Example #1
0
	def setUp( self ):
		Universe, StarSystem, Planet, Fleet = self.model.use( 'Universe', 'StarSystem', 'Planet', 'Fleet' )

		universe = Universe(
				name = "The Universe",
				size = 10**8,
				age  = 0 )

		system = StarSystem(
				name		= "The Star System",
				parent		= universe,
				position	= Vector3D( 0, 0, 0 ),
				size		= 10**4)

		planet = Planet(
				name		= "The Planet",
				parent		= system,
				position	= Vector3D( system.position.x + 5,
										system.position.y + 7 ),
				size		= 10**2,
				owner		= self.players[0] )

		fleet = Fleet(
				parent   = planet,
				size     = 3,
				name     = "The Fleet",
				ships    = [],
				damage   = 0,
				position = planet.position,
				owner    = self.players[0])

		self.objects = [ universe, system, planet, fleet ]

		Model.add( self.objects )
Example #2
0
    def initModel(self):
        Ruleset.initModel(self)

        universe = self.generator.createUniverse(name="The Universe")
        ships = self.generator.createShipClasses()

        Model.add(universe, ships)
Example #3
0
    def addPlayer(self, username, password, email="N/A", comment=""):
        """
		Create a player for this game.

		The default function creates a new user, a board for the user and adds a
		welcome message. It returns the newly created user object.
		"""
        Player, Board, Message = self.model.use("Player", "Board", "Message")

        player = Player(username=username, password=password, email=email, comment=comment)

        board = Board(
            owner=player,
            name="Private message board for %s" % username,
            description="This board is used so that stuff you own (such as fleets and planets) can inform you of what is happening in the universe.",
        )

        board.messages.append(
            Message(
                subject="Welcome to the Universe!",
                body="Welcome, %s, to the python Thousand Parsec server. Hope you have fun!"
                "This game is currently playing version %s of %s." % (username, self.version, self.name),
                turn=self.game.turn,
            )
        )

        Model.add(player, board)

        return player
Example #4
0
	def __call__( self, request ):
		Object = self.model.use( self.__object__ )

		response = []

		for id in request.ids:
			obj = self.fetch( Object, id )

			# WARNING: This is only for testing purposes!
			Model.refresh( obj )

			if obj:
				if self.authorize( obj ):
					response.append( self.process( request, obj ) )
				else:
					debug( "No permission for %s with id %s.", Object.__origname__, id ) 
					response.append( self.Fail( request, "PermissionDenied", "You cannot access %s with id = %d." % ( Object.__origname__, id ) ) )
			else:
				debug( "No such %s with id %s.", Object.__origname__, id ) 
				response.append( self.Fail( request, "NoSuchThing", "No %s with id = %d." % ( Object.__origname__, id ) ) )

		if len( response ) > 1:
			response.insert( 0, self.Sequence( request, len( response ) ) )

		if not len( response ):
			response.append( self.Fail( request, "Protocol", "List of IDs must be nonempty!" ) )

		return response
Example #5
0
	def tearDown( self ):
		Category = self.model.use( 'Category' )

		if Category.ById( self.cat.id ):
			Model.remove( self.cat )

		super( RemovePublicCategory, self ).tearDown()
Example #6
0
	def setUp( self ):
		Board = self.model.use( 'Board' )

		board1 = Board(
			owner       = self.players[0],
			name        = "First message board for %s" % self.players[0].username,
			description = "Board for testing purposes." )

		board2 = Board(
			owner       = self.players[0],
			name        = "Second message board for %s" % self.players[0].username,
			description = "Board for testing purposes." )

		board3 = Board(
			owner       = self.players[1],
			name        = "Message board for %s" % self.players[1].username,
			description = "Board for testing purposes." )

		board4 = Board(
			owner		= None,
			name		= "Public message board.",
			description = "Board for testing purposes." )

		self.boards = [ board1, board2, board3, board4 ]

		Model.add( self.boards )
Example #7
0
	def __call__( self, request ):
		Container = self.model.use( 'Board' )

		container = Container.ById( request.id )

		if container:
			if self.authorize( container ):
				slot = request.slot if request.slot < len( container.messages ) else -1

				message = self.fromPacket( request ) 

				if slot == -1:
					container.messages.append( message )
				else:
					container.messages.insert( slot, message )

