Example #1
0
def initrandom(minns,
               maxns,
               credsmin,
               credsmax,
               run_away,
               minshipdifficulty,
               maxshipdifficulty,
               jumps=(),
               var_to_set=''):
    you = VS.getPlayer()
    tempfaction = 'aera'
    if (you):
        name = you.getFactionName()
        factionname = vsrandom.randrange(0, faction_ships.getMaxFactions())
        tempfaction = faction_ships.intToFaction(factionname)
        i = 0
        while ((name == tempfaction or name == "unknown") and i < 10):
            factionname = vsrandom.randrange(0, faction_ships.getMaxFactions())
            tempfaction = faction_ships.intToFaction(factionname)
            i += 1
        sd = vsrandom.random() * (maxshipdifficulty -
                                  minshipdifficulty) + minshipdifficulty
        return bounty(minns, maxns, (1.0 + (sd * 0.5)) *
                      (vsrandom.random() * (credsmax - credsmin) + credsmin),
                      run_away, sd, tempfaction, jumps, var_to_set)
    else:
        print "aborting bounty initrandom"
        VS.terminateMission(0)
Example #2
0
def MakeBar(concourse, concoursetext, bartext, BaseTexture, createCampaignFixers=True,  defaultbtr=None, forcedefbtr=False, bartenderprefix="", bartenderloc=(.89725,.0813), patrons=[],fixerlocations=[(-0.80025, -1.0088, 0.776, 1.2416),(-0.0725, -0.4058125, 0.1758125, 0.5385)]):
	if vsrandom.random()<.6:
		forcedefbtr=True # remove me if you want random bartenders at random bars
	import bartender
	bartender.speaktimes=0
	room0 = Base.Room ('Bar')
	x=0
	y=0
	Base.Texture (room0, 'background', BaseTexture+'.spr', x, y)
	for p in patrons:
		if vsrandom.random()<.85:
			Base.Texture(room0,str(p[0]),'bases/generic/'+str(p[0])+'.spr',float(p[1]),float(p[2]))
	if defaultbtr:
		if not forcedefbtr:
			defaultbtr=bartenders[vsrandom.randrange(len(bartenders))]
		Base.Texture(room0,'btr','bases/generic/'+bartenderprefix+'bartender'+str(defaultbtr)+'.spr', float(bartenderloc[0]),float(bartenderloc[1]))
	if VS.networked():
		Base.Python (room0, 'newscomp', -1, .7, .3, .3, 'Public Terminal', '#\nimport custom\ncustom.run("computer",[],None)',True)
	else:
		Base.Comp (room0, 'newscomp', -1, .7, .3, .3, 'Public Terminal', 'News')
	Base.Link (room0, 'my_link_id', -0.998047, -0.997396, 1.99414, 0.119792, concoursetext ,concourse)
	Base.Python (room0, 'talk', bartenderloc[0]-.16, bartenderloc[1]-.15,.3,.3,'Talk to the Bartender',bartext,0)
	import fixers
	func=fixers.CreateFixers
	if not createCampaignFixers:
		func=fixers.CreateMissionFixers
	func(room0,[(fixerlocations[0][0],fixerlocations[0][1],fixerlocations[0][2],fixerlocations[0][3],"_1"),(fixerlocations[1][0],fixerlocations[1][1],fixerlocations[1][2],fixerlocations[1][3],"_2")])#add more locations?
	return room0;
Example #3
0
def MakeBar(concourse, concoursetext, bartext, BaseTexture, createCampaignFixers=True,  defaultbtr=None, forcedefbtr=False, bartenderprefix="", bartenderloc=(.89725,.0813), patrons=[],fixerlocations=[(-0.80025, -1.0088, 0.776, 1.2416),(-0.0725, -0.4058125, 0.1758125, 0.5385)]):
    if vsrandom.random()<.6:
        forcedefbtr=True # remove me if you want random bartenders at random bars
    import bartender
    bartender.speaktimes=0
    room0 = Base.Room ('Bar')
    x=0
    y=0
    Base.Texture (room0, 'background', BaseTexture+'.spr', x, y)
    for p in patrons:
        if vsrandom.random()<.85:
            Base.Texture(room0,str(p[0]),'bases/generic/'+str(p[0])+'.spr',float(p[1]),float(p[2]))
    if defaultbtr:
        if not forcedefbtr:
            defaultbtr=bartenders[vsrandom.randrange(len(bartenders))]
        Base.Texture(room0,'btr','bases/generic/'+bartenderprefix+'bartender'+str(defaultbtr)+'.spr', float(bartenderloc[0]),float(bartenderloc[1]))
    if VS.networked():
        Base.Python (room0, 'newscomp', -1, .7, .3, .3, 'Public Terminal', '#\nimport custom\ncustom.run("computer",[],None)',True)
    else:
        Base.Comp (room0, 'newscomp', -1, .7, .3, .3, 'Public Terminal', 'News')
    Base.Link (room0, 'my_link_id', -0.998047, -0.997396, 1.99414, 0.119792, concoursetext ,concourse)
    Base.Python (room0, 'talk', bartenderloc[0]-.16, bartenderloc[1]-.15,.3,.3,'Talk to the Bartender',bartext,0)
    import fixers
    func=fixers.CreateFixers
    if not createCampaignFixers:
        func=fixers.CreateMissionFixers
    func(room0,[(fixerlocations[0][0],fixerlocations[0][1],fixerlocations[0][2],fixerlocations[0][3],"_1"),(fixerlocations[1][0],fixerlocations[1][1],fixerlocations[1][2],fixerlocations[1][3],"_2")])#add more locations?
    return room0;
def generateCleansweepMission(path,numplanets,enemy,
        pricescale = float(VS.vsConfig("dynamic_universe","missions.cleansweep.pricescale","16000")),
        jumpscale  = float(VS.vsConfig("dynamic_universe","missions.cleansweep.jumpscale","1.2")),
        sweepmod = float(VS.vsConfig("dynamic_universe","missions.cleansweep.pricemod.sweep","4")),
        capshipmod = float(VS.vsConfig("dynamic_universe","missions.cleansweep.pricemod.capship","4")),
        forceattackmod = float(VS.vsConfig("dynamic_universe","missions.cleansweep.pricemod.forceattack","0.25"))
        ):
    fighterprob=vsrandom.random()*.75+.25;
    capshipprob=0.0
    if (vsrandom.random()<.2):
        capshipprob=vsrandom.random()*.25;
    forceattack=vsrandom.randrange(0,2)
    cleansweep=vsrandom.randrange(0,2)
    minships=maxships=vsrandom.randrange(1,4)
    creds = ( pricescale * (
            1+
            cleansweep*sweepmod+
            capshipprob*capshipmod+
            forceattack*forceattackmod
        ) * minships * fighterprob
        + jumpscale * syscreds * len(path) )
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/confed.spr#Talk to the Confed Officer#Thank you. Your help makes space a safer place.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        if (cleansweep):
            addstr+="#G#Bounty#\n"
        else:
            addstr+="#G#Patrol#\n"
    missiontype="patrol_enemies"
    additional=""
    additionalinstructions=""
    patrolorclean="Patrol"
    dist=1000
    if (cleansweep):
        dist=1500
        additional=",1"
        patrolorclean="Clean_Sweep"
        missiontype="cleansweep"
        additionalinstructions+=" Eliminate all such forces encountered to receive payment."
    if (capshipprob):
        additionalinstructions+=" Capital ships are possibly in the area."

    writemissionsavegame (addstr+"import %s\ntemp=%s.%s(0, %d, %d, %d, %s,'',%d,%d,%f,%f,'%s',%d%s)\ntemp=0\n"%(missiontype,missiontype,missiontype,numplanets, dist, creds, str(path),minships,maxships,fighterprob,capshipprob,enemy,forceattack,additional))
    writedescription("Authorities would like a detailed scan of the %s system. We require %d nav locations be visited on the scanning route. The pay for this mission is %d. Encounters with %s forces likely.%s"%(processSystem(path[-1]),numplanets,creds,enemy,additionalinstructions))
    ispoint="s"
    if numplanets==1:
        ispoint=""
    if len(path)==1:
        mistype = 'IN-SYSTEM ATTACK'
    else:
        mistype = 'ATTACK'
    writemissionname("%s/%s_%d_Point%s_in_%s"%(patrolorclean,patrolorclean,numplanets,ispoint, processSystem(path[-1])),path,isFixerString(addstr))   
    writemissionvars( { 'MISSION_TYPE' : mistype } )
def generateBountyMission(
    path,
    fg,
    fac,
    baseprice=float(VS.vsConfig("dynamic_universe", "missions.bounty.baseprice", "20000")),
    runawayprice=float(VS.vsConfig("dynamic_universe", "missions.bounty.runaway", "5000")),
    diffprice=float(VS.vsConfig("dynamic_universe", "missions.bounty.diffprice", "500")),
    jumpscale=float(VS.vsConfig("dynamic_universe", "missions.bounty.jumpscale", "1")),
    capscale=float(VS.vsConfig("dynamic_universe", "missions.bounty.capscale", "4")),
):
    typ = fg_util.RandomShipIn(fg, fac)
    cap = faction_ships.isCapital(typ)
    makemissionharder = vsrandom.randrange(0, 2)
    diff = vsrandom.randrange(0, adjustQuantityDifficulty(7)) + howMuchHarder(makemissionharder)
    runaway = vsrandom.random() >= 0.75
    creds = baseprice + runawayprice * runaway + diffprice * diff + jumpscale * syscreds * len(path)
    if cap:
        creds *= capscale

    finalprice = creds * getPriceModifier(False)
    addstr = ""
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        finalprice *= 2
        addstr += "#F#bases/fixers/hunter.spr#Talk with the Bounty Hunter#We will pay you on mission completion. And as far as anyone knows - we never met."
        if runaway:
            addstr += "#Also-- we have information that the target may be informed about your attack and may be ready to run. Be quick!"
