Ejemplo n.º 1
0
def distribute_specials(specials_freq, universe_objects):
    """
    Adds start-of-game specials to universe objects.
    """

    # get basic chance for occurrence of specials from the universe tables
    # the values there are integers, so we have to divide them by 10,000 to get the actual basic probability value
    basic_chance = float(fo.specials_frequency(specials_freq)) / 10000.0
    if basic_chance <= 0:
        return

    # get a list with all specials that have a spawn rate and limit both > 0 and a location condition defined
    # (no location condition means a special shouldn't get added at game start)
    specials = [
        sp for sp in fo.get_all_specials() if fo.special_spawn_rate(sp) > 0.0
        and fo.special_spawn_limit(sp) > 0 and fo.special_has_location(sp)
    ]
    if not specials:
        return
    # dump a list of all specials meeting that conditions and their properties to the log
    print "Specials available for distribution at game start:"
    for special in specials:
        print "...", special, ": spawn rate", fo.special_spawn_rate(special),\
              "/ spawn limit", fo.special_spawn_limit(special)

    # attempt to apply a special to each universe object in the list that has been passed to this function
    # by finding a special that can be applied to it and hasn't been added too many times, and then attempt
    # to add that special by testing its spawn rate
    repeat_rate = {1: 0.08, 2: 0.05, 3: 0.01, 4: 0.00}
    for univ_obj in universe_objects:
        # for this universe object, find a suitable special
        # start by shuffling our specials list, so each time the specials are considered in a new random order
        random.shuffle(specials)
        num_here = 0

        # then, consider each special until one has been found or we run out of specials
        # (the latter case means that no special is added to this universe object)
        for special in specials:
            # check if the spawn limit for this special has already been reached (that is, if this special
            # has already been added the maximal allowed number of times)
            if statistics.specials_summary[special] >= fo.special_spawn_limit(
                    special):
                # if yes, consider next special
                continue

            # check if this universe object matches the location condition for this special
            # (meaning, if this special can be added to this universe object at all)
            if not fo.special_location(special, univ_obj):
                # if not, consider next special
                continue

            # we have found a special that meets all prerequisites
            # now do the test if we want to add the selected special to this universe object by making a roll against
            # the basic probability multiplied by the spawn rate of the special
            if random.random() > basic_chance * fo.special_spawn_rate(special):
                # no, test failed, break out of the specials loop and continue with the next universe object
                statistics.specials_repeat_dist[num_here] += 1
                break
            num_here += 1

            # all prerequisites and the test have been met, now add this special to this universe object
            fo.add_special(univ_obj, special)
            # increase the statistic counter for this special, so we can keep track of how often it has already
            # been added (needed for the spawn limit test above, and to dump some statistics to the log later)
            statistics.specials_summary[special] += 1
            print "Special", special, "added to", fo.get_name(univ_obj)

            # stop attempting to add specials here?  give a small chance to try more than one special
            if random.random() > repeat_rate.get(num_here, 0.0):
                # sorry, no, break out of the specials loop and continue with the next universe object
                statistics.specials_repeat_dist[num_here] += 1
                break
        else:
            statistics.specials_repeat_dist[num_here] += 1
Ejemplo n.º 2
0
def generate_monsters(monster_freq, systems):
    """
    Adds space monsters to systems.
    """

    # first, calculate the basic chance for monster generation in a system
    # based on the monster frequency that has been passed
    # get the corresponding value for the specified monster frequency from the universe tables
    inverse_monster_chance = fo.monster_frequency(monster_freq)
    # as the value in the universe table is higher for a lower frequency, we have to invert it
    # exception: a value of 0 means no monsters, in this case return immediately
    if inverse_monster_chance <= 0:
        return
    basic_chance = 1.0 / float(inverse_monster_chance)
    print "Default monster spawn chance:", basic_chance
    expectation_tally = 0.0
    actual_tally = 0

    # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it
    # (a monster fleet with no monsters in it is pointless) and store them with a spawn counter in a dict
    # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned
    fleet_plans = {
        fp: fp.spawn_limit()
        for fp in fo.load_monster_fleet_plan_list(
            "space_monster_spawn_fleets.txt") if fp.spawn_rate() > 0.0
        and fp.spawn_limit() > 0 and fp.ship_designs()
    }

