Example #1
0
def declare_war_on_all():  # pylint: disable=invalid-name
    """Used to declare war on all other empires (at start of game)"""
    my_emp_id = fo.empireID()
    for emp_id in fo.allEmpireIDs():
        if emp_id != my_emp_id:
            msg = fo.diplomaticMessage(my_emp_id, emp_id, fo.diplomaticMessageType.warDeclaration)
            fo.sendDiplomaticMessage(msg)
Example #2
0
 def handle_diplomatic_message(self, message):
     """Handle a diplomatic message update from the server,
     such as if another player declares war, accepts peace, or cancels a proposed peace treaty.
     :param message: message.recipient and message.sender are respective empire IDs
     :return:
     """
     debug("Received diplomatic %s message from %s to %s." %
           (message.type, fo.getEmpire(
               message.sender), 'me' if message.recipient == fo.empireID()
            else fo.getEmpire(message.recipient)))
     # TODO: remove the following early return once proper support for third party diplomatic history is added
     if message.recipient != fo.empireID():
         return
     aistate = get_aistate()
     if message.type == fo.diplomaticMessageType.peaceProposal:
         aistate.log_peace_request(message.sender, message.recipient)
         proposal_sender_player = fo.empirePlayerID(message.sender)
         attitude = aistate.character.attitude_to_empire(
             message.sender, aistate.diplomatic_logs)
         possible_acknowledgments = []
         aggression = aistate.character.get_trait(Aggression)
         if aggression.key <= fo.aggression.typical:
             possible_acknowledgments = UserStringList(
                 "AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_MILD_LIST")
             if attitude > 0:
                 possible_replies = UserStringList(
                     "AI_PEACE_PROPOSAL_RESPONSES_YES_MILD_LIST")
             else:
                 possible_replies = UserStringList(
                     "AI_PEACE_PROPOSAL_RESPONSES_NO_MILD_LIST")
         else:
             possible_acknowledgments = UserStringList(
                 "AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_HARSH_LIST")
             if attitude > 0:
                 possible_replies = UserStringList(
                     "AI_PEACE_PROPOSAL_RESPONSES_YES_HARSH_LIST")
             else:
                 possible_replies = UserStringList(
                     "AI_PEACE_PROPOSAL_RESPONSES_NO_HARSH_LIST")
         acknowledgement = random.choice(possible_acknowledgments)
         reply_text = random.choice(possible_replies)
         debug(
             "Acknowledging proposal with initial message (from %d choices): '%s'"
             % (len(possible_acknowledgments), acknowledgement))
         fo.sendChatMessage(proposal_sender_player, acknowledgement)
         if attitude > 0:
             diplo_reply = fo.diplomaticMessage(
                 message.recipient, message.sender,
                 fo.diplomaticMessageType.acceptPeaceProposal)
             debug("Sending diplomatic message to empire %s of type %s" %
                   (message.sender, diplo_reply.type))
             fo.sendDiplomaticMessage(diplo_reply)
         debug(
             "sending chat to player %d of empire %d, message body: '%s'" %
             (proposal_sender_player, message.sender, reply_text))
         fo.sendChatMessage(proposal_sender_player, reply_text)
     elif message.type == fo.diplomaticMessageType.warDeclaration:
         # note: apparently this is currently (normally?) sent not as a warDeclaration,
         # but as a simple diplomatic_status_update to war
         aistate.log_war_declaration(message.sender, message.recipient)
Example #3
0
def handleDiplomaticMessage(message):  # pylint: disable=invalid-name
    """Called when this player receives a diplomatic message update from the server,
    such as if another player declares war, accepts peace, or cancels a proposed peace treaty."""
    print "Received diplomatic %s message from empire %s to empire %s" % (
        message.type, message.sender, message.recipient)
    print "my empire id: %s" % fo.empireID()
    if message.type == fo.diplomaticMessageType.peaceProposal and message.recipient == fo.empireID(
    ):
        reply_sender = message.recipient
        reply_recipient = message.sender
        proposal_sender_player = fo.empirePlayerID(message.sender)
        fo.sendChatMessage(
            proposal_sender_player,
            "So, the Terran Hairless Plains Ape advising your empire wishes to scratch its belly for a while?"