        addstr += "#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Bounty#\n"
    writemissionsavegame(
        addstr
        + "import bounty\ntemp=bounty.bounty(0, 0, %g, %d, %d, '%s', %s, '', '%s','%s')\ntemp=0\n"
        % (finalprice, runaway, diff, fac, str(path), fg, typ)
    )
    diffstr = ""
    if diff > 0:
        diffstr = "  The ship in question is thought to have %d starships for protection." % diff
    if len(path) == 1:
        mistype = "IN-SYSTEM BOUNTY"
    else:
        mistype = "BOUNTY"
    writedescription(
        "A %s starship in the %s flightgroup has been harassing operations in the %s system. Reward for the termination of said ship is %d credits.%s"
        % (formatShip(typ), fg, processSystem(path[-1]), finalprice, diffstr)
    )
    if cap:
        writemissionname(
            "Bounty/on_%s_Capital_Vessel_in_%s" % (fac, processSystem(path[-1])), path, isFixerString(addstr)
        )
    else:
        writemissionname(
            "Bounty/Bounty_on_%s_starship_in_%s" % (fac, processSystem(path[-1])), path, isFixerString(addstr)
        )
    writemissionvars({"MISSION_TYPE": mistype})
Example #6
0
def generateCargoMission(path,
                         numcargos,
                         category,
                         fac,
                         cargoprice=250.0,
                         baseprice=500.0,
                         contrabandprice=5000.0,
                         starshipprice=20000.0):
    #if (isNotWorthy(fac)):
    #    return
    launchcap = (vsrandom.random() >= .97)
    if (not launchcap) and not isHabitable(path[-1]):
        return
    diff = vsrandom.randrange(0, adjustQuantityDifficulty(6))
    creds = (cargoprice * numcargos + baseprice * diff + syscreds * len(path) +
             contrabandprice * (category[:10] == "Contraband") +
             starshipprice * (category[:9] == "starships"))
    addstr = ""
    creds *= getPriceModifier(False)
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        creds *= 2
        addstr += "#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust you will make the delivery successfully.#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Cargo#\n"
    writemissionsavegame(
        addstr +
        "import cargo_mission\ntemp=cargo_mission.cargo_mission('%s', 0, %d, %d, %g, %d, 0, '%s', %s, '')\ntemp=0\n"
        % (fac, numcargos, diff, creds, launchcap, category, str(path)))
    if (category == ''):
        category = 'generic'
    randCompany = GetRandomCompanyName()
    if (randCompany == ''):
        strStart = "We need to deliver some "
    else:
        strStart = randCompany + " seeks delivery of "
    brief = GetRandomCargoBrief()
    if brief:  # a comparison to an empty string returns False
        composedBrief = brief.replace('$CL', randCompany)
        composedBrief = composedBrief.replace('$CG',
                                              formatCargoCategory(category))
        composedBrief = composedBrief.replace(' $DB', '')
        composedBrief = composedBrief.replace('$DS', processSystem(path[-1]))
        composedBrief = composedBrief.replace('$PY', str(int(creds)))
        writedescription(composedBrief)
    else:
        writedescription(
            strStart +
            "%s cargo to the %s system. The mission is worth %d credits to us.  You will deliver it to a base owned by the %s.%s"
            % (formatCargoCategory(category), processSystem(path[-1]), creds,
               fac, pathWarning(path, isFixer < guildpct)))
    writemissionname(
        "Cargo/Deliver_%s_to_%s" %
        (changecat(category), processSystem(path[-1])), path,
        isFixerString(addstr))
Example #7
0
def upgradeUnit(un, diff):
    """Handle the actual upgrading process on a unit based on difficulty"""
    creds = 0.0
    curmount = 0
    mycargo = VS.Cargo("", "", 0, 0, 0, 0)
    str = ""
    debug.debug("Calling basicUnit(%s, %.2f)" % (un.getName(), float(diff)))
    basicUnit(un, diff)
    debug.debug("'- basicUnit returned")
    mycargo = GetRandomHull()  # ok now we get some hull upgrades
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    mycargo = GetRandomArmor()  # and some random armor
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    inc = 0
    rndnum = vsrandom.random() * 2
    if (rndnum < diff):
        # there is a small chance that you will get a repair system.
        mycargo = GetRandomRepairSys()
        creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    turretz = un.getSubUnits()
    turretcount = 0
    while (not turretz.isDone()):
        turretcount += 1
        turretz.advance()
    #turretcount -= 1
    debug.debug("Iterating through turrets...")
    for i in range(turretcount):
        for j in range(4):
            mycargo = GetRandomTurret()  # turrets as 3rd...
            creds = upgradeHelper(un, mycargo, i, creds, 0, 0)
    debug.debug("'- Done iterating through turrets.")
    turretcount = diff * 50
    if (turretcount > 24):
        turretcount = 24
    elif (turretcount < 3):
        turretcount = 3
    debug.debug("Iterating through difficulty-based turretcount...")
    for i in range(int(turretcount)):
        for j in range(10):
            if (vsrandom.random() < 0.66):
                # weapons go on as first two items of loop
                mycargo = GetRandomWeapon(diff)
            else:
                mycargo = GetRandomAmmo()
            cont = mycargo.GetContent()
            if (cont.find('tractor') == -1 and cont.find('repulsor') == -1
                    and cont.find("steltek_gun") == -1):
                creds = upgradeHelper(
                    un, mycargo, curmount, creds, 0, 1
                )  # we pass this in to the credits...and we only loop through all mounts if we're adding a weapon
                break
        curmount += 1  # increase starting mounts hardpoint
    debug.debug("'- Done interating through difficulty-based turretcount.")
Example #8
0
def PlayMusik(forcechange=1, hostile_dist=0):
    un = VS.getPlayer()
    if (not un):
        mpl(PEACELIST, PEACELIST, forcechange)
        debug.info("PlayMusik: Peace (not un)")
    else:
        perfect = 1
        #debug.debug("before 'uni = VS.getUnitList()'")
        uni = VS.getUnitList()
        #debug.debug("after 'uni = VS.getUnitList()'")
        unlist = []
        asteroid = 0
        while (not uni.isDone()):
            #debug.debug("before 'target = next(uni)'")
            target = next(uni)
            #debug.debug("after 'target = next(uni)'")
            if not target.isNull():
                #debug.debug("inside 'if not target.isNull():'")
                ftmp = 2 * target.getRelation(un)
                nam = target.getName().lower()
                if un.getSignificantDistance(target) <= 2 * target.rSize(
                ) and ('afield' == nam[:6] or 'asteroid' == nam[:8]):
                    asteroid = 1
                hdis = HOSTILE_AUTODIST
                if (hostile_dist != 0):
                    hdis = hostile_dist
                if (target.GetTarget() == un
                        or (ftmp < 0 and un.getDistance(target) < hdis)):
                    unlist.append(target.getFactionName())
                    perfect = 0
        if (perfect):
            if asteroid and asteroidmisic != -1 and vsrandom.random() < .7:
                mpl(asteroidmisic, PEACELIST, forcechange)
                return
            sys = VS.getSystemFile()
            fact = VS.GetGalaxyFaction(sys)
            if vsrandom.random() < .5:
                fact = None
            mpl(LookupTable(peacelist, fact), PEACELIST, forcechange)
            debug.info("PlayMusik: Peace")
        else:
            ftmp = (un.FShieldData() + 2 * un.GetHullPercent() +
                    un.RShieldData() - 2.8) * 2
            fact = None
            if len(unlist) and vsrandom.random() < .5:
                fact = unlist[vsrandom.randrange(0, len(unlist))]
            debug.info("faction: %s" % (fact))
            if (ftmp < -.5):
                mpl(LookupTable(paniclist, fact), BATTLELIST, forcechange)
                debug.info("PlayMusik: Panic")
            else:
                mpl(LookupTable(battlelist, fact), BATTLELIST, forcechange)
                debug.info("PlayMusik: Battle")
Example #9
0
 def DeletePatrolPoint(self, num, nam):
     import vsrandom
     if (vsrandom.random() < self.encounterprob):
         import faction_ships
         fac = self.faction
         if (type(fac) is list or type(fac) is tuple):
             fac = fac[vsrandom.randrange(0, len(fac))]
         dynfg = ""
         import fg_util
         import VS
         allfg = fg_util.AllFGsInSystem(fac, VS.getSystemFile())
         if (len(allfg)):
             dynfg = allfg[vsrandom.randrange(0, len(allfg))]
         for i in range(vsrandom.randrange(self.minships,
                                           self.maxships + 1)):
             import launch
             L = launch.Launch()
             if self.fgname == "":
                 fgname = "Patrol"
             else:
                 fgname = self.fgname
             L.fg = fgname
             L.dynfg = dynfg
             if (vsrandom.random() < self.capshipprob):
                 L.type = faction_ships.getRandomCapitol(fac)
             else:
                 L.type = faction_ships.getRandomFighter(fac)
             L.ai = "default"
             L.faction = fac
             L.num = 1
             L.minradius = 3000.0
             L.maxradius = 4000.0
             if i == 0:
                 L.fgappend = ""
             else:
                 L.fgappend = "_" + str(i)
             try:
                 L.minradius *= faction_ships.launch_distance_factor
                 L.maxradius *= faction_ships.launch_distance_factor
             except:
                 pass
             if (self.patrolpoints[num]):
                 newun = L.launch(self.patrolpoints[num])
                 if (self.forceattack):
                     lead = newun.getFlightgroupLeader()
                     if (lead):
                         lead.SetTarget(self.you)
                     else:
                         newun.setFlightgroupLeader(newun)
                     newun.SetTarget(self.you)
                     newun.setFgDirective("A.")
                 self.Track(newun)
     patrol.patrol.DeletePatrolPoint(self, num, nam)
Example #10
0
 def DeletePatrolPoint(self,num,nam):
     import vsrandom
     if (vsrandom.random()<self.encounterprob):
         import faction_ships
         fac=self.faction
         if (type(fac) is list or type(fac) is tuple):
             fac = fac[vsrandom.randrange(0,len(fac))]
         dynfg=""
         import fg_util
         import VS
         allfg=fg_util.AllFGsInSystem(fac,VS.getSystemFile())
         if (len(allfg)):
             dynfg = allfg[vsrandom.randrange(0,len(allfg))]
         for i in range(vsrandom.randrange(self.minships,self.maxships+1)):
             import launch
             L=launch.Launch()
             if self.fgname=="":
                 fgname="Patrol"
             else:
                 fgname = self.fgname
             L.fg = fgname
             L.dynfg=dynfg
             if (vsrandom.random()<self.capshipprob):
                 L.type=faction_ships.getRandomCapitol(fac)
             else:
                 L.type=faction_ships.getRandomFighter(fac)
             L.ai="default"
             L.faction=fac
             L.num=1
             L.minradius=3000.0
             L.maxradius=4000.0
             if i == 0:
                 L.fgappend=""
             else:
                 L.fgappend="_"+str(i)
             try:
                 L.minradius*=faction_ships.launch_distance_factor
                 L.maxradius*=faction_ships.launch_distance_factor
             except:
                 pass
             if (self.patrolpoints[num]):
                 newun=L.launch(self.patrolpoints[num])
                 if (self.forceattack):
                     lead=newun.getFlightgroupLeader()
                     if (lead):
                         lead.SetTarget(self.you)
                     else:
                         newun.setFlightgroupLeader(newun)
                     newun.SetTarget(self.you)
                     newun.setFgDirective("A.")