    # map nests to monsters for ease of reporting
    nest_name_map = dict(
        zip([
            "KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL",
            "JUGGERNAUT_NEST_SPECIAL"
        ], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"]))
    tracked_plan_tries = {name: 0 for name in nest_name_map.values()}
    tracked_plan_counts = {name: 0 for name in nest_name_map.values()}
    tracked_plan_valid_locations = {
        fp: 0
        for fp, limit in fleet_plans.iteritems()
        if fp.name() in tracked_plan_counts
    }
    tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map}

    if not fleet_plans:
        return

    # dump a list of all monster fleets meeting these conditions and their properties to the log
    print "Monster fleets available for generation at game start:"
    for fleet_plan in fleet_plans:
        print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(
        ),
        print "/ spawn limit", fleet_plan.spawn_limit(),
        print "/ effective chance", basic_chance * fleet_plan.spawn_rate(),
        if len(systems) < 1000:
            print "/ can be spawned at", len(
                [s for s in systems if fleet_plan.location(s)]), "systems"
        else:
            print  # to terminate the print line
        if fleet_plan.name() in nest_name_map.values():
            statistics.tracked_monsters_chance[
                fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate()

    # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at
    # the system and which hasn't already been added too many times, then attempt to add that monster fleet by
    # testing the spawn rate chance
    for system in systems:
        # collect info for tracked monster nest valid locations
        for planet in fo.sys_get_planets(system):
            for nest in tracked_nest_valid_locations:
                #print "\t tracked monster check planet: %d size: %s for nest: %20s  | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet))
                if fo.special_location(nest, planet):
                    tracked_nest_valid_locations[nest] += 1

        # collect info for tracked monster valid locations
        for fp in tracked_plan_valid_locations:
            if fp.location(system):
                tracked_plan_valid_locations[fp] += 1

        # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0
        suitable_fleet_plans = [
            fp for fp, counter in fleet_plans.iteritems()
            if counter and fp.location(system)
        ]
        # if there are no suitable monster fleets for this system, continue with the next
        if not suitable_fleet_plans:
            continue

        # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system
        # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet
        expectation_tally += basic_chance * sum(
            [fp.spawn_rate()
             for fp in suitable_fleet_plans]) / len(suitable_fleet_plans)
        fleet_plan = random.choice(suitable_fleet_plans)
        if fleet_plan.name() in tracked_plan_tries:
            tracked_plan_tries[fleet_plan.name()] += 1
        if random.random() > basic_chance * fleet_plan.spawn_rate():
            print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % (
                system, fleet_plan.name(), len(suitable_fleet_plans))
            # no, test failed, continue with the next system
            continue
        actual_tally += 1
        if fleet_plan.name() in tracked_plan_counts:
            tracked_plan_counts[fleet_plan.name()] += 1

        # all prerequisites and the test have been met, now spawn this monster fleet in this system
        print "Spawn", fleet_plan.name(), "at", fo.get_name(system)
        # decrement counter for this monster fleet
        fleet_plans[fleet_plan] -= 1
        # create monster fleet
        monster_fleet = fo.create_monster_fleet(system)
        # if fleet creation fails, report an error and try to continue with next system
        if monster_fleet == fo.invalid_object():
            util.report_error(
                "Python generate_monsters: unable to create new monster fleet %s"
                % fleet_plan.name())
            continue
        # add monsters to fleet
        for design in fleet_plan.ship_designs():
            # create monster, if creation fails, report an error and try to continue with the next design
            if fo.create_monster(design, monster_fleet) == fo.invalid_object():
                util.report_error(
                    "Python generate_monsters: unable to create monster %s" %
                    design)

    print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (
        actual_tally, expectation_tally)
    # finally, compile some statistics to be dumped to the log later
    statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter)
                                   for fp, counter in fleet_plans.iteritems()]
    statistics.tracked_monsters_tries.update(tracked_plan_tries)
    statistics.tracked_monsters_summary.update(tracked_plan_counts)
    statistics.tracked_monsters_location_summary.update([
        (fp.name(), count)
        for fp, count in tracked_plan_valid_locations.iteritems()
    ])
    statistics.tracked_nest_location_summary.update([
        (nest_name_map[nest], count)
        for nest, count in tracked_nest_valid_locations.items()
    ])
Ejemplo n.º 3
0
def distribute_specials(specials_freq, universe_objects):
    """
    Adds start-of-game specials to universe objects.
    """