        )
        if (foAIstate.aggression == fo.aggression.beginner
                or foAIstate.aggression != fo.aggression.maniacal
                and random.random() < 1.0 /
            (((foAIstate.aggression + 0.01) * fo.currentTurn() / 2)**0.5)):
            fo.sendChatMessage(proposal_sender_player,
                               "OK, Peace offer accepted.")
            reply = fo.diplomaticMessage(
                reply_sender, reply_recipient,
                fo.diplomaticMessageType.acceptProposal)
            print "Sending diplomatic message to empire %s of type %s" % (
                reply_recipient, reply.type)
            fo.sendDiplomaticMessage(reply)
        else:
            fo.sendChatMessage(
                proposal_sender_player,
                "Maybe later. We are currently getting busy with Experimental Test Subject yo-Ma-ma."
            )
def inspect_ai_interface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(
        list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    inspect(
        fo,
        universe,
        fleet,
        planet,
        universe.getSystem(planet.systemID),
        ship,
        empire,
        design,
        tech,
        tech_spec,
        fo.getFieldType('FLD_ION_STORM'),
        fo.getBuildingType('BLD_SHIPYARD_BASE'),
        fo.getGalaxySetupData(),
        fo.getHullType('SH_XENTRONIUM'),
        fo.getPartType('SR_WEAPON_1_1'),
        fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
        fo.getSpecies('SP_ABADDONI'),
        fo.getTech('SHP_WEAPON_4_1'),
        fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptProposal),
        fleets_int_vector,
        part_type,
        prod_queue,
        prod_queue.allocatedPP,
        prod_queue[0],
        research_queue,
        research_queue[0],
        empire.getSitRep(0),
        universe.getBuilding(building),
    )
    exit(1)  # exit game to main menu no need to play anymore.
Example #5
0
def handleDiplomaticMessage(message):
    print "Received diplomatic " + str(message.type) + " message from empire " + str(message.sender) + " to empire " + str(message.recipient)
    print "my empire id: " + str(fo.empireID())
    if (message.type == fo.diplomaticMessageType.peaceProposal and message.recipient == fo.empireID()):
        replySender = message.recipient
        replyRecipient = message.sender
        reply = fo.diplomaticMessage(replySender, replyRecipient, fo.diplomaticMessageType.acceptProposal)
        print "Sending diplomatic message to empire " + str(replyRecipient) + " of type " + str(reply.type)
        fo.sendDiplomaticMessage(reply)
def inspect_FreeOrionAIInterface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    inspect(
        fo,
        universe,
        fleet,
        planet,
        universe.getSystem(planet.systemID),
        ship,
        empire,
        design,
        tech,
        tech_spec,
        fo.getFieldType('FLD_ION_STORM'),
        fo.getBuildingType('BLD_SHIPYARD_BASE'),
        fo.getGalaxySetupData(),
        fo.getHullType('SH_XENTRONIUM'),
        fo.getPartType('SR_WEAPON_1_1'),
        fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
        fo.getSpecies('SP_ABADDONI'),
        fo.getTech('SHP_WEAPON_4_1'),
        fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptProposal),
        fleets_int_vector,
        part_type,
        prod_queue,
        prod_queue.allocatedPP,
        prod_queue[0],
        research_queue,
        research_queue[0],
        empire.getSitRep(0),
        universe.getBuilding(building),
    )
    exit(1)  # exit game to main menu no need to play anymore.
Example #7
0
 def handle_diplomatic_message(self, message):
     """Handle a diplomatic message update from the server,
     such as if another player declares war, accepts peace, or cancels a proposed peace treaty.