                 self.Track(newun)
     patrol.patrol.DeletePatrolPoint(self,num,nam)
Example #11
0
def basicUnit (un, diff):
    i=0
    for i in range(upgrades_weapons_default_weapon_count): #no unarmed ships, please
        percent=un.upgrade(upgrades_weapons_default_weapon,i,0,0,1)
    UpgradeEngine (un,diff)
    UpgradeRadar (un,diff)
    #UpgradeArmor (un,diff)
    if ((vsrandom.random()<0.9) and (vsrandom.random()<(diff*5.0))):
        UpgradeAfterburner(un,diff)
        if ((vsrandom.random()<0.9) and (vsrandom.random()<(diff*5.0))):
            percent=un.upgrade("jump_drive",i,i,0,1)
    else:
        percent=un.upgrade("jump_drive",i,i,0,1)
def generateBountyMission(path, fg, fac):
    typ = fg_util.RandomShipIn(fg, fac)
    cap = faction_ships.isCapital(typ)
    makemissionharder = vsrandom.randrange(0, 2)
    diff = vsrandom.randrange(0, adjustQuantityDifficulty(7)) + howMuchHarder(makemissionharder)
    runaway = vsrandom.random() >= 0.75
    creds = 750 + 1000 * runaway + 450 * diff + syscreds * len(path)
    if cap:
        creds *= 4

    finalprice = creds + syscreds * len(path)
    finalprice *= getPriceModifier(False)
    addstr = ""
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        finalprice *= 2
        addstr += "#F#bases/fixers/hunter.spr#Talk with the Bounty Hunter#We will pay you on mission completion.  And as far as anyone knows-- we never met."
        if runaway:
            addstr += "#Also-- we have information that the target may be informed about your attack and may be ready to run. Be quick!"
        addstr += "#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Bounty#\n"
    elif use_missioncomputer:
        addstr += "#C#Bounty#\n"
    writemissionsavegame(
        addstr
        + mission_script_template
        % dict(module="bounty", constructor="bounty", args=(0, 0, finalprice, runaway, diff, fac, path, "", fg, typ))
    )
    diffstr = ""
    if diff > 0:
        diffstr = "  The ship in question is thought to have %d starships for protection." % diff
    randCompany = GetRandomCompanyName()
    bountyb = GetRandomBountyBrief()
    composedBrief = bountyb.replace("$CL", randCompany)
    composedBrief = composedBrief.replace("$MT", formatShip(typ))
    composedBrief = composedBrief.replace("$DS", processSystem(path[-1]))
    composedBrief = composedBrief.replace("$PY", str(int(finalprice)))
    if len(path) == 1:
        mistype = "IN-SYSTEM BOUNTY"
    else:
        mistype = "BOUNTY"
    writedescription(composedBrief)
    if cap:
        writemissionname(
            "Bounty/on_%s_Capital_Vessel_in_%s" % (fac, processSystem(path[-1])), path, isFixerString(addstr)
        )
    else:
        writemissionname("Bounty/on_%s_starship_in_%s" % (fac, processSystem(path[-1])), path, isFixerString(addstr))
    writemissionvars({"MISSION_TYPE": mistype})
Example #13
0
def PlayMusik(forcechange=1, hostile_dist=0):
    un = VS.getPlayer()
    if (not un):
        mpl (PEACELIST,PEACELIST,forcechange)
        debug.info("PlayMusik: Peace (not un)")
    else:
        perfect = 1
        #debug.debug("before 'uni = VS.getUnitList()'")
        uni = VS.getUnitList()
        #debug.debug("after 'uni = VS.getUnitList()'")
        unlist = []
        asteroid = 0
        while (not uni.isDone()):
            #debug.debug("before 'target = next(uni)'")
            target = next(uni)
            #debug.debug("after 'target = next(uni)'")
            if not target.isNull():
                #debug.debug("inside 'if not target.isNull():'")
                ftmp = 2 * target.getRelation(un)
                nam = target.getName().lower()
                if un.getSignificantDistance(target) <= 2 * target.rSize() and ('afield' == nam[:6] or 'asteroid'== nam[:8]):
                    asteroid = 1
                hdis = HOSTILE_AUTODIST
                if (hostile_dist != 0):
                    hdis = hostile_dist
                if (target.GetTarget() == un or (ftmp < 0 and un.getDistance(target) < hdis)):
                    unlist.append(target.getFactionName())
                    perfect = 0
        if (perfect):
            if asteroid and asteroidmisic != -1 and vsrandom.random() < .7:
                mpl(asteroidmisic, PEACELIST, forcechange)
                return
            sys = VS.getSystemFile()
            fact = VS.GetGalaxyFaction(sys)
            if vsrandom.random() < .5:
                fact = None
            mpl(LookupTable(peacelist, fact), PEACELIST, forcechange)
            debug.info("PlayMusik: Peace")
        else:
            ftmp = (un.FShieldData() + 2 * un.GetHullPercent() + un.RShieldData() - 2.8) * 2
            fact = None
            if len(unlist) and vsrandom.random() < .5:
                fact = unlist[vsrandom.randrange(0, len(unlist))]
            debug.info("faction: %s" % (fact))
            if (ftmp < -.5):
                mpl(LookupTable(paniclist, fact), BATTLELIST, forcechange)
                debug.info("PlayMusik: Panic")
            else:
                mpl(LookupTable(battlelist, fact), BATTLELIST, forcechange)
                debug.info("PlayMusik: Battle")
Example #14
0
def basicUnit(un, diff):
    """This sets up a blank unit with the basic upgrades needed for any sort of figthing"""
    i = 0
    while (i < 2):  # two lasers
        percent = un.upgrade("laser", i, i, 0, 1)
        i = i + 1
    UpgradeEngine(un, diff)
    UpgradeRadar(un)
    if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
        UpgradeAfterburner(un, diff)
        if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
            percent = un.upgrade("jump_drive", i, i, 0, 1)
    else:
        percent = un.upgrade("jump_drive", i, i, 0, 1)
Example #15
0
def upgradeUnit(un, diff):
    """Handle the actual upgrading process on a unit based on difficulty"""
    creds = 0.0
    curmount = 0
    mycargo = VS.Cargo("", "", 0, 0, 0, 0)
    str = ""
    debug.debug("Calling basicUnit(%s, %.2f)" % (un.getName(), float(diff)))
    basicUnit(un, diff)
    debug.debug("'- basicUnit returned")
    mycargo = GetRandomHull()  # ok now we get some hull upgrades
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    mycargo = GetRandomArmor()  # and some random armor
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    inc = 0
    rndnum = vsrandom.random() * 2
    if (rndnum < diff):
        # there is a small chance that you will get a repair system.
        mycargo = GetRandomRepairSys()
        creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    turretz = un.getSubUnits()
    turretcount = 0
    while (not turretz.isDone()):
        turretcount += 1
        turretz.advance()
    #turretcount -= 1
    debug.debug("Iterating through turrets...")
    for i in range(turretcount):
        for j in range(4):
            mycargo = GetRandomTurret()  # turrets as 3rd...
            creds = upgradeHelper(un, mycargo, i, creds, 0, 0)
    debug.debug("'- Done iterating through turrets.")
    turretcount = diff*50
    if (turretcount > 24):
        turretcount = 24
    elif (turretcount < 3):
        turretcount = 3
    debug.debug("Iterating through difficulty-based turretcount...")
    for i in range(int(turretcount)):
        for j in range(10):
            if (vsrandom.random() < 0.66):
                # weapons go on as first two items of loop
                mycargo = GetRandomWeapon(diff)
            else:
                mycargo = GetRandomAmmo()
            cont = mycargo.GetContent()
            if (cont.find('tractor') == -1 and cont.find('repulsor') == -1 and cont.find("steltek_gun") == -1):
                creds = upgradeHelper(un, mycargo, curmount, creds, 0, 1)  # we pass this in to the credits...and we only loop through all mounts if we're adding a weapon
                break
        curmount += 1  # increase starting mounts hardpoint
    debug.debug("'- Done interating through difficulty-based turretcount.")
Example #16
0
def basicUnit(un, diff):
    i = 0
    for i in range(
            upgrades_weapons_default_weapon_count):  #no unarmed ships, please
        percent = un.upgrade(upgrades_weapons_default_weapon, i, 0, 0, 1)
    UpgradeEngine(un, diff)
    UpgradeRadar(un, diff)
    #UpgradeArmor (un,diff)
    if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
        UpgradeAfterburner(un, diff)
        if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
            percent = un.upgrade("jump_drive", i, i, 0, 1)
    else:
        percent = un.upgrade("jump_drive", i, i, 0, 1)
Example #17
0
def basicUnit(un, diff):
    """This sets up a blank unit with the basic upgrades needed for any sort of figthing"""
    i = 0
    while (i < 2):  # two lasers
        percent = un.upgrade("laser", i, i, 0, 1)
        i = i + 1
    UpgradeEngine(un, diff)
    UpgradeRadar(un)
    if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
        UpgradeAfterburner(un, diff)
        if ((vsrandom.random() < 0.9) and (vsrandom.random() < (diff * 5.0))):
            percent = un.upgrade("jump_drive", i, i, 0, 1)
    else:
        percent = un.upgrade("jump_drive", i, i, 0, 1)
def PlayMusik(forcechange=1,hostile_dist=0):
    global __enabled
    un = VS.getPlayer()
    if not un or not __enabled:
        #mpl (PEACELIST,PEACELIST,forcechange)
        #print "Ppeace"
        pass
    elif un.DockedOrDocking() not in [1,2]:
        perfect=1
        iter = VS.getUnitList()
        target = iter.current()
        unlist=[]
        asteroid=0
        while (iter.notDone()):
            if (target):
                ftmp = 2*target.getRelation(un)
                nam=target.getName().lower()
                if un.getSignificantDistance(target)<=2*target.rSize() and ('afield'==nam[:6] or 'asteroid'==nam[:8]):
                    asteroid=1
                hdis = HOSTILE_AUTODIST
                if (hostile_dist!=0):
                    hdis = hostile_dist
                if (target.GetTarget()==un or (ftmp<0 and un.getDistance(target)<hdis)):
                    unlist.append(target.getFactionName())
                    perfect=0
            iter.advance()
            target=iter.current()
        if (perfect):
            if asteroid and asteroidmisic!=-1 and vsrandom.random()<.7:
                mpl(asteroidmisic,PEACELIST,forcechange)
                return
            sys=VS.getSystemFile()
            fact=VS.GetGalaxyFaction(sys)
            if vsrandom.random()<.5:
                fact=None
            mpl(LookupTable(peacelist,fact),PEACELIST,forcechange)
            print "peaCce"
        else:
            ftmp = (un.FShieldData()+2*un.GetHullPercent()+un.RShieldData()-2.8)*2
            fact=None
            if len(unlist) and vsrandom.random()<.5:
                fact=unlist[vsrandom.randrange(0,len(unlist))]
            print fact
            if (ftmp<-.5):
                mpl(LookupTable(paniclist,fact),BATTLELIST,forcechange)
                print "paAnic"
            else:
                mpl(LookupTable(battlelist,fact),BATTLELIST,forcechange)
                print "bSattle"
Example #19
0
def generateBountyMission(path,
                          fg,
                          fac,
                          baseprice=1200.0,
                          runawayprice=1000.0,
                          diffprice=450.0,
                          capscale=4.0):
    typ = fg_util.RandomShipIn(fg, fac)
    cap = faction_ships.isCapital(typ)
    makemissionharder = vsrandom.randrange(0, 2)
    diff = vsrandom.randrange(
        0, adjustQuantityDifficulty(7)) + howMuchHarder(makemissionharder)
    runaway = (vsrandom.random() >= .75)
    creds = (baseprice + runawayprice * runaway + diffprice * diff +
             syscreds * len(path))
    if (cap):
        creds *= capscale
    finalprice = creds + syscreds * len(path)
    finalprice *= getPriceModifier(False)
    addstr = ""
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        finalprice *= 2
        addstr += "#F#bases/fixers/hunter.spr#Talk with the Bounty Hunter#We will pay you on mission completion.  And as far as anyone knows -- we never met."
