def player(self, username, password, email='Unknown', comment='A Minisec Player'): """\ Create a Solar System, Planet, and initial Fleet for the player, positioned randomly within the Universe. """ dbconn.use(self.game) trans = dbconn.begin() try: user = RulesetBase.player(self, username, password, email, comment) # FIXME: Hack! This however means that player x will always end up in the same place.. r = random.Random() r.seed(user.id) pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint( SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000 system = Object(type='tp.server.rules.base.objects.System') system.name = "%s Solar System" % username system.parent = 0 system.size = r.randint(800000, 2000000) (system.posx, system.posy, junk) = pos ReparentOne(system) system.owner = user.id system.save() planet = Object(type='tp.server.rules.timtrader.objects.Planet') planet.name = "%s Planet" % username planet.parent = system.id planet.size = 100 planet.posx = system.posx + r.randint(1, 100) * 1000 planet.posy = system.posy + r.randint(1, 100) * 1000 planet.owner = user.id # Get the player's planet object and add the empire capital planet.resources_add(Resource.byname('Header Quarter'), 1) planet.resources_add(Resource.byname('Credit'), 10000) planet.save() fleet = Object(type='tp.server.rules.minisec.objects.Fleet') fleet.parent = planet.id fleet.size = 3 fleet.name = "%s First Fleet" % username fleet.ships = {1: 3} (fleet.posx, fleet.posy, fleet.posz) = (planet.posx, planet.posy, planet.posz) fleet.owner = user.id fleet.save() trans.commit() except: trans.rollback() raise
def player(self, username, password, email='Unknown', comment='A Minisec Player'): """\ Create a Solar System, Planet, and initial Fleet for the player, positioned randomly within the Universe. """ dbconn.use(self.game) trans = dbconn.begin() try: user = RulesetBase.player(self, username, password, email, comment) # FIXME: Hack! This however means that player x will always end up in the same place.. r = random.Random() r.seed(user.id) pos = r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000 system = Object(type='tp.server.rules.base.objects.System') system.name = "%s Solar System" % username system.parent = 0 system.size = r.randint(800000, 2000000) (system.posx, system.posy, junk) = pos ReparentOne(system) system.owner = user.id system.save() planet = Object(type='tp.server.rules.timtrader.objects.Planet') planet.name = "%s Planet" % username planet.parent = system.id planet.size = 100 planet.posx = system.posx+r.randint(1,100)*1000 planet.posy = system.posy+r.randint(1,100)*1000 planet.owner = user.id # Get the player's planet object and add the empire capital planet.resources_add(Resource.byname('Header Quarter'), 1) planet.resources_add(Resource.byname('Credit'), 10000) planet.save() fleet = Object(type='tp.server.rules.minisec.objects.Fleet') fleet.parent = planet.id fleet.size = 3 fleet.name = "%s First Fleet" % username fleet.ships = {1:3} (fleet.posx, fleet.posy, fleet.posz) = (planet.posx, planet.posy, planet.posz) fleet.owner = user.id fleet.save() trans.commit() except: trans.rollback() raise
def initialise(self): """\ Minisec """ dbconn.use(self.game) trans = dbconn.begin() try: RulesetBase.initialise(self) # Need to create the top level universe object... universe = Object(type='tp.server.rules.base.objects.Universe') universe.id = 0 universe.name = "The Universe" universe.size = SIZE universe.parent = 0 universe.posx = 0 universe.posy = 0 universe.turn = 0 universe.insert() trans.commit() except: trans.rollback() raise
def populate(self, seed, system_min, system_max, planet_min, planet_max): """\ --populate <game> <random seed> <min systems> <max systems> <min planets> <max planets> Populate a universe with a number of systems and planets. The number of systems in the universe is dictated by min/max systems. The number of planets per system is dictated by min/max planets. """ seed, system_min, system_max, planet_min, planet_max = ( int(seed), int(system_min), int(system_max), int(planet_min), int(planet_max)) dbconn.use(self.game) trans = dbconn.begin() try: # FIXME: Assuming that the Universe and the Galaxy exist. r = random.Random() r.seed(int(seed)) # Create this many systems for i in range(0, r.randint(system_min, system_max)): pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint( SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000 # Add system system = Object(type='tp.server.rules.base.objects.System') system.name = "System %s" % i system.size = r.randint(800000, 2000000) system.posx = pos[0] system.posy = pos[1] system.insert() ReparentOne(system) system.save() print "Created system (%s) with the id: %i" % (system.name, system.id) # In each system create a number of planets for j in range(0, r.randint(planet_min, planet_max)): planet = Object(type='tp.server.rules.base.objects.Planet') planet.name = "Planet %i in %s" % (j, system.name) planet.size = r.randint(1000, 10000) planet.parent = system.id planet.posx = pos[0] + r.randint(1, 100) * 1000 planet.posy = pos[1] + r.randint(1, 100) * 1000 planet.insert() print "Created planet (%s) with the id: %i" % (planet.name, planet.id) trans.commit() except: trans.rollback() raise