    # get basic chance for occurrence of specials from the universe tables
    # the values there are integers, so we have to divide them by 10,000 to get the actual basic probability value
    basic_chance = float(fo.specials_frequency(specials_freq)) / 10000.0
    if basic_chance <= 0:
        return

    # get a list with all specials that have a spawn rate and limit both > 0 and a location condition defined
    # (no location condition means a special shouldn't get added at game start)
    specials = [sp for sp in fo.get_all_specials() if fo.special_spawn_rate(sp) > 0.0 and
                fo.special_spawn_limit(sp) > 0 and fo.special_has_location(sp)]
    if not specials:
        return
    # dump a list of all specials meeting that conditions and their properties to the log
    print "Specials available for distribution at game start:"
    for special in specials:
        print "...", special, ": spawn rate", fo.special_spawn_rate(special),\
              "/ spawn limit", fo.special_spawn_limit(special)

    # attempt to apply a special to each universe object in the list that has been passed to this function
    # by finding a special that can be applied to it and hasn't been added too many times, and then attempt
    # to add that special by testing its spawn rate
    repeat_rate = {1 : 0.08, 2 : 0.05, 3 : 0.01, 4 : 0.00}
    for univ_obj in universe_objects:
        # for this universe object, find a suitable special
        # start by shuffling our specials list, so each time the specials are considered in a new random order
        random.shuffle(specials)
        num_here = 0

        # then, consider each special until one has been found or we run out of specials
        # (the latter case means that no special is added to this universe object)
        for special in specials:
            # check if the spawn limit for this special has already been reached (that is, if this special
            # has already been added the maximal allowed number of times)
            if statistics.specials_summary[special] >= fo.special_spawn_limit(special):
                # if yes, consider next special
                continue

            # check if this universe object matches the location condition for this special
            # (meaning, if this special can be added to this universe object at all)
            if not fo.special_location(special, univ_obj):
                # if not, consider next special
                continue

            # we have found a special that meets all prerequisites
            # now do the test if we want to add the selected special to this universe object by making a roll against
            # the basic probability multiplied by the spawn rate of the special
            if random.random() > basic_chance * fo.special_spawn_rate(special):
                # no, test failed, break out of the specials loop and continue with the next universe object
                statistics.specials_repeat_dist[num_here] += 1
                break
            num_here += 1

            # all prerequisites and the test have been met, now add this special to this universe object
            fo.add_special(univ_obj, special)
            # increase the statistic counter for this special, so we can keep track of how often it has already
            # been added (needed for the spawn limit test above, and to dump some statistics to the log later)
            statistics.specials_summary[special] += 1
            print "Special", special, "added to", fo.get_name(univ_obj)

            # stop attempting to add specials here?  give a small chance to try more than one special
            if random.random() > repeat_rate.get(num_here, 0.0):
                # sorry, no, break out of the specials loop and continue with the next universe object
                statistics.specials_repeat_dist[num_here] += 1
                break
        else:
                statistics.specials_repeat_dist[num_here] += 1
Ejemplo n.º 4
0
def generate_monsters(monster_freq, systems):
    """
    Adds space monsters to systems.
    """

    # first, calculate the basic chance for monster generation in a system
    # based on the monster frequency that has been passed
    # get the corresponding value for the specified monster frequency from the universe tables
    basic_chance = universe_tables.MONSTER_FREQUENCY[monster_freq]
    # a value of 0 means no monsters, in this case return immediately
    if basic_chance <= 0:
        return
    print "Default monster spawn chance:", basic_chance
    expectation_tally = 0.0
    actual_tally = 0

    # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it
    # (a monster fleet with no monsters in it is pointless) and store them in a list
    fleet_plans = fo.load_monster_fleet_plan_list()

    # create a map where we store a spawn counter for each monster fleet
    # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned
    # this map (dict) needs to be separate from the list holding the fleet plans because the order in which items
    # are stored in a dict is undefined (can be different each time), which would result in different distribution
    # even when using the same seed for the RNG
    spawn_limits = {fp: fp.spawn_limit() for fp in fleet_plans
                    if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs()}

    # map nests to monsters for ease of reporting
    nest_name_map = dict(zip(["KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL", "JUGGERNAUT_NEST_SPECIAL"], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"]))
    tracked_plan_tries = {name: 0 for name in nest_name_map.values()}
    tracked_plan_counts = {name: 0 for name in nest_name_map.values()}
    tracked_plan_valid_locations = {fp: 0 for fp in fleet_plans if fp.name() in tracked_plan_counts}
    tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map}

    if not fleet_plans:
        return

    # dump a list of all monster fleets meeting these conditions and their properties to the log
    print "Monster fleets available for generation at game start:"
    for fleet_plan in fleet_plans:
        print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(),
        print "/ spawn limit", fleet_plan.spawn_limit(),
        print "/ effective chance", basic_chance * fleet_plan.spawn_rate(),
        if len(systems) < 1000:
            print "/ can be spawned at", len([s for s in systems if fleet_plan.location(s)]), "systems"
        else:
            print  # to terminate the print line
        if fleet_plan.name() in nest_name_map.values():
            statistics.tracked_monsters_chance[fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate()

    # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at
    # the system and which hasn't already been added too many times, then attempt to add that monster fleet by
    # testing the spawn rate chance
    for system in systems:
        # collect info for tracked monster nest valid locations
        for planet in fo.sys_get_planets(system):
            for nest in tracked_nest_valid_locations:
                #print "\t tracked monster check planet: %d size: %s for nest: %20s  | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet))
                if fo.special_location(nest, planet):
                    tracked_nest_valid_locations[nest] += 1

        # collect info for tracked monster valid locations
        for fp in tracked_plan_valid_locations:
            if fp.location(system):
                tracked_plan_valid_locations[fp] += 1

        # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0
        suitable_fleet_plans = [fp for fp in fleet_plans if spawn_limits[fp] and fp.location(system)]
        # if there are no suitable monster fleets for this system, continue with the next
        if not suitable_fleet_plans:
            continue

        # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system
        # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet
        expectation_tally += basic_chance * sum([fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans)
        fleet_plan = random.choice(suitable_fleet_plans)
        if fleet_plan.name() in tracked_plan_tries:
            tracked_plan_tries[fleet_plan.name()] += 1
        if random.random() > basic_chance * fleet_plan.spawn_rate():
            print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % (system, fleet_plan.name(), len(suitable_fleet_plans))
            # no, test failed, continue with the next system
            continue
        actual_tally += 1
        if fleet_plan.name() in tracked_plan_counts:
            tracked_plan_counts[fleet_plan.name()] += 1

        # all prerequisites and the test have been met, now spawn this monster fleet in this system
        print "Spawn", fleet_plan.name(), "at", fo.get_name(system)
        # decrement counter for this monster fleet
        spawn_limits[fleet_plan] -= 1
        # create monster fleet
        monster_fleet = fo.create_monster_fleet(system)
        # if fleet creation fails, report an error and try to continue with next system
        if monster_fleet == fo.invalid_object():
            util.report_error("Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name())
            continue
        # add monsters to fleet
        for design in fleet_plan.ship_designs():
            # create monster, if creation fails, report an error and try to continue with the next design
            if fo.create_monster(design, monster_fleet) == fo.invalid_object():
                util.report_error("Python generate_monsters: unable to create monster %s" % design)