        if (runaway):
            addstr += '#Also-- we have information that the target may be informed about your attack and may be ready to run. Be quick!'
        addstr += "#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Bounty#\n"
    writemissionsavegame(
        addstr +
        "import bounty\ntemp=bounty.bounty(0, 0, %g, %d, %d, '%s', %s, '', '%s','%s')\ntemp=0\n"
        % (finalprice, runaway, diff, fac, str(path), fg, typ))
    diffstr = ""
    if (diff > 0):
        diffstr = "  The ship in question is thought to have %d starships for protection." % diff
    writedescription(
        "A %s starship in the %s flightgroup has been harassing operations in the %s system. Reward for the termination of said ship is %d credits.%s"
        % (formatShip(typ), fg, processSystem(path[-1]), finalprice, diffstr))
    if (cap):
        writemissionname(
            "Bounty/on_%s_Capital_Vessel_in_%s" %
            (fac, processSystem(path[-1])), path, isFixerString(addstr))
    else:
        writemissionname(
            "Bounty/on_%s_starship_in_%s" % (fac, processSystem(path[-1])),
            path, isFixerString(addstr))
def generateCargoMission (path, numcargos,category, fac):
    #if (isNotWorthy(fac)):
    #    return
    if (vsrandom.random()<.25):
        return  
    launchcap=0
    if (not launchcap) and not isHabitable(path[-1]):
        return
    diff=vsrandom.randrange(0,adjustQuantityDifficulty(6))
    creds=65*numcargos+145*diff+syscreds*len(path)+3250*(category[:10]=="Contraband")+5000*(category[:9]=="starships")
    addstr=""
    creds*=getPriceModifier(False)
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust you will make the delivery successfully.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Cargo#\n"
    elif use_missioncomputer:
        addstr+="#C#Cargo#\n"
    writemissionsavegame (addstr+mission_script_template % dict(
        module='cargo_mission',
        constructor='cargo_mission',
        args=(fac,0,numcargos,diff,creds,launchcap,0,category,path,'')))
    if (category==''):
        category='generic'
    randCompany = GetRandomCompanyName()
    if (randCompany==''):
        strStart = "We need to deliver some "
    else:
    	  strStart = randCompany+" seeks delivery of "    	  
    if len(path)==1:
        mistype = 'IN-SYSTEM CARGO'
    else:
        mistype = 'CARGO'
    brief = GetRandomCargoBrief()
    if (brief<>''):
        composedBrief = brief.replace('$CL',randCompany)
        composedBrief = composedBrief.replace('$CG',formatCargoCategory(category))
        composedBrief = composedBrief.replace(' $DB','')
        composedBrief = composedBrief.replace('$DS',processSystem(path[-1]))
        composedBrief = composedBrief.replace('$PY',str(int(creds)))
        writedescription(composedBrief)
    else:
        writedescription(strStart+"%s cargo to the %s system. The mission is worth %d credits to us.  You will deliver it to a base owned by the %s.%s"%(formatCargoCategory(category), processSystem(path[-1]),creds,fac,pathWarning(path,isFixer<guildpct)))
    writemissionname("Cargo/Deliver_%s_to_%s"%(changecat(category),processSystem(path[-1])),path,isFixerString(addstr))
    writemissionvars( { 'MISSION_TYPE' : mistype } )
def generateEscortMission (path,fg,fac):
    ###
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg,fac)
    if typ in faction_ships.unescortable:
        typ = faction_ships.unescortable[typ]
    diff=vsrandom.randrange(0,6)
    creds=250*diff+1.2*syscreds*len(path)
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust that you will safely guide my collegue until you reach the destination.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Escort#\n"
    elif use_missioncomputer:
        addstr+="#C#Escort#\n"
    if len(path)==1:
        mistype = 'IN-SYSTEM ESCORT'
    else:
        mistype = 'ESCORT'
    writemissionsavegame (addstr+mission_script_template % dict(
        module='escort_mission',
        constructor='escort_mission',
        args=(fac,diff,float(creds),0,0,path,'',fg,typ)))
    writedescription("The %s %s in the %s flightgroup requres an escort to %s. The reward for a successful escort is %d credits."%(fac,formatShip(typ),fg, processSystem(path[-1]),creds))
    writemissionname("Escort/Escort_%s_%s_to_%s"%(fac,fg,processSystem(path[-1])),path,isFixerString(addstr))
    writemissionvars( { 'MISSION_TYPE' : mistype } )
Example #22
0
def generateDefendMission (path,defendfg,defendfac, attackfg,attackfac,
        baseprice=1200.0
        ):
    if (isNotWorthy(defendfac)):
        return
    #defendtyp = fg_util.RandomShipIn(defendfg,defendfac)
    attacktyp = fg_util.RandomShipIn(attackfg,attackfac)
    isbase=fg_util.BaseFGInSystemName(path[-1])==defendfg
    creds=baseprice
    minq = 1
    maxq = adjustQuantityDifficulty(5)
    makemissionharder=vsrandom.randrange(0,2)
    quantity = vsrandom.randrange(minq,maxq)+howMuchHarder(makemissionharder)
    reallydefend = "1"
    if (vsrandom.randrange(0,4)==0):
        reallydefend="0"
    addstr=""
    creds=creds*quantity+syscreds*len(path)
    creds*=getPriceModifier(makemissionharder)
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/confed.spr#Talk to the Confed Officer#Thank you. Your defense will help confed in the long run.  We appreciate the support of the bounty hunting community.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Defend#\n"
    writemissionsavegame(addstr+"import defend\ntemp=defend.defend('%s', %d, %d, 8000.0, 100000.0, %g, %s, %d, '%s', %s, '%s', '%s', '%s', '%s')\ntemp=0\n"%
                         (attackfac, 0, quantity, creds, reallydefend, isbase, defendfac, str(path), '',attackfg, attacktyp,defendfg))
    iscapitol=""
    if isbase:
        iscapitol="capital "
    writedescription("A %s assault wing named %s has jumped in and is moving for an attack on one of our %sassets in the %s system.\nYour task is to eradicate them before they eliminate our starship.\nIntelligence shows that they have %d starships of type %s. Your reward is %d credits."%(attackfac, attackfg, iscapitol, processSystem(path[-1]),quantity, formatShip(attacktyp),creds))
    writemissionname("Defend/Defend_%s_from_%s"%(defendfac, attackfac),path,isFixerString(addstr))
Example #23
0
def generateEscortMission(path, fg, fac, baseprice=500.0, jumpscale=1.2):
    ###
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg, fac)
    if typ in faction_ships.unescortable:
        return
    diff = vsrandom.randrange(0, 6)
    creds = baseprice * diff + jumpscale * syscreds * len(path)
    creds *= getPriceModifier(False)
    addstr = ""
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        creds *= 2
        addstr += "#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust that you will safely guide my collegue until you reach the destination.#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Escort#\n"
    writemissionsavegame(
        addstr +
        "import escort_mission\ntemp=escort_mission.initrandom('%s', %d, %g, 0, 0, %s, '','%s','%s')\ntemp=0\n"
        % (fac, diff, float(creds), str(path), fg, typ))
    writedescription(
        "The %s %s in the %s flightgroup requres an escort to %s. The reward for a successful escort is %d credits."
