def create_universe(psd_map): """ Main universe generation function invoked from C++ code. """ print("Python Universe Generator") # fetch universe and player setup data gsd = PyGalaxySetupData(fo.get_galaxy_setup_data()) gsd.dump() total_players = len(psd_map) # initialize RNG h = int_hash(six.ensure_binary(gsd.seed, 'utf-8')) print("Using hashed seed", h) seed_rng(h) seed_pool = [random.random() for _ in range(100)] print("Seed pool:", seed_pool) # make sure there are enough systems for the given number of players print("Universe creation requested with %d systems for %d players" % (gsd.size, total_players)) min_size = total_players * 3 if min_size > gsd.size: gsd.size = min_size print( "Too few systems for the requested number of players, number of systems adjusted accordingly" ) print("Creating universe with %d systems for %d players" % (gsd.size, total_players)) # calculate star system positions seed_rng(seed_pool.pop()) system_positions = calc_star_system_positions(gsd) size = len(system_positions) print(gsd.shape, "Star system positions calculated, final number of systems:", size) # generate and populate systems seed_rng(seed_pool.pop()) systems = generate_systems(system_positions, gsd) print(len(systems), "systems generated and populated") # generate Starlanes seed_rng(seed_pool.pop()) fo.generate_starlanes(MAX_JUMPS_BETWEEN_SYSTEMS[gsd.starlane_frequency], MAX_STARLANE_LENGTH) print("Starlanes generated") print("Compile list of home systems...") seed_rng(seed_pool.pop()) home_systems = compile_home_system_list(total_players, systems, gsd) if not home_systems: err_msg = "Python create_universe: couldn't get any home systems, ABORTING!" report_error(err_msg) raise Exception(err_msg) print("Home systems:", home_systems) # set up empires for each player seed_rng(seed_pool.pop()) for empire, psd, home_system in zip(psd_map.keys(), psd_map.values(), home_systems): if not setup_empire(empire, psd.empire_name, home_system, psd.starting_species, psd.player_name): report_error( "Python create_universe: couldn't set up empire for player %s" % psd.player_name) # assign names to all star systems and their planets # this needs to be done after all systems have been generated and empire home systems have been set, as # only after all that is finished star types as well as planet sizes and types are fixed, and the naming # process depends on that print("Assign star system names") seed_rng(seed_pool.pop()) name_star_systems(systems) print("Set planet names") for system in systems: name_planets(system) print("Generating stationary fields in systems") seed_rng(seed_pool.pop()) generate_fields(systems) print("Generating Natives") seed_rng(seed_pool.pop()) generate_natives(gsd.native_frequency, systems, home_systems) print("Generating Space Monsters") seed_rng(seed_pool.pop()) generate_monsters(gsd.monster_frequency, systems) print("Distributing Starting Specials") seed_rng(seed_pool.pop()) distribute_specials(gsd.specials_frequency, fo.get_all_objects()) # finally, write some statistics to the log file print("############################################################") print("## Universe generation statistics ##") print("############################################################") universe_statistics.log_planet_count_dist(systems) print("############################################################") universe_statistics.log_planet_type_summary(systems) print("############################################################") universe_statistics.log_species_summary(gsd.native_frequency) print("############################################################") universe_statistics.log_monsters_summary(gsd.monster_frequency) print("############################################################") universe_statistics.log_specials_summary() print("############################################################") universe_statistics.log_systems() universe_statistics.log_planets() if error_list: print("Python Universe Generator completed with errors") return False else: print("Python Universe Generator completed successfully") return True
def create_universe(psd_map): """ Main universe generation function invoked from C++ code. """ print "Python Universe Generator" # fetch universe and player setup data gsd = fo.get_galaxy_setup_data() total_players = len(psd_map) # initialize RNG seed_rng(gsd.seed) seed_pool = [random.random() for _ in range(100)] # make sure there are enough systems for the given number of players print "Universe creation requested with %d systems for %d players" % ( gsd.size, total_players) size = max(gsd.size, (total_players * 3)) if size > gsd.size: # gsd.size = size print "Too few systems for the requested number of players, number of systems adjusted accordingly" print "Creating universe with %d systems for %d players" % (size, total_players) # calculate star system positions seed_rng(seed_pool.pop()) system_positions = calc_star_system_positions(gsd.shape, size) size = len(system_positions) print gsd.shape, "Star system positions calculated, final number of systems:", size # generate and populate systems seed_rng(seed_pool.pop()) systems = generate_systems(system_positions, gsd) print len(systems), "systems generated and populated" # generate