				Model.add( container )

				if slot == -1:
					slot = len( container.messages )

				response = self.Okay( request, "Message posted on %s with id = %d in slot %d." % ( Container.__origname__, request.id, slot ) )
			else:
				debug( "No permission for %s with id %s.", Container.__origname__, request.id ) 
				response = self.Fail( request, "PermissionDenied", "You cannot access %s with id = %d." % ( Container.__origname__, request.id ) )
		else:
			debug( "No such %s with id %s.", Container.__origname__, request.id ) 
			response = self.Fail( request, "NoSuchThing", "No %s with id = %d." % ( Container.__origname__, request.id ) )

		return response 
Example #8
0
	def setUp( self ):
		Board, Message = self.model.use( 'Board', 'Message' )

		board = Board(
			owner		= self.players[0],
			name        = "First message board for %s" % self.players[0].username,
			description = "Board for testing purposes." )

		board.messages.append(
			Message(
				subject = "First",
				body	= "Test message generated in first turn",
				turn    = 1 ))

		board.messages.append(
			Message(
				subject = "Second",
				body	= "Test message generated in second turn",
				turn    = 2 ))

		board.messages.append(
			Message(
				subject = "Third",
				body	= "Test message generated in third turn",
				turn    = 3 ))

		self.board = board

		Model.add( board )
Example #9
0
	def setUp( self ):
		Category = self.model.use( 'Category' )

		self.cat = Category(
				name = "Public",
				description = "Public category for testing purposes." )

		Model.add( self.cat )
Example #10
0
    def initModelConstants(self):
        """
		This method initialises all data which is considered to be constant for
		a ruleset lifetime.
		"""
        Model.create(self.model)

        for loader in self.modelLoaders:
            loader.initModelConstants()
Example #11
0
	def setUp( self ):
		Category = self.model.use( 'Category' )

		self.cat = Category(
				name = "Private2",
				owner = self.players[1],
				description = "Private category for testing purposes." )

		Model.add( self.cat )
Example #12
0
	def initialise( self ):
		Model.add( self.__game )

		self.ruleset.loadModelConstants()
		self.ruleset.initModelConstants()
		self.ruleset.loadModel()
		self.ruleset.initModel()

		info( "Game '%s' initialised successfully.", self.name )
Example #13
0
	def __init__( self ):
		Model.init()

		self.__game = {}

		for gamedesc in GameDesc.query().all():
			game = Game( gamedesc )
			game.load()

			self.__game[ game.name ] = game
Example #14
0
	def setUp( self ):
		self.cat_name = "Test"

		Category = self.model.use( 'Category' )

		self.other_cat = Category(
				name = self.cat_name,
				owner = self.players[1],
				description = "Private Category for testing purposes." )

		Model.add( self.other_cat )
Example #15
0
    def initModelConstants(self):
        ObjectType, OrderType, ObjectOrder = self.model.use("ObjectType", "OrderType", "ObjectOrder")

        Model.add(OrderType(id=_1, name=_2.__name__) for _1, _2 in enumerate(self.OrderTypes))

        ObjectOrderList = []

        for ObjectName, OrderNameList in self.ObjectOrders.iteritems():
            for _1 in OrderNameList:
                ObjectOrderList.append((ObjectType.ByName(ObjectName), OrderType.ByName(_1.__name__)))

        Model.add(ObjectOrder(object_type=_1, order_type=_2) for _1, _2 in ObjectOrderList)
Example #16
0
	def setUp( self ):
		self.cat_name = "Test"

		Category = self.model.use( 'Category' )

		self.cat = Category(
				name = self.cat_name,
				description = "Public category for testing purposes." )

		self.wrong_cat = None

		Model.add( self.cat )
Example #17
0
	def addResourcesToPlanet( self, planet ):
		ResourceType = self.model.use( 'ResourceType' )

		NaturalResourceTypes = [ ResourceType.ByName( name ) for name in [ 'Fruit Tree', 'Weird Artifact', 'Rock', 'Water' ] ]

		# Add a random smattering of resources to planets...
		for Type in self.random.sample( NaturalResourceTypes, self.randint(0, 4) ):
			planet.resources[ Type ] = {
					'accessible'   : self.randint( 0, 10 ),
					'extractable'  : self.randint( 0, 100 ),
					'inaccessible' : self.randint( 0, 1000 ) }

		Model.update( planet )
Example #18
0
	def addPlayer( 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.
		"""
		user, system, planet, fleet = MinisecRuleset.addPlayer( self, username, password, email, comment )

		ResourceType = self.model.use( 'ResourceType' )

		# Get the player's planet object and add the empire capital
		planet.resources = { 
				ResourceType.ByName('House')          : { 'accessible' : 1 },
				ResourceType.ByName('Empire Capital') : { 'accessible' : 1 } }