        % (fac, formatShip(typ), fg, processSystem(path[-1]), creds))
    writemissionname(
        "Escort/Escort_%s_%s_to_%s" % (fac, fg, processSystem(path[-1])), path,
        isFixerString(addstr))
def generateEscortMission (path,fg,fac):
    ###
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg,fac)
    if typ in faction_ships.unescortable:
        typ = faction_ships.unescortable[typ]
    diff=vsrandom.randrange(0,6)    
    creds=500*diff+1.2*syscreds*len(path)
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Danke. Ich vertraue dir, dass du meinen Geschaeftspartner sicher geleiten wirst, bis er sein Ziel erreicht.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Escort#\n"
    writemissionsavegame (addstr+"import escort_mission\ntemp=escort_mission.initrandom('%s', %d, %g, 0, 0, %s, '','%s','%s')\ntemp=0\n"%(fac, diff, float(creds), str(path),fg,typ))
    # From plueschinger to avoid sometimes squadrons and sometimes not
    # we mention the squadrons or konvois later in the following message
    if "Squadron" == fg[-8:]:
         fg = fg[:-9]
    # end of plueschingers addition
    writedescription("Die %s %s in dem %s Konvoi benoetigt eine Eskorte nach %s. Die Belohnung fuer eine erfolgreiche Eskorte betraegt %d Kredite."%(fac,formatShip(typ),fg, processSystem(path[-1]),creds))
    writemissionname("Eskorte/Eskortiere den_%s aus der_%s Schwadron in das_%s System"%(fac,fg,processSystem(path[-1])),path,isFixerString(addstr))     
 def Execute(self):
     generate_dyn_universe.KeepUniverseGenerated()
     dynamic_battle.UpdateCombatTurn()
     if (self.cur_player>=len(self.players)):
         self.AddPlayer()
     self.cur=self.players[self.cur_player]
     if (self.cur.curquest<len(self.cur.quests)):
         if (self.cur.quests[self.cur.curquest].Execute()):
             self.cur.curquest+=1
         else:
             del self.cur.quests[self.cur.curquest]
     else:
         self.cur.curquest=0
     un = self.decideMode ()
     if (self.cur.curmode!=self.cur.lastmode):
         #lastmode=curmode#processed this event don't process again if in critical zone
         if ((self.spawning or (vsrandom.random()<(self.fighterprob*self.cur.UpdatePhaseAndAmplitude()))) and un):
             debug.debug("curmodechange %d in progress" % (self.cur.curmode))
             if (VS.vsConfig("physics","spawn_units_close","false")=="true" and not self.atLeastNInsignificantUnitsNear (un,self.min_num_ships)):
                 #determine whether to launch more ships next to significant thing based on ships in that range
                 debug.debug("launch near")
                 self.launch_near (VS.getPlayerX(self.cur_player))
                 self.spawning=1
             else:
                 self.cur.lastmode=self.cur.curmode
                 self.spawning=0
                 debug.debug("curmodechange %d ended" % (self.cur.curmode))
         else:
             self.cur.lastmode=self.cur.curmode
             self.spawning=0
             debug.debug("curmodechange %d ended" % (self.cur.curmode))
     self.cur_player+=1
     if (self.cur_player>=VS.getNumPlayers()):
         self.cur_player=0
     VS.setMissionOwner(self.cur_player)
def generateEscortLocal(path,fg,fac):
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg,fac)
    if typ in faction_ships.unescortable:
        typ = faction_ships.unescortable[typ]
    enfac = faction_ships.get_enemy_of(fac)
    diff=vsrandom.randrange(1,4)
    waves=vsrandom.randrange(0,5-diff)
    incoming=vsrandom.randrange(0,2)
    enfg =fg_util.AllFGsInSystem(enfac,path[-1])
    creds=3500.0*diff*(1+waves);
    if (len(enfg)):
      enfg=enfg[vsrandom.randrange(0,len(enfg))]
    else:
      enfg=''
    isFixer=vsrandom.random()
    addstr=""
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Unterhalte Dich mit dem Kaufmann#Danke. Ich vertraue dir, dass du meinen Geschaeftspartner sicher geleiten wirst, bis er sein Ziel erreicht.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Escort#\n"
    additionalinfo="zu dem Sprungpunkt"
    if (incoming):
        additionalinfo="von dem Sprungpunkt zu einer nahen Basis"
    writemissionsavegame(addstr+"import escort_local\ntemp=escort_local.escort_local('%s',0,%d,%d,500,%d,%d,'%s',(),'','%s','','%s','%s')"%(enfac,diff,waves,creds,incoming,fac,enfg,fg,typ))
    # From plueschinger to avoid sometimes squadrons and sometimes not
    # we mention the squadrons or konvois later in the following message
    if "Squadron" == fg[-8:]:
         fg = fg[:-9]
    # end of plueschingers addition
    writedescription("Eine Eskorte %s ist erforderlich fuer die %s Klasse %s der Raumschiffe aus der %s Schwadron in diesem System. Angriffe von der %s Gruppe sind moeglich. Sie werden bezahlt mit %d Krediten, falls das Raumschiff in diesem Sternensystem ueberlebt, bis es seinen Zielort erreicht."%(additionalinfo,formatShip(typ),fac,fg,enfac,int(creds)))
    writemissionname("Eskorte/Eskortiere den_%s in dem_%s Konvoi"%(fac,fg),[path[-1]],isFixerString(addstr))
def PlayLaunch():
    if (vsrandom.random() < .02):
        VS.musicPlaySong('../music/launchjoke.ogg')
#               VS.micro_sleep(45000000)
    else:
        if (GlobalMusic != -1):
            VS.musicPlayList(GlobalMusic)
def generateEscortMission (path,fg,fac,
        baseprice = float(VS.vsConfig("dynamic_universe","missions.escort.waveprice","500")),
        jumpscale = float(VS.vsConfig("dynamic_universe","missions.escort.jumpscale","0.5"))
        ):
    ###
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg,fac)
    if typ in faction_ships.unescortable:
        typ = faction_ships.unescortable[typ]
    diff=vsrandom.randrange(0,6)    
    creds=baseprice*diff+jumpscale*syscreds*len(path)
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust that you will safely guide my collegue until you reach the destination.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Escort#\n"
    if len(path)==1:
        mistype = 'IN-SYSTEM ESCORT'
    else:
        mistype = 'ESCORT'
    writemissionsavegame (addstr+"import escort_mission\ntemp=escort_mission.initrandom('%s', %d, %g, 0, 0, %s, '','%s','%s')\ntemp=0\n"%(fac, diff, float(creds), str(path),fg,typ))
    writedescription("The %s %s in the %s flightgroup requres an escort to %s. The reward for a successful escort is %d credits."%(fac,formatShip(typ),fg, processSystem(path[-1]),creds))
    writemissionname("Escort/Escort_%s_%s_to_%s"%(fac,fg,processSystem(path[-1])),path,isFixerString(addstr))     
    writemissionvars( { 'MISSION_TYPE' : mistype } )
def generatePatrolMission (path, numplanets,
        planetprice = float(VS.vsConfig("dynamic_universe","missions.patrol.planetprice","100")),
        baseprice = float(VS.vsConfig("dynamic_universe","missions.patrol.baseprice","2400")),
        jumpscale = float(VS.vsConfig("dynamic_universe","missions.patrol.jumpscale","1"))
        ):
    dist=400
    creds = numplanets*planetprice+baseprice+jumpscale*syscreds*len(path)
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/confed.spr#Talk to the Confed Officer#Thank you. Your help makes space a safer place.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Patrol#\n"
    writemissionsavegame (addstr+"import patrol\ntemp=patrol.patrol(0, %d, %d, %d, %s)\ntemp=0\n"%(numplanets, dist, creds, str(path)))
    writedescription("Insystem authorities would like a detailed scan of the %s system. We require %d nav locations be visited on the scanning route. The pay for this mission is %d."%(processSystem(path[-1]),numplanets,creds))
    ispoint="s"
    if numplanets==1:
        ispoint=""
    if len(path)==1:
        mistype = 'IN-SYSTEM PATROL'
    else:
        mistype = 'PATROL'
    writemissionname("Patrol/Patrol_%d_Point%s_in_%s"%(numplanets,ispoint, processSystem(path[-1])),path,isFixerString(addstr))   
    writemissionvars( { 'MISSION_TYPE' : mistype } )
Example #30
0
def generatePatrolMission(path,
                          numplanets,
                          planetprice=100.0,
                          baseprice=800.0,
                          jumpscale=3.0):
    dist = 400
    creds = numplanets * planetprice + jumpscale * baseprice + syscreds * len(
        path)
    creds *= getPriceModifier(False)
    addstr = ""
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        creds *= 2
        addstr += "#F#bases/fixers/confed.spr#Talk to the Confed Officer#Thank you.  Your help makes space a safer place.#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Patrol#\n"
    writemissionsavegame(
        addstr +
        "import patrol\ntemp=patrol.patrol(0, %d, %d, %d, %s)\ntemp=0\n" %
        (numplanets, dist, creds, str(path)))
    writedescription(
        "Insystem authorities would like a detailed scan of the %s system. We require %d nav locations be visited on the scanning route.  The pay for this mission is %d."
        % (processSystem(path[-1]), numplanets, creds))
    ispoint = "s"
    if numplanets == 1:
        ispoint = ""
    writemissionname(
        "Patrol/Patrol_%d_Point%s_in_%s" %
        (numplanets, ispoint, processSystem(path[-1])), path,
        isFixerString(addstr))
def generateWingmanMission(fg, faction):
    numships=vsrandom.randrange(1,4)
    creds=10000+15000*numships
    writemissionsavegame ('#\n' + mission_script_template % dict(
        module='wingman',
        constructor='wingman',
        args=(creds,faction,numships,0)))
    s="A pilot"
    EorA="a"
    are="is"
    if numships > 1:
        s=str(numships)+" pilots"
        EorA="e"
        are="are"
    isFixer=vsrandom.random()
    if isFixer<fixerpct and fixer_has_wingman:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust you will make the delivery successfully.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Wingman#\n"
    elif use_missioncomputer:
        addstr+="#C#Wingman#\n"
    writedescription(s+" in the %s faction %s willing to help you out and fight with you as long as you pay %d credits."%(faction, are, creds))
    writemissionname("Wingmen/Hire_%d_%s_Wingm%sn"%(numships,faction,EorA),[VS.getSystemFile()],0)
    writemissionvars( { 'MISSION_TYPE' : 'CONTRACT WINGMAN' } )
def PlayLaunch ():
	if (vsrandom.random()<.02):
		VS.musicPlaySong('../music/launchjoke.ogg')
#		VS.micro_sleep(45000000)
	else:
		if (GlobalMusic!= -1):
			VS.musicPlayList (GlobalMusic)
    def Execute (self):
##        if (VS.getGameTime()>mission_time):
##          VS.IOmessage (0,"cargo mission",self.mplay,"You Have failed to deliver your cargo in a timely manner.")
##          VS.IOmessage (0,"cargo mission",self.mplay,"The cargo is no longer of need to us.")
##          if (you):
##            takeCargoAndTerminate(you,0)
##          return
        if (self.you.isNull() or (self.arrived and self.base.isNull())):
            VS.IOmessage (0,"cargo mission",self.mplay,"#ff0000You were unable to deliver cargo. Mission failed.")
            self.SetVar(-1)
            VS.terminateMission(0)
            return
        if (not self.adjsys.Execute() and not (self.arrived and self.base and self.base.isDocked(self.you))):
            return
        if (self.arrived):
            self.adjsys.Execute=self.adjsys.HaveArrived
            if (self.base.isDocked(self.you) or (self.base.getDistance(self.you)<=1 and not self.knownBases())):
                self.takeCargoAndTerminate(self.you,1)
                return
        else:
            self.arrived=1
            tempfac=self.faction
            if vsrandom.random()<=.5:
                tempfac=''
            self.adjsys=go_somewhere_significant(self.you,1,100,not self.capship,tempfac)
            capstr="planet"
            dockstr="land"
            if tempfac=='':
                dockstr="dock"
                capstr="ship"
            self.adjsys.Print("You must visit the %%s %s" % (capstr),"cargo mission",", docked around the %s",0)
            VS.IOmessage(0,"cargo mission",self.mplay,"Once there, %s and we will transport the cargo off of your ship." % (dockstr))
            self.base=self.adjsys.SignificantUnit()
            self.role=self.base.getCombatRole()
            self.base.setCombatRole("INERT")
Example #34
0
def AddSysDict(cursys):
    #pick random fighter from insysenemies with .3 probability OR pick one from the friendlies list.