Starlanes seed_rng(seed_pool.pop()) fo.generate_starlanes(gsd.starlaneFrequency) print "Starlanes generated" print "Compile list of home systems..." seed_rng(seed_pool.pop()) home_systems = compile_home_system_list(total_players, systems) if not home_systems: err_msg = "Python create_universe: couldn't get any home systems, ABORTING!" report_error(err_msg) raise Exception(err_msg) print "Home systems:", home_systems # set up empires for each player seed_rng(seed_pool.pop()) for empire, psd, home_system in zip(psd_map.keys(), psd_map.values(), home_systems): if not setup_empire(empire, psd.empire_name, home_system, psd.starting_species, psd.player_name): report_error( "Python create_universe: couldn't set up empire for player %s" % psd.player_name) # assign names to all star systems and their planets # this needs to be done after all systems have been generated and empire home systems have been set, as # only after all that is finished star types as well as planet sizes and types are fixed, and the naming # process depends on that print "Assign star system names" seed_rng(seed_pool.pop()) name_star_systems(systems) print "Set planet names" for system in systems: name_planets(system) print "Generating Natives" seed_rng(seed_pool.pop()) generate_natives(gsd.nativeFrequency, systems, home_systems) print "Generating Space Monsters" seed_rng(seed_pool.pop()) generate_monsters(gsd.monsterFrequency, systems) print "Distributing Starting Specials" seed_rng(seed_pool.pop()) distribute_specials(gsd.specialsFrequency, fo.get_all_objects()) # finally, write some statistics to the log file print "############################################################" print "## Universe generation statistics ##" print "############################################################" statistics.log_planet_count_dist(systems) print "############################################################" statistics.log_planet_type_summary(systems) print "############################################################" statistics.log_species_summary() print "############################################################" statistics.log_monsters_summary() print "############################################################" statistics.log_specials_summary() print "############################################################" if error_list: print "Python Universe Generator completed with errors" return False else: print "Python Universe Generator completed successfully" return True
def create_universe(psd_map): """ Main universe generation function invoked from C++ code. """ print "Python Universe Generator" # fetch universe and player setup data gsd = fo.get_galaxy_setup_data() total_players = len(psd_map) # initialize RNG seed_rng(gsd.seed) seed_pool = [random.random() for _ in range(100)] # make sure there are enough systems for the given number of players print "Universe creation requested with %d systems for %d players" % (gsd.size, total_players) size = max(gsd.size, (total_players * 3)) if size > gsd.size: # gsd.size = size print "Too few systems for the requested number of players, number of systems adjusted accordingly" print "Creating universe with %d systems for %d players" % (size, total_players) # calculate star system positions seed_rng(seed_pool.pop()) system_positions = calc_star_system_positions(gsd.shape, size) size = len(system_positions) print gsd.shape, "Star system positions calculated, final number of systems:", size # generate and populate systems seed_rng(seed_pool.pop()) systems = generate_systems(system_positions, gsd) print len(systems), "systems generated and populated" # generate Starlanes seed_rng(seed_pool.pop()) fo.generate_starlanes(gsd.starlaneFrequency) print "Starlanes generated" print "Compile list of home systems..." seed_rng(seed_pool.pop()) home_systems = compile_home_system_list(total_players, systems) if not home_systems: err_msg = "Python create_universe: couldn't get any home systems, ABORTING!" report_error(err_msg) raise Exception(err_msg) print "Home systems:", home_systems # set up empires for each player seed_rng(seed_pool.pop()) for empire, psd, home_system in zip(psd_map.keys(), psd_map.values(), home_systems): if not setup_empire(empire, psd.empire_name, home_system, psd.starting_species, psd.player_name): report_error("Python create_universe: couldn't set up empire for player %s" % psd.player_name) # assign names to all star systems and their planets # this needs to be done after all systems have been generated and empire home systems have been set, as # only after all that is finished star types as well as planet sizes and types are fixed, and the naming # process depends on that print "Assign star system names" seed_rng(seed_pool.pop()) name_star_systems(systems) print "Set planet names" for system in systems: name_planets(system) print "Generating Natives" seed_rng(seed_pool.pop()) generate_natives(gsd.nativeFrequency, systems, home_systems) print "Generating Space Monsters" seed_rng(seed_pool.pop()) generate_monsters(gsd.monsterFrequency, systems) print "Distributing Starting Specials" seed_rng(seed_pool.pop()) distribute_specials(gsd.specialsFrequency, fo.get_all_objects()) # finally, write some statistics to the log file print "############################################################" print "## Universe generation statistics ##" print "############################################################" statistics.log_planet_count_dist(systems) print "############################################################" statistics.log_planet_type_summary(systems) print "############################################################" statistics.log_species_summary() print "############################################################" statistics.log_monsters_summary() print "############################################################" statistics.log_specials_summary() print "############################################################" if error_list: print "Python Universe Generator completed with errors" return False else: print "Python Universe Generator completed successfully" return True
def create_universe(psd_map): """ Main universe generation function invoked from C++ code. """ print "Python Universe Generator" # fetch universe and player setup data gsd = PyGalaxySetupData(fo.get_galaxy_setup_data()) gsd.dump() total_players = len(psd_map) # initialize RNG h = int_hash(gsd.seed) print "Using hashed seed", h seed_rng(h) seed_pool = [random.random() for _ in range(100)] print "Seed pool:", seed_pool # make sure there are enough systems for the given number of players print "Universe creation requested with %d systems for %d players" % (gsd.size, total_players) min_size = total_players * 3 if min_size > gsd.size: gsd.size = min_size print "Too few systems for the requested number of players, number of systems adjusted accordingly" print "Creating universe with %d systems for %d players" % (gsd.size, total_players) # calculate star system positions seed_rng(seed_pool.pop()) system_positions = calc_star_system_positions(gsd) size = len(system_positions) print gsd.shape, "Star system positions calculated, final number of systems:", size # generate and populate systems seed_rng(seed_pool.pop()) systems = generate_systems(system_positions, gsd) print len(systems), "systems generated and populated" # generate Starlanes seed_rng(seed_pool.pop()) fo.generate_starlanes(MAX_JUMPS_BETWEEN_SYSTEMS[gsd.starlane_frequency], MAX_STARLANE_LENGTH) print "Starlanes generated" print "Compile list of home systems..." seed_rng(seed_pool.pop()) home_systems = compile_home_system_list(total_players, systems, gsd) if not home_systems: err_msg = "Python create_universe: couldn't get any home systems, ABORTING!" report_error(err_msg) raise Exception(err_msg) print "Home systems:", home_systems # set up empires for each player seed_rng(seed_pool.pop()) for empire, psd, home_system in zip(psd_map.keys(), psd_map.values(), home_systems): if not setup_empire(empire, psd.empire_name, home_system, psd.starting_species, psd.player_name): report_error("Python create_universe: couldn't set up empire for player %s" % psd.player_name) # assign names to all star systems and their planets # this needs to be done after all systems have been generated and empire home systems have been set, as # only after all that is finished star types as well as planet sizes and types are fixed, and the naming # process depends on that print "Assign star system names" seed_rng(seed_pool.pop()) name_star_systems(systems) print "Set planet names" for system in systems: name_planets(system) print "Generating stationary fields in systems" seed_rng(seed_pool.pop()) generate_fields(systems) print "Generating Natives" seed_rng(seed_pool.pop()) generate_natives(gsd.native_frequency, systems, home_systems) print "Generating Space Monsters" seed_rng(seed_pool.pop()) generate_monsters(gsd.monster_frequency, systems) print "Distributing Starting Specials" seed_rng(seed_pool.pop()) distribute_specials(gsd.specials_frequency, fo.get_all_objects()) # set game uid empire_names = [] for psd in psd_map.values(): empire_names.append(psd.empire_name) empire_names.sort() for i, v in enumerate(empire_names): empire_names[i] = v.capitalize()[:2] fo.get_galaxy_setup_data().gameUID = "".join(empire_names) + str(random.randint(0, 999)).zfill(3) print "Game UID %s" % fo.get_galaxy_setup_data().gameUID # finally, write some statistics to the log file print "############################################################" print "## Universe generation statistics ##" print "############################################################" universe_statistics.log_planet_count_dist(systems) print "############################################################" universe_statistics.log_planet_type_summary(systems) print "############################################################" universe_statistics.log_species_summary(gsd.native_frequency) print "############################################################" universe_statistics.log_monsters_summary(gsd.monster_frequency) print "############################################################" universe_statistics.log_specials_summary() print "############################################################" universe_statistics.log_systems() universe_statistics.log_planets() if error_list: print "Python Universe Generator completed with errors" return False else: print "Python Universe Generator completed successfully" return True