		Model.update( planet )
Example #19
0
	def addPlayer( self, username, password, email = 'Unknown', comment = 'A TimTrader Player' ):
		"""
		Create a Solar System, Planet, and initial Fleet for the player, positioned randomly within the Universe.
		"""
		user, system, planet, fleet = Ruleset.addPlayer( self, username, password, email, comment )

		ResourceType = self.game.objects.use( 'ResourceType' )

		# Get the player's planet object and add the empire capital
		planet.resources = {
				ResourceType.ByName('Header Quarter') : { 'accessible' : 1 },
				ResourceType.ByName('Credit')         : { 'accessible' : 10000 } }

		Model.add( planet )
Example #20
0
    def initModel(self):
        """ 
		Initialise the database with anything needed for this game.

		The ruleset should do things like,
			- Create any components in the databases
			- Create any resources in the databases
			- etc

		This should not add anything to the players universe. Use the populate
		command for that.

		This command takes no arguments, so it should not do anything which 
		needs information from the user.
		"""
        Model.create(self.model)
Example #21
0
    def addPlayer(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.
		"""
        user = Ruleset.addPlayer(self, username, password, email, comment)

        Object = self.model.use("Object")

        universe = Object.ByType("Universe")[0]
        system = self.generator.createStarSystem(parent=universe, name="%s Solar System" % username)
        planet = self.generator.createPlanet(parent=system, name="%s Planet" % username, owner=user)
        fleet = self.generator.createFleet(parent=planet, name="%s First Fleet" % username, owner=user)

        Model.add(universe, system, planet, fleet)

        return (user, system, planet, fleet)
Example #22
0
	def __call__( self, request ):
		"""
		Request:  AddCategory :: Category
		Response: Category | Fail
		"""
		category = self.fromPacket( request )

		Category = self.model.use( 'Category' )

		if Category.query().filter( and_( Category.name == category.name,
					or_( Category.owner_id == self.player.id, Category.owner_id == None ))).count():
			return self.Fail( request, "PermissionDenied",
					"Category named %s already exists!" % category.name )

		Model.add( category )

		return self.toPacket( request, category )
Example #23
0
    def populate(self, *args, **kwargs):
        """
		Populate a universe with a number of systems and planets.
		"""
        Ruleset.populate(self, *args, **kwargs)

        self.generator.initialise(*args)

        Object = self.model.use("Object")

        universe = Object.ByType("Universe")[0]

        systems = self.generator.generateStarSystems(parent=universe)

        for system in systems:
            self.generator.generatePlanets(parent=system)

        Model.update(universe)
Example #24
0
	def initModel( self ):
		Ruleset.initialise( self )

		ResourceType = self.game.objects.use( 'ResourceType' )

		# 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

		ResourceType.FromCSV( os.path.join( self.files, "resources.csv" ) )

		resources = []

		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.

			r = ResourceType.ByName( factory.name )

			if r is None:
				r = ResourceType(
						name_singular	= factory.name,
						name_plural		= factory.name,
						description		= "",		
						weight			= 1000,
						size			= 1000 )
			else:
				r.description += "\n"

			r.description += "Converts"

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

			r.products = factory.products

			resources.append( r )

		Model.add( *resources )
Example #25
0
	def setUp( self ):
		ResourceType = self.model.use( 'ResourceType' )

		hq = ResourceType(
				id            = 9,
				name_singular = "Headquarters",
				description   = "The famous headquarters for a big trading conglomerate." )

		credit = ResourceType(
				id            = 3,
				name_singular = "Credit",
				name_plural   = "Credits",
				description   = "The root of all evil, money." )

		uranium = ResourceType(
				id            = 7,
				name_singular = "Uranium",
				name_plural   = "Uranium",
				unit_singular = "kt",
				unit_plural   = "kt",
				description   = "A heavy metal used in weapons.",
				weight        = 1,
				size          = 1 )

		weapon = ResourceType(
				id            = 4,
				name_singular = "Weapon",
				name_plural   = "Weapons",
				unit_singular = "part",
				unit_plural   = "parts",
				description   = "A ship component for destroying other ships.",
				weight        = 1,
				size          = 1 )

		self.resources = [ hq, credit, uranium, weapon ]