    #       debug.debug('Addsysdict')
    sysfaction = VS.GetGalaxyFaction(cursys)
    global fgnames, fglists
    i = 0
    AddBasesToSystem(sysfaction, cursys)
    for i in range(1 + vsrandom.randrange(
            fg_util.MinNumFlightgroupsInSystem(cursys) -
            1, fg_util.MaxNumFlightgroupsInSystem(cursys))
                   ):  #number of fgs in a system.
        faction = sysfaction
        friendly = 0
        if vsrandom.random(
        ) < .3 or sysfaction == 'unknown' or sysfaction == '':
            faction = faction_ships.get_rabble_of(sysfaction)
        else:
            faction = faction_ships.get_friend_of(sysfaction)
            if (faction == sysfaction):
                friendly = 1
            if (sysfaction in faction_ships.production_centers):
                if (cursys in faction_ships.production_centers[sysfaction]):
                    friendly = 2
            #if (friendly):
            #    debug.debug(faction+" "+sysfaction+" "+cursys)
        factionnr = faction_ships.factionToInt(faction)
        global maxshipsinfg
        typenumbertuple = GenerateFgShips(
            vsrandom.randrange(maxshipsinfg) + 1, factionnr, friendly)
        fgname = GetNewFGName(faction)
        fg_util.AddShipsToFG(fgname, faction, typenumbertuple, cursys)
    return i
Example #35
0
def look_for (fg, faction, numships,myunit, pos, gcd,newship=[None]):
    i=0
    debug.debug("VS.getUnit (%d)" % (i))
    un = VS.getUnit (i)
    while (not un.isNull()):
        i+=1
        debug.debug("VS.getUnit (%d)" % (i))
        un = VS.getUnit (i)
    i-=1 #now our i is on the last value
    while ((i>=0) and (numships>0)):
        debug.debug("VS.getUnit (%d)" % (i))
        un = VS.getUnit (i)
        if (not un.isNull()):
            if (unOrTupleDistance(un,myunit,1)>gcd ):
                fac = un.getFactionName ()
                fgname = un.getFlightgroupName ()
                name = un.getName ()
                if ((fg==fgname) and (fac==faction)):
                    if (numships>0):
                        if (vsrandom.random()<0.75):
                            pos=move_to (un,pos)
                            numships-=1
                            newship[0]=un
                            debug.info("TTYmoving %s to current area" % (name))
                    else:
                        #toast 'im!
                        un.Kill()
                        debug.info("TTYaxing %s" % (name))
        i-=1
    return (numships,pos)
Example #36
0
def GetShipsInFG(fgname,faction):
    ships = ReadStringList (ccp,MakeFGKey(fgname,faction))
    if (len(ships)<=ShipListOffset()):
        return []
    try:
        count=int(ships[0])
    except:
        debug.error('bad flightgroup record %s', ships)
    launchnum = DefaultNumShips()
    if (launchnum>count):
        launchnum=count
	
    nent = (len(ships) - ShipListOffset()) / PerShipDataSize()
    retn = [0] * nent
    for i in xrange(_prob_round(launchnum*(0.7+vsrandom.random()+0.3))):
	which = vsrandom.randrange(count)
	for j in xrange(nent):
	    pos = j*PerShipDataSize()+ShipListOffset()
	    which -= int(ships[pos+2])
	    if which <= 0:
		retn[j] += 1
		break
    ret = []
    for i in xrange(nent):
	if retn[i]:
	    pos = i*PerShipDataSize()+ShipListOffset()
	    ret.append((ships[pos],retn[i]))
    return ret
    def launch_near(self,un):
        if (VS.GetGameTime()<10):
            print "hola!"
            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):
                print 'no flight group for faction: '+faction+' in system '+cursys+'.'
                continue
            num=len(fglist)
            print 'Probability numbers: ',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)
            print 'Chance for %s ship: %g'%(faction, avg)
            rndnum=vsrandom.random()
            print '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)
                print '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,'')
 def loopbriefing(self):
     size=len(self.JumpPoints())
     time = VS.GetGameTime()
     Briefing.setCamPosition((1.6*(time-self.begintime)*self.brief_stage,0.0,0.0))
     if (((time-self.begintime)>=5.0) and self.added_warp):
         self.jump_ani=Briefing.addShip("brief_warp",self.faction,(20.0*(self.brief_stage),self.rnd_y,79.5+self.rnd_y))
         self.added_warp=0
     if (((time-self.begintime)>=6.0)):
         if (self.jump_ani!=0):
             Briefing.removeShip(self.jump_ani)
             self.jump_ani=0
     if ((size==self.brief_stage) and ((time-self.begintime)>=6.0)):
         self.brief_stage=size+1
         self.added_warp=0
         self.time=0.0
     elif ((self.brief_stage>size) and ((time-self.begintime)>=11.0)):
         return self.brief_you
     elif (((time-self.begintime)>=6.0) and (self.brief_stage<size)):
         self.added_warp=1
         self.rnd_y=(vsrandom.random()*40.0-20.0)
         Briefing.addShip("brief_jump",self.faction,(20.0*(self.brief_stage+1),self.rnd_y,79.6+self.rnd_y))
         Briefing.enqueueOrder (self.brief_you,(20.0*(self.brief_stage+1) ,self.rnd_y,80.0+self.rnd_y) , 5.0)
         self.begintime=time
         myname=self.JumpPoints() [self.brief_stage]
         VS.IOmessage (0,"cargo mission","briefing","You must go to the '%s' jump point" % (myname))
         self.brief_stage+=1
     return -1
def AddSysDict (cursys):
    #pick random fighter from insysenemies with .3 probability OR pick one from the friendlies list.
#       debug.debug('Addsysdict')
    sysfaction=VS.GetGalaxyFaction(cursys)
    global fgnames, fglists
    i=0
    AddBasesToSystem(sysfaction, cursys)
    for i in range (1+vsrandom.randrange(fg_util.MinNumFlightgroupsInSystem(cursys)-1,fg_util.MaxNumFlightgroupsInSystem(cursys))): #number of fgs in a system.
        faction=sysfaction
        friendly=0
        if vsrandom.random()<.3 or sysfaction=='unknown' or sysfaction=='':
            faction=faction_ships.get_rabble_of(sysfaction)
        else:
            faction=faction_ships.get_friend_of(sysfaction)
            if (faction==sysfaction):
                friendly=1
            if (sysfaction in faction_ships.production_centers):
                if (cursys in faction_ships.production_centers[sysfaction]):
                    friendly=2
            #if (friendly):
            #    debug.debug(faction+" "+sysfaction+" "+cursys)
        factionnr=faction_ships.factionToInt(faction)
        global maxshipsinfg
        typenumbertuple=GenerateFgShips(vsrandom.randrange(maxshipsinfg)+1,factionnr,friendly)
        fgname=GetNewFGName(faction)
        fg_util.AddShipsToFG (fgname,faction,typenumbertuple,cursys)
    return i
Example #40
0
def generateEscortLocal(path,fg,fac,
        waveprice=3500.0
        ):
    if (isNotWorthy(fac)):
        return
    typ = fg_util.RandomShipIn(fg,fac)
    if typ in faction_ships.unescortable:
        return
    enfac = faction_ships.get_enemy_of(fac)
    diff=vsrandom.randrange(1,4)
    waves=vsrandom.randrange(0,5-diff)
    incoming=vsrandom.randrange(0,2)
    enfg =fg_util.AllFGsInSystem(enfac,path[-1])
    creds=waveprice*diff*(1+waves);
    if (len(enfg)):
      enfg=enfg[vsrandom.randrange(0,len(enfg))]
    else:
      enfg=''
    isFixer=vsrandom.random()
    addstr=""
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I trust that you will safely escort my colleague to the destination.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Escort#\n"
    additionalinfo="to the jump point"
    if (incoming):
        additionalinfo="from the jump point to a nearby base"
    writemissionsavegame(addstr+"import escort_local\ntemp=escort_local.escort_local('%s',0,%d,%d,500,%d,%d,'%s',(),'','%s','','%s','%s')"%(enfac,diff,waves,creds,incoming,fac,enfg,fg,typ))
    writedescription("Escort %s is required for the %s type %s starship from the %s flightgroup in this system. Attacks from the %s faction are likely. You will be paid %d credits if the starship survives in this starsystem until it reaches its destination."%(additionalinfo,formatShip(typ),fac,fg,enfac,int(creds)))
    writemissionname("Escort/Escort_%s_%s"%(fac,fg),[path[-1]],isFixerString(addstr))
Example #41
0
def generateCargoMission (path, numcargos,category, fac,
        cargoprice=250.0,
        baseprice=500.0,
        contrabandprice=5000.0,
        starshipprice=20000.0
        ):
    #if (isNotWorthy(fac)):
    #    return
    launchcap=(vsrandom.random()>=.97)
    if (not launchcap) and not isHabitable(path[-1]):
        return
    diff=vsrandom.randrange(0,adjustQuantityDifficulty(6))
    creds = (
        cargoprice*numcargos +
        baseprice*diff +
        syscreds*len(path) +
        contrabandprice*(category[:10]=="Contraband") +
        starshipprice*(category[:9]=="starships")
    )
    addstr=""
    creds*=getPriceModifier(False)
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Talk to the Merchant#Thank you. I entrust you will make the delivery successfully.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Cargo#\n"
    writemissionsavegame (addstr+"import cargo_mission\ntemp=cargo_mission.cargo_mission('%s', 0, %d, %d, %g, %d, 0, '%s', %s, '')\ntemp=0\n"%(fac, numcargos, diff, creds, launchcap, category, str(path)))
    if (category==''):
        category='generic'
    randCompany = GetRandomCompanyName()
    if (randCompany==''):
        strStart = "We need to deliver some "
    else:
          strStart = randCompany+" seeks delivery of "
    brief = GetRandomCargoBrief()
    if brief:  # a comparison to an empty string returns False
        composedBrief = brief.replace('$CL',randCompany)
        composedBrief = composedBrief.replace('$CG',formatCargoCategory(category))
        composedBrief = composedBrief.replace(' $DB','')
        composedBrief = composedBrief.replace('$DS',processSystem(path[-1]))
        composedBrief = composedBrief.replace('$PY',str(int(creds)))
        writedescription(composedBrief)
    else:
        writedescription(strStart+"%s cargo to the %s system. The mission is worth %d credits to us.  You will deliver it to a base owned by the %s.%s"%(formatCargoCategory(category), processSystem(path[-1]),creds,fac,pathWarning(path,isFixer<guildpct)))
    writemissionname("Cargo/Deliver_%s_to_%s"%(changecat(category),processSystem(path[-1])),path,isFixerString(addstr))
def initrandom (minns, maxns, credsmin, credsmax, run_away, minshipdifficulty, maxshipdifficulty,jumps=(),var_to_set=''):
    you=VS.getPlayer()
    tempfaction='aera'
    if (you):
        name = you.getFactionName ()
        factionname=vsrandom.randrange(0,faction_ships.getMaxFactions())
        tempfaction=faction_ships.intToFaction(factionname)
        i=0
        while ((name==tempfaction or name=="unknown") and i<10):
            factionname=vsrandom.randrange(0,faction_ships.getMaxFactions())
            tempfaction=faction_ships.intToFaction(factionname)
            i+=1
        sd = vsrandom.random()*(maxshipdifficulty-minshipdifficulty)+minshipdifficulty
        return bounty (minns,maxns,(1.0+(sd*0.5))*(vsrandom.random ()*(credsmax-credsmin)+credsmin),run_away,sd,tempfaction,jumps,var_to_set)
    else:
        print "aborting bounty initrandom"
        VS.terminateMission(0)
def upgradeUnit(un, diff):
    creds = 0.0
    curmount = 0
    mycargo = VS.Cargo("", "", 0, 0, 0, 0)
    str = ""
    basicUnit(un, diff)
    mycargo = GetRandomHull()  #ok now we get some hull upgrades
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    mycargo = GetRandomArmor(diff)  #and some random armor
    creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    inc = 0
    rndnum = vsrandom.random() * 2
    if (rndnum < diff):
        mycargo = GetRandomRepairSys(
        )  #here there is a small chance that you will get a repair system.