    print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (actual_tally, expectation_tally)
    # finally, compile some statistics to be dumped to the log later
    statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in spawn_limits.iteritems()]
    statistics.tracked_monsters_tries.update(tracked_plan_tries)
    statistics.tracked_monsters_summary.update(tracked_plan_counts)
    statistics.tracked_monsters_location_summary.update([(fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems()])
    statistics.tracked_nest_location_summary.update([(nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items()])
Ejemplo n.º 5
0
def generate_monsters(monster_freq, systems):
    """
    Adds space monsters to systems.
    """
    # first, calculate the basic chance for monster generation in a system
    # based on the monster frequency that has been passed
    # get the corresponding value for the specified monster frequency from the universe tables
    basic_chance = universe_tables.MONSTER_FREQUENCY[monster_freq]
    # a value of 0 means no monsters, in this case return immediately
    if basic_chance <= 0:
        return
    print "Default monster spawn chance:", basic_chance
    expectation_tally = 0.0
    actual_tally = 0

    # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it
    # (a monster fleet with no monsters in it is pointless) and store them in a list
    fleet_plans = fo.load_monster_fleet_plan_list()

    # create a map where we store a spawn counter for each monster fleet
    # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned
    # this map (dict) needs to be separate from the list holding the fleet plans because the order in which items
    # are stored in a dict is undefined (can be different each time), which would result in different distribution
    # even when using the same seed for the RNG
    spawn_limits = {
        fp: fp.spawn_limit()
        for fp in fleet_plans if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0
        and fp.ship_designs()
    }

    # map nests to monsters for ease of reporting
    nest_name_map = {
        "KRAKEN_NEST_SPECIAL": "SM_KRAKEN_1",
        "SNOWFLAKE_NEST_SPECIAL": "SM_SNOWFLAKE_1",
        "JUGGERNAUT_NEST_SPECIAL": "SM_JUGGERNAUT_1"
    }
    tracked_plan_tries = {name: 0 for name in nest_name_map.values()}
    tracked_plan_counts = {name: 0 for name in nest_name_map.values()}
    tracked_plan_valid_locations = {
        fp: 0
        for fp in fleet_plans if fp.name() in tracked_plan_counts
    }
    tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map}

    if not fleet_plans:
        return

    universe = fo.get_universe()

    # Fleet plans that include ships capable of altering starlanes.
    ## @content_tag{CAN_ALTER_STARLANES} universe_generator special handling for fleets containing a hull design with this tag.
    fleet_can_alter_starlanes = {
        fp
        for fp in fleet_plans if any([
            universe.getGenericShipDesign(design).hull_type.hasTag(
                "CAN_ALTER_STARLANES") for design in fp.ship_designs()
        ])
    }

    # dump a list of all monster fleets meeting these conditions and their properties to the log
    print "Monster fleets available for generation at game start:"
    for fleet_plan in fleet_plans:
        print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(
        ),
        print "/ spawn limit", fleet_plan.spawn_limit(),
        print "/ effective chance", basic_chance * fleet_plan.spawn_rate(),

        if len(systems) < 100:
            # Note: The WithinStarlaneJumps condition in fp.location()
            # is the most time costly function in universe generation
            print "/ can be spawned at", len(
                [s for s in systems if fleet_plan.location(s)]), "systems"
        else:
            print  # to terminate the print line
        if fleet_plan.name() in nest_name_map.values():
            statistics.tracked_monsters_chance[
                fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate()

    # initialize a manager for monsters that can alter the map
    # required to prevent their placement from disjoining the map
    starlane_altering_monsters = StarlaneAlteringMonsters(systems)

    # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at
    # the system and which hasn't already been added too many times, then attempt to add that monster fleet by
    # testing the spawn rate chance
    for system in systems:
        # collect info for tracked monster nest valid locations
        for planet in fo.sys_get_planets(system):
            for nest in tracked_nest_valid_locations:
                # print "\t tracked monster check planet: %d size: %s for nest: %20s  | result: %s"
                # % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet))
                if fo.special_location(nest, planet):
                    tracked_nest_valid_locations[nest] += 1

        # collect info for tracked monster valid locations
        for fp in tracked_plan_valid_locations:
            if fp.location(system):
                tracked_plan_valid_locations[fp] += 1

        # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0.
        # Note: The WithinStarlaneJumps condition in fp.location() is
        # the most time costly function in universe generation.
        suitable_fleet_plans = [
            fp for fp in fleet_plans
            if spawn_limits[fp] and fp.location(system) and (
                fp not in fleet_can_alter_starlanes
                or starlane_altering_monsters.can_place_at(system, fp))
        ]
        # if there are no suitable monster fleets for this system, continue with the next
        if not suitable_fleet_plans:
            continue

        # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system
        # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet
        expectation_tally += basic_chance * sum(
            [fp.spawn_rate()
             for fp in suitable_fleet_plans]) / len(suitable_fleet_plans)
        fleet_plan = random.choice(suitable_fleet_plans)
        if fleet_plan.name() in tracked_plan_tries:
            tracked_plan_tries[fleet_plan.name()] += 1
        if random.random() > basic_chance * fleet_plan.spawn_rate():
            print(
                "\t\t At system %4d rejected monster fleet %s from %d suitable fleets"
                % (system, fleet_plan.name(), len(suitable_fleet_plans)))
            # no, test failed, continue with the next system
            continue
        actual_tally += 1
        if fleet_plan.name() in tracked_plan_counts:
            tracked_plan_counts[fleet_plan.name()] += 1

        # all prerequisites and the test have been met, now spawn this monster fleet in this system
        # create monster fleet
        try:
            if fleet_plan in fleet_can_alter_starlanes:
                starlane_altering_monsters.place(system, fleet_plan)
            else:
                populate_monster_fleet(fleet_plan, system)
            # decrement counter for this monster fleet
            spawn_limits[fleet_plan] -= 1

        except MapGenerationError as e:
            report_error(str(e))
            continue

    print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (
        actual_tally, expectation_tally)
    # finally, compile some statistics to be dumped to the log later
    statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter)
                                   for fp, counter in spawn_limits.iteritems()]
    statistics.tracked_monsters_tries.update(tracked_plan_tries)
    statistics.tracked_monsters_summary.update(tracked_plan_counts)
    statistics.tracked_monsters_location_summary.update([
        (fp.name(), count)
        for fp, count in tracked_plan_valid_locations.iteritems()
    ])
    statistics.tracked_nest_location_summary.update([
        (nest_name_map[nest], count)
        for nest, count in tracked_nest_valid_locations.items()
    ])
Ejemplo n.º 6
0
def generate_monsters(monster_freq, systems):
    """
    Adds space monsters to systems.
    """
    # first, calculate the basic chance for monster generation in a system
    # based on the monster frequency that has been passed
    # get the corresponding value for the specified monster frequency from the universe tables
    basic_chance = universe_tables.MONSTER_FREQUENCY[monster_freq]
    # a value of 0 means no monsters, in this case return immediately
    if basic_chance <= 0:
        return
    print "Default monster spawn chance:", basic_chance
    expectation_tally = 0.0
    actual_tally = 0

    # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it
    # (a monster fleet with no monsters in it is pointless) and store them in a list
    fleet_plans = fo.load_monster_fleet_plan_list()

    # create a map where we store a spawn counter for each monster fleet
    # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned
    # this map (dict) needs to be separate from the list holding the fleet plans because the order in which items
    # are stored in a dict is undefined (can be different each time), which would result in different distribution
    # even when using the same seed for the RNG
    spawn_limits = {
        fp: fp.spawn_limit()
        for fp in fleet_plans
        if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs()
    }

    # map nests to monsters for ease of reporting
    nest_name_map = {
        "KRAKEN_NEST_SPECIAL": "SM_KRAKEN_1",
        "SNOWFLAKE_NEST_SPECIAL": "SM_SNOWFLAKE_1",
        "JUGGERNAUT_NEST_SPECIAL": "SM_JUGGERNAUT_1",
    }
    tracked_plan_tries = {name: 0 for name in nest_name_map.values()}
    tracked_plan_counts = {name: 0 for name in nest_name_map.values()}
    tracked_plan_valid_locations = {fp: 0 for fp in fleet_plans if fp.name() in tracked_plan_counts}
    tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map}

    if not fleet_plans:
        return

    universe = fo.get_universe()