		Model.add( self.resources )
Example #26
0
	def setUp( self ):
		Category = self.model.use( 'Category' )

		misc = Category(
				name = "Misc",
				description = "Things which dont fit into any other category." )

		production = Category(
				name = "Production",
				owner = self.players[0],
				description = "Things which deal with the production of stuff." )

		combat = Category(
				name = "Combat",
				owner = self.players[1],
				description = "Things which deal with combat between ships." )

		designs = Category(
				name = "Designs",
				description = "A category which has all the designs." )

		self.categories = [ misc, production, combat, designs ]

		Model.add( self.categories )
Example #27
0
	def setUp( self ):
		if 'test_minisecplus' not in GameManager():
			GameManager().addGame( 'test_minisecplus', 'Test Game (minisecplus)',
				'minisecplus', 'admin@localhost', 'Test game used for testing purposes')

		self.game = GameManager()[ 'test_minisecplus' ]

		Player = self.model.use( 'Player' )

		player1 = Player(
			username	= '******',
			password	= '******',
			email		= 'player1@localhost',
			comment		= 'Player used for testing purposes.' )

		player2 = Player(
			username	= '******',
			password	= '******',
			email		= 'player2@localhost',
			comment		= 'Player used for testing purposes.' )

		self.players = [ player1, player2 ]

		Model.add( self.players )
Example #28
0
	def setUp( self ):
		Component, ComponentProperty = self.model.use( 'Component', 'ComponentProperty' )
		Category, Property = self.model.use( 'Category', 'Property' )

		misc = Category(
				name = "Misc",
				description = "Things which dont fit into any other category." )

		ship = Category(
				name = "Ship",
				description = "Things which deal with ship's equipment." )

		combat = Category(
				name = "Combat",
				description = "Things which deal with combat between ships." )

		protection = Category(
				name = "Protection",
				description = "Things which deal with ship's protection." )

		self.categories = [ misc, ship, combat, protection ]

		speed = Property(
			categories   = [ ship ],
			name         = "speed",
			display_name = "Speed",
			description  = "The maximum number of parsecs the ship can move each turn.",
			calculate    = """(lambda (design) 1.0)""" )

		hp = Property(
			categories   = [ combat ],
			name         = "hp",
			display_name = "Hit Points",
			description  = "The amount of damage the ship can take.",
			calculate    = """(lambda (design) 1.0)""" )

		damage = Property(
			categories   = [ combat ],
			name         = "damage",
			display_name = "Damage",
			description  = "The amount of damage that the ship will do when using its weapon.",
			calculate    = """(lambda (design) 1.0)""" )

		escape = Property(
			categories   = [ ship ],
			name         = "escape",
			display_name = "Escape Chance",
			description  = "The chance the ship has of escaping from battle.",
			calculate    = """(lambda (design) 1.0)""" )

		self.properties = [ speed, hp, damage, escape ]

		missile = Component(
			id          = 9,
			name        = "Missile",
			description = "Missile which does 1HP of damage.",
			categories  = [ combat ],
			properties  = { 
				damage : """(lambda (design) 1.0)""",
				speed  : """(lambda (design) 1.0)""" })

		laser = Component(
			id          = 1,
			name        = "Laser",
			description = "Lasers which do 1HP of damage.",
			categories  = [ combat ],
			properties  = { damage : """(lambda (design) 1.0)""" })

		armor_plate = Component(
			id          = 4,
			name        = "Armor Plate",
			description = "Armor Plate which absorbes 1HP of damage.",
			categories  = [ ship, protection ] )

		primary_engine = Component(
			id          = 7,
			name        = "Primary Engine",
			description = "A part which allows a ship to move through space.",
			categories  = [ ship ],
			properties  = { speed : """(lambda (design) 1.0)""" })

		self.components = [ missile, laser, armor_plate, primary_engine ]

		Model.add( self.categories, self.properties, self.components )
Example #29
0
	def tearDown( self ):
		Model.remove( self.components, self.properties, self.categories )
Example #30
0
	def setUp( self ):
		Component, ComponentProperty = self.model.use( 'Component', 'ComponentProperty' )
		Design, DesignComponent, DesignProperty = self.model.use( 'Design', 'DesignComponent', 'DesignProperty' )
		Category, Property = self.model.use( 'Category', 'Property' )

		misc = Category(
				name = "Misc",
				description = "Things which dont fit into any other category." )

		ship = Category(
				name = "Ship",
				description = "Things which deal with space ships." )

		combat = Category(
				name = "Combat",
				description = "Things which deal with combat between ships." )

		self.categories = [ misc, ship, combat ]