        creds = upgradeHelper(un, mycargo, 0, creds, 1, 0)
    turretz = un.getSubUnits()
    turretcount = 0
    while (turretz.current()):
        turretz.advance()
        turretcount += 1
    turretcount -= 1
    for i in range(turretcount):
        for j in range(4):
            mycargo = GetRandomTurret()  #turrets as 3rd...
            creds = upgradeHelper(un, mycargo, i, creds, 0, 0)
    turretcount = diff * 50
    if (turretcount > 24):
        turretcount = 24
    elif (turretcount < 3):
        turretcount = 3
    for i in range(int(turretcount)):
        for j in range(10):
            if (vsrandom.random() < 0.66):
                mycargo = GetRandomWeapon(
                    diff)  #weapons go on as first two items of loop
            else:
                mycargo = GetRandomAmmo()
            cont = mycargo.GetContent()
            if (cont.find('tractor') == -1 and cont.find('repulsor') == -1
                    and cont.find("steltek_gun") == -1):
                creds = upgradeHelper(
                    un, mycargo, curmount, creds, 0, 1
                )  #we pass this in to the credits...and we only loop through all mounts if we're adding a weapon
                break
        curmount += 1  #increase starting mounts hardpoint
Example #44
0
def MakeBar(concourse, time_of_day, bartext, BaseTexture, createCampaignFixers=True, bar_sprite_320x200=False, defaultbtr=None, forcedefbtr=False, patrons=[],bartenderhead=None):

        
    if vsrandom.random()<.875:
        forcedefbtr=True # remove me if you want random bartenders at random bars
        chbtr=True
    import bartender
    bartender.speaktimes=0
    room0 = Base.Room ('Bar')
    x=0.0
    y=0.0
    if bar_sprite_320x200:
        x=0.0 #0.582
        y=0.0 #-0.2716
    Base.Texture (room0, 'background', BaseTexture+'.spr', x, y)
    for p in patrons:
        if vsrandom.random()<.85:
            Base.Texture(room0,str(p[0]),'bases/bar/'+str(p[0])+'.spr',float(p[1]),float(p[2]))
    if defaultbtr:
        if not forcedefbtr:
            defaultbtr=bartenders[vsrandom.randrange(len(bartenders))]
        Base.Texture(room0,'btr','bases/'+str(defaultbtr)+'/btr.spr', 0.925, -0.259765625) #0.89725, -0.2813)
        if not bartenderhead:
            bartenderhead = defaultbtr
        
    #Base.Texture (room0, 'texture', 'bases/bar/sandoval.spr', -0.43875, -0.373333)
    Base.Link (room0, 'concourse_link',  -0.9225, -0.973333, 1.8275, 0.146667, 'Exit the Bar',concourse)
    script="#\n"
    if bartenderhead:
        import campaign_lib
        if campaign_lib.doTalkingHeads():
            script+="import Base\nimport campaign_lib\ncampaign_lib.AddConversationStoppingSprite('Bartender','bases/heads/"+bartenderhead+".spr',(0,0),(3.2,2.0),'Return_To_Bar').__call__(Base.GetCurRoom(),None)\n"
    Base.Python (room0, 'talk', 0.5875, -0.373333, 0.285, 0.626667,'Talk to the Bartender',script+"import bartender\nbartender.Speak (bartender.GetBartenderText("+repr(bartext)+"))\n",0)
    Base.Python (room0, 'drink', 0.2875, -0.373333, 0.285, 0.326667,'Get a drink         ',script+"import bartender\nbartender.Drink(100)\n",0)
    import fixers
#was:
#   -0.53, -0.673333, 0.205, 0.61
#better:
#   -0.61, -0.86, 0.4105, 1
    func=fixers.CreateFixers
    if not createCampaignFixers:
        func=fixers.CreateMissionFixers
    func(room0,[(-0.80025, -0.9764, 0.776, 1.2416, "_1"),(-0.0725, -0.4058125, 0.1758125, 0.5385, "_2")])#add more locations? 288 844
    #func(room0,[(-0.80025, -1.0088, 0.776, 1.2416, "_1"),(-0.0725, -0.4058125, 0.1758125, 0.5385, "_2")])#add more locations? 288 844
    #func(room0,[(-0.825, -1.04, 0.8, 1.28, "_1"),(-0.0747, -0.418, 0.181, 0.555, "_2")])#add more locations?         280 850
    return room0;
Example #45
0
def initrandom (minns, maxns, credsmin, credsmax, run_away, minshipdifficulty, maxshipdifficulty,jumps=(),var_to_set=''):
    you=VS.getPlayer()
    tempfaction='unknown'
    if (you):
        name = you.getFactionName ()
        i=vsrandom.randrange(0,len(faction_ships.factionsInNormalMissions))
        tempfaction=faction_ships.factionsInNormalMissions[i]
        i=0
        while ((name==tempfaction or name=="unknown") and i<10):
            i=vsrandom.randrange(0,len(faction_ships.factionsInNormalMissions))
            tempfaction=faction_ships.factionsInNormalMissions[i]
            i+=1
        sd = vsrandom.random()*(maxshipdifficulty-minshipdifficulty)+minshipdifficulty
        return bounty (minns,maxns,(1.0+(sd*0.5))*(vsrandom.random ()*(credsmax-credsmin)+credsmin),run_away,sd,tempfaction,jumps,var_to_set)
    else:
        debug.info("aborting bounty initrandom")
        VS.terminateMission(0)
def GenerateFgShips (shipinfg,factionnr,friendly):
    lst=[]
    capship=()
    fac = faction_ships.intToFaction(factionnr)
    fpr=XProductionRate(fac,faction_ships.fighterProductionRate)
    cpr=XProductionRate(fac,faction_ships.capitalProductionRate)
    if cpr>0 and (friendly==2 or (friendly==1 and vsrandom.random()<cpr/fpr)):
        capship=((faction_ships.getRandomCapitolInt(factionnr),1),)
        debug.debug("Generating capital "+str(capship))
    return ((faction_ships.getRandomFighterInt(factionnr),shipinfg),)+capship
Example #47
0
 def Execute(self):
     self.count+=1
     if (self.count<3):
         return
     self.count=0
     quant = (vsrandom.random()*(self.quantity-1))+1
     #debug.debug("un = VS.getUnit (%d)" % (self.last_ship))
     un = VS.getUnit (self.last_ship)
     if (un.isNull()):
         self.last_ship=0
     else:
         if (un.isSignificant()):
             if (un.isPlayerStarship()==-1):
                 global production
                 name = un.getName()
                 faction= un.getFactionName()
                 if un.isPlanet():
                     name = un.getFullname();
                     faction="planets"
                 prad=production.get((name,faction))
                 if None==prad:
                     prad= getImports(name,faction)
                     production[(name,faction)]=prad
                 if len(prad):
                     prod=prad[vsrandom.randrange(0,len(prad))]
                     cargo=VS.getRandCargo(int(prod[3]+prod[4]),prod[0])
                     if (cargo.GetCategory()==prod[0]):
                         removeCargo=False
                         if (prod[3] or prod[4]):
                             ownedcargo=un.GetCargo(cargo.GetContent())
                             quant=ownedcargo.GetQuantity()
                             #if un.getName()=="mining_base" and (cargo.GetContent()=="Tungsten" or cargo.GetContent()=="Space_Salvage"):
                             #    debug.debug("Mining "+str(quant)+" from "+str(prod[3])+" to "+str(prod[4]))
                             if (quant<prod[3]-prod[4] or quant==0):
                                 quant=int(prod[3]+vsrandom.uniform(-1,1)*prod[4])
                                 #if un.getName()=="mining_base" and (cargo.GetContent()=="Tungsten" or cargo.GetContent()=="Space_Salvage"):
                                 #    debug.debug("Will add quant "+str(quant))
                                 if (quant>0):
                                     cargo.SetQuantity(quant)
                                     price = prod[1]+vsrandom.uniform(-1,1)*prod[2]
                                     cargo.SetPrice(cargo.GetPrice()*price)
                                     debug.debug(" adding "+str(quant)+" of "+cargo.GetContent()+" cargo for "+str(price))
                                     un.addCargo(cargo)
                                 else:
                                     removeCargo=True
                             elif quant>prod[3]+prod[4]:
                                removeCargo=True
                         else:
                             removeCargo=True
                         if removeCargo:
                             ownedcargo=un.GetCargo(cargo.GetContent())
                             if (ownedcargo.GetQuantity()):
                                 debug.debug("Removing one "+ownedcargo.GetContent())
                                 un.removeCargo(ownedcargo.GetContent(), ownedcargo.GetQuantity()//3 + 1, 0)
         self.last_ship+=1
def generateDefendMission(path,
                          defendfg,
                          defendfac,
                          attackfg,
                          attackfac,
                          baseprice=float(
                              VS.vsConfig("dynamic_universe",
                                          "missions.defend.baseprice",
                                          "5000")),
                          jumpscale=float(
                              VS.vsConfig("dynamic_universe",
                                          "missions.defend.jumpscale", "1"))):
    if (isNotWorthy(defendfac)):
        return
    #defendtyp = fg_util.RandomShipIn(defendfg,defendfac)
    attacktyp = fg_util.RandomShipIn(attackfg, attackfac)
    isbase = fg_util.BaseFGInSystemName(path[-1]) == defendfg
    creds = baseprice
    minq = 1
    maxq = adjustQuantityDifficulty(5)
    makemissionharder = vsrandom.randrange(0, 2)
    quantity = vsrandom.randrange(minq,
                                  maxq) + howMuchHarder(makemissionharder)
    reallydefend = "1"
    if (vsrandom.randrange(0, 4) == 0):
        reallydefend = "0"
    addstr = ""
    creds = creds * quantity + jumpscale * syscreds * len(path)
    creds *= getPriceModifier(makemissionharder)
    isFixer = vsrandom.random()
    if isFixer < fixerpct:
        creds *= 2
        addstr += "#F#bases/fixers/confed.spr#Talk to the Confed Officer#Thank you. Your defense will help confed in the long run. We appreciate the support of the bounty hunting community.#\n"
    elif isFixer < guildpct:
        creds *= 1.5
        addstr += "#G#Defend#\n"
    writemissionsavegame(
        addstr +
        "import defend\ntemp=defend.defend('%s', %d, %d, 8000.0, 100000.0, %g, %s, %d, '%s', %s, '%s', '%s', '%s', '%s')\ntemp=0\n"
        % (attackfac, 0, quantity, creds, reallydefend, isbase, defendfac,
           str(path), '', attackfg, attacktyp, defendfg))
    iscapitol = ""
    if isbase:
        iscapitol = "capital "
    if len(path) == 1:
        mistype = 'IN-SYSTEM DEFEND'
    else:
        mistype = 'DEFEND'
    writedescription(
        "A %s assault wing named %s has jumped in and is moving for an attack on one of our %sassets in the %s system.\nYour task is to eradicate them before they eliminate our starship.\nIntelligence shows that they have %d starships of type %s. Your reward is %d credits."