     :param message: message.recipient and message.sender are respective empire IDs
     :return:
     """
     debug("Received diplomatic %s message from %s to %s." % (
         message.type, fo.getEmpire(message.sender),
         'me' if message.recipient == fo.empireID() else fo.getEmpire(message.recipient)))
     # TODO: remove the following early return once proper support for third party diplomatic history is added
     if message.recipient != fo.empireID():
         return
     aistate = get_aistate()
     if message.type == fo.diplomaticMessageType.peaceProposal:
         aistate.log_peace_request(message.sender, message.recipient)
         proposal_sender_player = fo.empirePlayerID(message.sender)
         attitude = aistate.character.attitude_to_empire(message.sender, aistate.diplomatic_logs)
         possible_acknowledgments = []
         aggression = aistate.character.get_trait(Aggression)
         if aggression.key <= fo.aggression.typical:
             possible_acknowledgments = UserStringList("AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_MILD_LIST")
             if attitude > 0:
                 possible_replies = UserStringList("AI_PEACE_PROPOSAL_RESPONSES_YES_MILD_LIST")
             else:
                 possible_replies = UserStringList("AI_PEACE_PROPOSAL_RESPONSES_NO_MILD_LIST")
         else:
             possible_acknowledgments = UserStringList("AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_HARSH_LIST")
             if attitude > 0:
                 possible_replies = UserStringList("AI_PEACE_PROPOSAL_RESPONSES_YES_HARSH_LIST")
             else:
                 possible_replies = UserStringList("AI_PEACE_PROPOSAL_RESPONSES_NO_HARSH_LIST")
         acknowledgement = random.choice(possible_acknowledgments)
         reply_text = random.choice(possible_replies)
         debug("Acknowledging proposal with initial message (from %d choices): '%s'" % (
             len(possible_acknowledgments), acknowledgement))
         fo.sendChatMessage(proposal_sender_player, acknowledgement)
         if attitude > 0:
             diplo_reply = fo.diplomaticMessage(message.recipient, message.sender,
                                                fo.diplomaticMessageType.acceptPeaceProposal)
             debug("Sending diplomatic message to empire %s of type %s" % (message.sender, diplo_reply.type))
             fo.sendDiplomaticMessage(diplo_reply)
         debug("sending chat to player %d of empire %d, message body: '%s'" % (
             proposal_sender_player, message.sender, reply_text))
         fo.sendChatMessage(proposal_sender_player, reply_text)
     elif message.type == fo.diplomaticMessageType.warDeclaration:
         # note: apparently this is currently (normally?) sent not as a warDeclaration,
         # but as a simple diplomatic_status_update to war
         aistate.log_war_declaration(message.sender, message.recipient)
Example #8
0
def handleDiplomaticMessage(message):
    print "Received diplomatic " + str(message.type) + " message from empire " + str(message.sender) + " to empire " + str(message.recipient)
    print "my empire id: " + str(fo.empireID())
    if (message.type == fo.diplomaticMessageType.peaceProposal and message.recipient == fo.empireID()):
        replySender = message.recipient
        replyRecipient = message.sender
        proposalSenderPlayer = fo.empirePlayerID(message.sender)
        fo.sendChatMessage(proposalSenderPlayer,  "So,  the Terran Hairless Plains Ape advising your empire wishes to scratch its belly for a while?")
        if (  (foAIstate.aggression==fo.aggression.beginner )  or  
                (foAIstate.aggression!=fo.aggression.maniacal ) and (  random.random() < 1.0/ (((foAIstate.aggression +0.01)*fo.currentTurn()/2)**0.5)  )):
            fo.sendChatMessage(proposalSenderPlayer,  "OK, Peace offer accepted.")
            reply = fo.diplomaticMessage(replySender, replyRecipient, fo.diplomaticMessageType.acceptProposal)
            print "Sending diplomatic message to empire " + str(replyRecipient) + " of type " + str(reply.type)
            fo.sendDiplomaticMessage(reply)
        else:
            fo.sendChatMessage(proposalSenderPlayer,  "Maybe later.  We are currently getting busy  with Experimental Test Subject yo-Ma-ma.")
Example #9
0
def handleDiplomaticMessage(message):  # pylint: disable=invalid-name
    """Called when this player receives a diplomatic message update from the server,
    such as if another player declares war, accepts peace, or cancels a proposed peace treaty."""
    print "Received diplomatic %s message from empire %s to empire %s" % (message.type, message.sender, message.recipient)
    print "my empire id: %s" % fo.empireID()
    if message.type == fo.diplomaticMessageType.peaceProposal and message.recipient == fo.empireID():
        reply_sender = message.recipient
        reply_recipient = message.sender
        proposal_sender_player = fo.empirePlayerID(message.sender)
        fo.sendChatMessage(proposal_sender_player, "So, the Terran Hairless Plains Ape advising your empire wishes to scratch its belly for a while?")
        if (foAIstate.aggression == fo.aggression.beginner or
                foAIstate.aggression != fo.aggression.maniacal and random.random() < 1.0 / (((foAIstate.aggression + 0.01)*fo.currentTurn()/2)**0.5)):
            fo.sendChatMessage(proposal_sender_player, "OK, Peace offer accepted.")
            reply = fo.diplomaticMessage(reply_sender, reply_recipient, fo.diplomaticMessageType.acceptProposal)
            print "Sending diplomatic message to empire %s of type %s" % (reply_recipient, reply.type)
            fo.sendDiplomaticMessage(reply)
        else:
            fo.sendChatMessage(proposal_sender_player, "Maybe later. We are currently getting busy with Experimental Test Subject yo-Ma-ma.")