		experience = Property(
			categories   = [ misc ],
			name         = "experience",
			display_name = "XP",
			description  = "Experience points of a unit (gained in battles).",
			calculate    = "(lambda (design) (0))" )

		age = Property(
			categories   = [ misc ],
			name         = "age",
			display_name = "Turn",
			description  = "The age of a unit (in turns).",
			calculate    = "(lambda (design) (0))" )

		speed = Property(
			categories   = [ misc ],
			name         = "speed",
			display_name = "Speed",
			description  = "The maximum number of parsecs the ship can move each turn.",
			calculate    = "(lambda (design) (1.0))" )

		hp = Property(
			categories   = [ combat ],
			name         = "hp",
			display_name = "Hit Points",
			description  = "The amount of damage the ship can take.",
			calculate    = "(lambda (design) (1.0))" )

		backup_damage = Property(
			categories   = [ combat ],
			name         = "backup-damage",
			display_name = "Backup Damage",
			description  = "The amount of damage that the ship will do when using it's backup weapon. (IE When it draws a battle round.)",
			calculate    = "(lambda (design) (1.0))" )

		primary_damage = Property(
			categories   = [ combat ],
			name         = "primary-damage",
			display_name = "Primary Damage",
			description  = "The amount of damage that the ship will do when using it's primary weapon. (IE When it wins a battle round.)",
			calculate    = "(lambda (design) (1.0))" )

		escape = Property(
			categories   = [ ship ],
			name         = "escape",
			display_name = "Escape Chance",
			description  = "The chance the ship has of escaping from battle.",
			calculate    = "(lambda (design) (1.0))" )

		colonise = Property(
			categories   = [ ship ],
			name         = "colonise",
			display_name = "Can Colonise Planets",
			description  = "Can the ship colonise planets?",
			calculate    = """(lambda (design) ("Yes"))""" )

		self.properties = [ experience, age, speed, hp, backup_damage, primary_damage, escape, colonise ]

		missile = Component(
			name        = "Missile",
			description = "Missile which does 1HP of damage.",
			categories  = [ combat ],
			properties  = { primary_damage : None })

		laser = Component(
			name        = "Laser",
			description = "Lasers which do 1HP of damage.",
			categories  = [ combat ],
			properties  = { backup_damage : """(lambda (design) 0.25)""" })

		armor_plate = Component(
			name        = "Armor Plate",
			description = "Armor Plate which absorbes 1HP of damage.",
			categories  = [ combat ],
			properties  = { hp : None })

		colonisation_pod = Component(
			name        = "Colonisation Pod",
			description = "A part which allows a ship to colonise a planet.",
			categories  = [ ship ],
			properties  = { colonise : None })

		escape_thrusters = Component(
			name        = "Escape Thrusters",
			description = "A part which allows a ship to escape combat.",
			categories  = [ ship ],
			properties  = { escape : """(lambda (design) 0.25)""" })

		primary_engine = Component(
			name        = "Primary Engine",
			description = "A part which allows a ship to move through space.",
			categories  = [ ship ],
			properties  = { speed : """(lambda (design) 1000000)""" })

		self.components = [ missile, laser, armor_plate, colonisation_pod, escape_thrusters, primary_engine ]

		scout = Design(
			name        = "Scout",
			description = "A fast light ship with advanced sensors.",
			comment     = "Send this ship to explore unknown solar systems.",
			categories  = [ ship ],
			properties  = { age : "(lambda (design) 0)" },
			components  = {
				escape_thrusters : 4,
				armor_plate      : 2,
				primary_engine   : 5 })

		frigate = Design(
			name        = "Frigate",
			description = "A general purpose ship with weapons and ability to colonise new planets.",
			comment     = "Built it often and colonise every habitable planet you can!",
			categories  = [ ship ],
			properties  = {
				age        : "(lambda (design) 0)",
				experience : "(lambda (design) 0)" },
			components  = {
				armor_plate      : 4,
				primary_engine   : 2,
				colonisation_pod : 1,
				missile          : 2 })

		battleship = Design(
			name        = "Battleship",
			description = "A heavy ship which main purpose is to crush the other ships.",
			comment     = "This is really a powerful ship!",
			categories  = [ ship ],
			properties  = {
				age        : "(lambda (design) 0)",
				experience : "(lambda (design) 0)" },
			components  = {
				armor_plate    : 6,
				primary_engine : 3,
				missile        : 3,
				laser          : 4 })

		self.designs = [ scout, frigate, battleship ]

		Model.add( self.categories, self.properties,
				self.components, self.designs )