = fg_util.FGsInSystem(faction, cursys)
                for k in range(10):  #try 10 times
                    flightgroup = fglist[vsrandom.randrange(len(fglist))]
                    typenumbers = fg_util.GetShipsInFG(flightgroup, faction)
                    if not len(typenumbers):
                        continue
                    debug.debug('FG Name: "%s", ShipTypes: %s' %
                                (flightgroup, str(typenumbers)))
                    launch_recycle.launch_types_around(
                        flightgroup, faction, typenumbers, 'default',
                        self.generation_distance * vsrandom.random() * 0.9, un,
                        self.generation_distance * vsrandom.random() * 2, '',
                        '', 100)
                    break
                # assume after 10 tries we launched a flightgroup, we're done here
                break

        # Update DJ
        dj_lib.PlayMusik(0, dj_lib.HOSTILE_NEWLAUNCH_DISTANCE)