Example #10
0
 def handle_diplomatic_message(self, message):
     """Handle a diplomatic message update from the server,
     such as if another player declares war, accepts peace, or cancels a proposed peace treaty.
     :param message: message.recipient and message.sender are respective empire IDs
     :return:
     """
     print "Received diplomatic %s message from %s to %s." % (
         message.type, fo.getEmpire(message.sender),
         'me' if message.recipient == fo.empireID() else fo.getEmpire(message.recipient))
     # TODO: remove the following early return once proper support for third party diplomatic history is added
     if message.recipient != fo.empireID():
         return
     if message.type == fo.diplomaticMessageType.peaceProposal:
         foAI.foAIstate.log_peace_request(message.sender, message.recipient)
         proposal_sender_player = fo.empirePlayerID(message.sender)
         suffix = "MILD" if foAI.foAIstate.aggression <= fo.aggression.typical else "HARSH"
         possible_acknowledgments = UserStringList("AI_PEACE_PROPOSAL_ACKNOWLEDGEMENTS_" + suffix + "_LIST")
         acknowledgement = random.choice(possible_acknowledgments)
         print "Acknowledging proposal with initial message (from %d choices): '%s'" % (
             len(possible_acknowledgments), acknowledgement)
         fo.sendChatMessage(proposal_sender_player, acknowledgement)
         attitude = self.evaluate_diplomatic_attitude(message.sender)
         if attitude > 0:
             reply_text = random.choice(UserStringList("AI_PEACE_PROPOSAL_RESPONSES_YES_" + suffix + "_LIST"))
             diplo_reply = fo.diplomaticMessage(message.recipient, message.sender,
                                                fo.diplomaticMessageType.acceptProposal)
             print "Sending diplomatic message to empire %s of type %s" % (message.sender, diplo_reply.type)
             fo.sendDiplomaticMessage(diplo_reply)
         else:
             reply_text = random.choice(UserStringList("AI_PEACE_PROPOSAL_RESPONSES_NO_" + suffix + "_LIST"))
         print "sending chat to player %d of empire %d, message body: '%s'" % (
             proposal_sender_player, message.sender, reply_text)
         fo.sendChatMessage(proposal_sender_player, reply_text)
     elif message.type == fo.diplomaticMessageType.warDeclaration:
         # note: apparently this is currently (normally?) sent not as a warDeclaration,
         # but as a simple diplomatic_status_update to war
         foAI.foAIstate.log_war_declaration(message.sender, message.recipient)
def inspect_ai_interface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    color = empire.colour

    part_meters = ship.partMeters

    meter = planet.getMeter(fo.meterType.population)

    inspect(
        fo,
        instances=[
            meter,
            part_meters,
            color,
            universe,
            fleet,
            planet,
            universe.getSystem(planet.systemID),
            ship,
            empire,
            design,
            tech,
            tech_spec,
            fo.getFieldType('FLD_ION_STORM'),
            fo.getBuildingType('BLD_SHIPYARD_BASE'),
            fo.getGalaxySetupData(),
            fo.getHullType('SH_XENTRONIUM'),
            fo.getPartType('SR_WEAPON_1_1'),
            fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
            fo.getSpecies('SP_ABADDONI'),
            fo.getTech('SHP_WEAPON_4_1'),
            fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptPeaceProposal),
            fleets_int_vector,
            part_type,
            prod_queue,
            prod_queue.allocatedPP,
            prod_queue[0],
            research_queue,
            research_queue[0],
            empire.getSitRep(0),
            universe.getBuilding(building)
        ],
        classes_to_ignore=(
            'IntSet', 'StringSet', 'IntIntMap', 'ShipSlotVec', 'VisibilityIntMap', 'IntDblMap',
            'IntBoolMap', 'ItemSpecVec', 'PairIntInt_IntMap', 'IntSetSet', 'StringVec',
            'IntPairVec', 'IntFltMap', 'MeterTypeStringPair', 'MeterTypeMeterMap', 'universeObject',
            # this item cannot be get from generate orders
            'diplomaticStatusUpdate',
        ),
        path='AI'
    )
    exit(1)  # exit game to main menu no need to play anymore.
Example #12
0
def declareWarOnAll():
    my_emp_id = fo.empireID()
    for emp_id in fo.allEmpireIDs():
        if emp_id != my_emp_id:
            msg = fo.diplomaticMessage(my_emp_id, emp_id, fo.diplomaticMessageType.warDeclaration)
            fo.sendDiplomaticMessage(msg)