    # Fleet plans that include ships capable of altering starlanes.
    ## @content_tag{CAN_ALTER_STARLANES} universe_generator special handling for fleets containing a hull design with this tag.
    fleet_can_alter_starlanes = {
        fp
        for fp in fleet_plans
        if any(
            [
                universe.getGenericShipDesign(design).hull_type.hasTag("CAN_ALTER_STARLANES")
                for design in fp.ship_designs()
            ]
        )
    }

    # dump a list of all monster fleets meeting these conditions and their properties to the log
    print "Monster fleets available for generation at game start:"
    for fleet_plan in fleet_plans:
        print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(),
        print "/ spawn limit", fleet_plan.spawn_limit(),
        print "/ effective chance", basic_chance * fleet_plan.spawn_rate(),

        if len(systems) < 100:
            # Note: The WithinStarlaneJumps condition in fp.location()
            # is the most time costly function in universe generation
            print "/ can be spawned at", len([s for s in systems if fleet_plan.location(s)]), "systems"
        else:
            print  # to terminate the print line
        if fleet_plan.name() in nest_name_map.values():
            statistics.tracked_monsters_chance[fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate()

    # initialize a manager for monsters that can alter the map
    # required to prevent their placement from disjoining the map
    starlane_altering_monsters = StarlaneAlteringMonsters(systems)

    # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at
    # the system and which hasn't already been added too many times, then attempt to add that monster fleet by
    # testing the spawn rate chance
    for system in systems:
        # collect info for tracked monster nest valid locations
        for planet in fo.sys_get_planets(system):
            for nest in tracked_nest_valid_locations:
                # print "\t tracked monster check planet: %d size: %s for nest: %20s  | result: %s"
                # % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet))
                if fo.special_location(nest, planet):
                    tracked_nest_valid_locations[nest] += 1

        # collect info for tracked monster valid locations
        for fp in tracked_plan_valid_locations:
            if fp.location(system):
                tracked_plan_valid_locations[fp] += 1

        # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0.
        # Note: The WithinStarlaneJumps condition in fp.location() is
        # the most time costly function in universe generation.
        suitable_fleet_plans = [
            fp
            for fp in fleet_plans
            if spawn_limits[fp]
            and fp.location(system)
            and (fp not in fleet_can_alter_starlanes or starlane_altering_monsters.can_place_at(system, fp))
        ]
        # if there are no suitable monster fleets for this system, continue with the next
        if not suitable_fleet_plans:
            continue

        # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system
        # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet
        expectation_tally += (
            basic_chance * sum([fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans)
        )
        fleet_plan = random.choice(suitable_fleet_plans)
        if fleet_plan.name() in tracked_plan_tries:
            tracked_plan_tries[fleet_plan.name()] += 1
        if random.random() > basic_chance * fleet_plan.spawn_rate():
            print (
                "\t\t At system %4d rejected monster fleet %s from %d suitable fleets"
                % (system, fleet_plan.name(), len(suitable_fleet_plans))
            )
            # no, test failed, continue with the next system
            continue
        actual_tally += 1
        if fleet_plan.name() in tracked_plan_counts:
            tracked_plan_counts[fleet_plan.name()] += 1

        # all prerequisites and the test have been met, now spawn this monster fleet in this system
        # create monster fleet
        try:
            if fleet_plan in fleet_can_alter_starlanes:
                starlane_altering_monsters.place(system, fleet_plan)
            else:
                populate_monster_fleet(fleet_plan, system)
            # decrement counter for this monster fleet
            spawn_limits[fleet_plan] -= 1

        except MapGenerationError as e:
            report_error(str(e))
            continue

    print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (actual_tally, expectation_tally)
    # finally, compile some statistics to be dumped to the log later
    statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in spawn_limits.iteritems()]
    statistics.tracked_monsters_tries.update(tracked_plan_tries)
    statistics.tracked_monsters_summary.update(tracked_plan_counts)
    statistics.tracked_monsters_location_summary.update(
        [(fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems()]
    )
    statistics.tracked_nest_location_summary.update(
        [(nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items()]
    )