        % (attackfac, attackfg, iscapitol, processSystem(
            path[-1]), quantity, formatShip(attacktyp), creds))
    writemissionname("Defend/Defend_%s_from_%s" % (defendfac, attackfac), path,
                     isFixerString(addstr))
    writemissionvars({'MISSION_TYPE': mistype})
def generateCleansweepMission(path,numplanets,enemy):
    fighterprob=vsrandom.random()*.75+.25;
    capshipprob=0.0
    if (vsrandom.random()<.2):
        capshipprob=vsrandom.random()*.25;
    forceattack=vsrandom.randrange(0,2)
    cleansweep=vsrandom.randrange(0,2)
    minships=maxships=vsrandom.randrange(1,4)
    creds = numplanets*(cleansweep*4+1+capshipprob*4+.25*forceattack)*500*minships*fighterprob
    creds*=getPriceModifier(False)
    addstr=""
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/confed.spr#Unterhalte Dich mit dem konfoederiertem Offizier#Danke. Deine Hilfe macht den Weltraum zu einem weniger gefaehrlichem Platz.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        if (cleansweep):
            addstr+="#G#Bounty#\n"
        else:
            addstr+="#G#Patrol#\n"
    missiontype="patrol_enemies"
    additional=""
    additionalinstructions=""
    patrolorclean="Patrouille"
    dist=1500
    if (cleansweep):
        dist=1500
        additional=",1"
        patrolorclean="Saeuberungsaktion"
        missiontype="cleansweep"
        additionalinstructions+="Vernichte alle Streitkraefte, die du aufgespuert hast, um die Bezahlung zu erhalten."
    if (capshipprob):
        additionalinstructions+="Feindliche Kriegsschiffe koennen in der Gegend sein."

    writemissionsavegame (addstr+"import %s\ntemp=%s.%s(0, %d, %d, %d, %s,'',%d,%d,%f,%f,'%s',%d%s)\ntemp=0\n"%(missiontype,missiontype,missiontype,numplanets, dist, creds, str(path),minships,maxships,fighterprob,capshipprob,enemy,forceattack,additional))
    writedescription("Die Obrigkeit haette gerne einen detaillierten Scan des %s System. Wir verlangen, dass %d Navigationspunkte in dem zu scannenden Gebiet kontrolliert werden. Die Bezahlung fuer diese Mission betraegt %d Kredite. Begegnungen_mit_%s Streitkraeften sind moeglich. %s"%(processSystem(path[-1]),numplanets,creds,enemy,additionalinstructions))
    ispoint="e"
    if numplanets==1:
        ispoint=""
    writemissionname("%s/Kontrolliere %d Punkt%s im %s System"%(patrolorclean,numplanets,ispoint, processSystem(path[-1])),path,isFixerString(addstr))   
Example #50
0
def appendName(faction):
    from difficulty import usingDifficulty
    use_diff = usingDifficulty()
    use_blank = useBlank[faction]
    _random = vsrandom.random()
    #debug.debug("faction %s: (use_blank=%d >= _random=%.3f) ?" % (intToFaction(faction), use_blank, _random))
    if use_diff and use_blank >= _random:
        #debug.debug("'-> using .blank")
        return ".blank"
    else:
        #debug.debug("'-> NOT using .blank")
        return ""
def CreateRandomMission(whichnum):
    """ This function gets a random mission and saves the information in
    an array as the which element. Returns the sprite file and text."""
    which = str(whichnum)
    missiontype = vsrandom.random()
    fac = VS.GetGalaxyFaction(VS.getSystemFile())
    if fac == "pirates":
        if (missiontype > .5):
            return None
        missiontype *= .2
    elif (VS.GetRelation(fac, "pirates") < -.8 and missiontype < .1):
        missiontype = 0.1 + 0.9 * missiontype
    plr = getMissionPlayer()
    if (missiontype < .05):
        return MakePlunder(which)
    elif (missiontype < .1):
        return MakeContraband(which)
    else:
        goodlist = []
        for indx in range(Director.getSaveStringLength(plr,
                                                       "mission_scripts")):
            script = Director.getSaveString(plr, "mission_scripts", indx)
            if script.find("#F#") != -1:
                goodlist.append(indx)
        goodlist.sort()
        goodlist.reverse()
        if len(goodlist):
            i = goodlist[vsrandom.randrange(len(goodlist))]
            script = Director.getSaveString(plr, "mission_scripts", i)
            desc = Director.getSaveString(plr, "mission_descriptions", i)
            vars = PickleTools.decodeMap(
                Director.getSaveString(plr, "mission_vars", i))
            vars.setdefault('MISSION_SHORTDESC',
                            Director.getSaveString(plr, "mission_names", i))
            Director.eraseSaveString(plr, "misson_scripts", i)
            Director.eraseSaveString(plr, "misson_descriptions", i)
            Director.eraseSaveString(plr, "misson_names", i)
            Director.eraseSaveString(plr, "misson_vars", i)
            mylist = script.split(
                "#"
            )  ###Skip the first two because first is always '' and second is always 'F'
            try:
                vars['MISSION_ID'] = vars['MISSION_ID']
            except:
                vars['MISSION_ID'] = which
            description = vars['MISSION_SHORTDESC'].split("/")[1]
            vars['MISSION_NAME'] = description
            AddNewMission(description, script, None, desc, mylist[4], vars,
                          vars)
            return (mylist[2], mylist[3], which, description)
        else:
            # It should only get here if no fixer missions were found
            return None  # Fixer code will generate a NoFixer hopefully.
Example #52
0
def GenerateFgShips(shipinfg, factionnr, friendly):
    lst = []
    capship = ()
    fac = faction_ships.intToFaction(factionnr)
    fpr = XProductionRate(fac, faction_ships.fighterProductionRate)
    cpr = XProductionRate(fac, faction_ships.capitalProductionRate)
    if cpr > 0 and (friendly == 2 or
                    (friendly == 1 and vsrandom.random() < cpr // fpr)):
        capship = ((faction_ships.getRandomCapitolInt(factionnr), 1), )
        debug.debug("Generating capital " + str(capship))
    return (
        (faction_ships.getRandomFighterInt(factionnr), shipinfg), ) + capship
Example #53
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, '')
def generateCargoMission (path, numcargos,category, fac):
    if (isNotWorthy(fac)):
        return  
    launchcap=(vsrandom.random()>=.97)
    if (not launchcap) and not isHabitable(path[-1]):
        return
    diff=vsrandom.randrange(0,adjustQuantityDifficulty(6))
    creds=250*numcargos+500*diff+syscreds*len(path)+5000*(category[:10]=="Contraband")+20000*(category[:9]=="starships")
    addstr=""
    creds*=getPriceModifier(False)
    isFixer=vsrandom.random()
    if isFixer<fixerpct:
        creds*=2
        addstr+="#F#bases/fixers/merchant.spr#Unterhalte Dich mit dem Kaufmann#Danke. Ich vertraue dir, dass du die Fracht erfolgreich liefern wirst.#\n"
    elif isFixer<guildpct:
        creds*=1.5
        addstr+="#G#Cargo#\n"
    writemissionsavegame (addstr+"import cargo_mission\ntemp=cargo_mission.cargo_mission('%s', 0, %d, %d, %g, %d, 0, '%s', %s, '')\ntemp=0\n"%(fac, numcargos, diff, creds, launchcap, category, str(path)))
    if (category==''):
        category='generic'
    randCompany = GetRandomCompanyName()
    if (randCompany==''):
        strStart = "Wir muessen "
    else:
    	  strStart = randCompany+" seeks delivery of "    	  
    brief = GetRandomCargoBrief()
    if (brief<>''):
        composedBrief = brief.replace('$CL',randCompany)
        composedBrief = composedBrief.replace('$CG',formatCargoCategory(category))
        composedBrief = composedBrief.replace(' $DB','')
        composedBrief = composedBrief.replace('$DS',processSystem(path[-1]))
        composedBrief = composedBrief.replace('$PY',str(int(creds)))
        writedescription(composedBrief)
    else:
        writedescription(strStart+"Fracht (%s) in das %s System liefern. Die Mission ist uns %d Kredite wert. Du wirst die Fracht zu einer Basis liefern, die bewohnt wird von den %s.%s"%(formatCargoCategory(category), processSystem(path[-1]),creds,fac,pathWarning(path,isFixer<guildpct)))
    # avoid supplies supplies
    if "upplies" == category[-7:]:
        category = category[:-9]
    writemissionname("Fracht/Liefere_%s in das_%s_System"%(changecat(category),processSystem(path[-1])),path,isFixerString(addstr))
Example #55
0
def GetRandomWeapon(diff):
    """Get a random beam or mounted gun from master part list"""
    rndnum = vsrandom.random()
    cat = "upgrades"
    if (rndnum < 0.5):
        cat = GetDiffCargo(diff, "upgrades/Weapons/Beam_Arrays_",
                           "upgrades/Weapons", 1)
    else:
        cat = GetDiffCargo(diff, "upgrades/Weapons/Mounted_Guns_",
                           "upgrades/Weapons", 1)
    debug.debug("Getting item: %s" % (str(cat)))
    item = getItem(cat, "upgrades/Weapons")
    return item
Example #56
0
def AddBasesToSystem(faction, sys):
    if (sys in doNotAddBasesTo):
        return
    slash = sys.find("/")
    if (slash != -1):
        if (sys[0:slash] in doNotAddBasesTo):
            return
    if faction in faction_ships.factions:
        fsfac = list(faction_ships.factions).index(faction)
        numbases = 0
        #               numplanets=VS.GetGalaxyProperty(sys,"num_planets");
        numjumppoints = VS.GetNumAdjacentSystems(sys)
        if (numjumppoints < 4):
            if (vsrandom.random() >= .25):
                numbases = 1
        elif (vsrandom.random() >= .005):
            if (numjumppoints < 7):
                numbases = vsrandom.randrange(1, int(numjumppoints // 2) + 1)
            elif numjumppoints == 7:
                numbases = vsrandom.randrange(1, 6)
            else:
                numbases = vsrandom.randrange(1, numjumppoints + 1)
        if numbases == 0:
            return
        shiplist = []
        nums = []
        for i in range(numbases):
            whichbase = faction_ships.bases[fsfac][vsrandom.randrange(
                0, len(faction_ships.bases[fsfac]))]
            if whichbase in shiplist:
                nums[shiplist.index(whichbase)] += 1
            else:
                shiplist += [whichbase]
                nums.append(1)
        tn = []
        for i in range(len(shiplist)):
            tn += [(shiplist[i], nums[i])]
        fg_util.AddShipsToFG(fg_util.BaseFGInSystemName(sys), faction, tn, sys)