def do(self): builder = Object(self.oid) if not hasattr(builder, "owner"): print "Could not do a build order because it was on an unownable object." self.remove() if self.turns() > 1: # Add another year to worked... self.worked += 1 print "Worked %s, %s left until built." % (self.worked, self.turns()) self.save() return # Build new fleet object fleet = Object(type='tp.server.rules.minisec.objects.Fleet') # Type Fleet fleet.parent = builder.id fleet.posx = builder.posx fleet.posy = builder.posy fleet.posz = builder.posz fleet.size = 1 fleet.owner = builder.owner fleet.ships = self.ships fleet.insert() fleet.name = self.name fleet.save() message = Message() message.slot = -1 message.bid = builder.owner message.subject = "Fleet built" message.body = """\ A new fleet (%s) has been built and is orbiting %s. It consists of: """ % (fleet.name, builder.name) for type, number in fleet.ships.items(): if number > 1: message.body += "%s %ss" % (number, Fleet.ship_types[type]) else: message.body += "%s %s" % (number, Fleet.ship_types[type]) message.insert() self.remove()
def populate(self, seed, system_min, system_max, planet_min, planet_max): """\ --populate <game> <random seed> <min systems> <max systems> <min planets> <max planets> Populate a universe with a number of systems and planets. The number of systems in the universe is dictated by min/max systems. The number of planets per system is dictated by min/max planets. """ seed, system_min, system_max, planet_min, planet_max = (int(seed), int(system_min), int(system_max), int(planet_min), int(planet_max)) dbconn.use(self.game) trans = dbconn.begin() try: # FIXME: Assuming that the Universe and the Galaxy exist. r = random.Random() r.seed(int(seed)) # Create this many systems for i in range(0, r.randint(system_min, system_max)): pos = r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000 # Add system system = Object(type='tp.server.rules.base.objects.System') system.name = "System %s" % i system.size = r.randint(800000, 2000000) system.posx = pos[0] system.posy = pos[1] system.insert() ReparentOne(system) system.save() print "Created system (%s) with the id: %i" % (system.name, system.id) # In each system create a number of planets for j in range(0, r.randint(planet_min, planet_max)): planet = Object(type='tp.server.rules.base.objects.Planet') planet.name = "Planet %i in %s" % (j, system.name) planet.size = r.randint(1000, 10000) planet.parent = system.id planet.posx = pos[0]+r.randint(1,100)*1000 planet.posy = pos[1]+r.randint(1,100)*1000 planet.insert() print "Created planet (%s) with the id: %i" % (planet.name, planet.id) trans.commit() except: trans.rollback() raise
def do(self): builder = Object(self.oid) # FIXME: Check that this is a planet # FIXME: Check that this planet has the headquarter resource if False: print "Could not do a build order because it was on a planet headquaters. (This should not happen.)" self.remove() # Check that there are enough components to build this ship... # Build new fleet object fleet = Object(type='tp.server.rules.minisec.objects.Fleet') # Check if there is a design which matches this amount of components. If not create it... # Type Fleet fleet.parent = builder.id fleet.posx = builder.posx fleet.posy = builder.posy fleet.posz = builder.posz fleet.size = 1 fleet.owner = builder.owner fleet.ships = self.ships fleet.insert() fleet.name = self.name fleet.save() message = Message() message.slot = -1 message.bid = builder.owner message.subject = "Fleet built" message.body = """\ A new ship (%s) has been built and is orbiting %s. """ % (fleet.name, builder.name) message.insert() self.remove()
def initialise(self, seed=None): """\ TIM Trader """ trans = dbconn.begin() try: RulesetBase.initialise(self) # Need to create the top level universe object... universe = Object(type='tp.server.rules.base.objects.Universe') universe.id = 0 universe.name = "The Universe" universe.size = SIZE universe.parent = 0 universe.posx = 0 universe.posy = 0 universe.turn = 0 universe.insert() # Create all the resources, they consist of, # - One resource for each resource specified in resources.csv # - One resource for each factory specified in prodcon.csv reader = csv.DictReader( open(os.path.join(self.files, "resources.csv"), "r")) for row in reader: if row['namesingular'] is '': continue r = Resource() for name, cell in row.iteritems(): if cell is '': continue try: setattr(r, name, convert(getattr(Resource.table.c, name), cell)) except AttributeError, e: # FIXME: These shouldn't really occur... pass r.transportable = bool(row['transportable']) r.insert() import ProducersConsumers for factory in ProducersConsumers.loadfile( os.path.join(self.files, "prodcon.csv")): # FIXME: Make these auto generated resources much nicer... # Ignore the special case factories which are also goods. try: r = Resource(Resource.byname(factory.name)) r.desc += "\n" except NoSuch: r = Resource() r.namesingular = factory.name r.nameplural = factory.name r.desc = "" r.weight = 1000 r.size = 1000 r.desc += "Converts" for product in factory.products: # FIXME: Should also display if usage of this resource is required to grow.... r.desc += "\n\t%s -> %s" % product r.products = factory.products r.save() trans.commit()
def populate(self, seed, system_min, system_max, planet_min, planet_max): """\ --populate <game> <random seed> <min systems> <max systems> <min planets> <max planets> Populate a universe with a number of systems and planets. The number of systems in the universe is dictated by min/max systems. The number of planets per system is dictated by min/max planets. """ # Convert arguments to integers seed, system_min, system_max, planet_min, planet_max = ( int(seed), int(system_min), int(system_max), int(planet_min), int(planet_max)) dbconn.use(self.game) trans = dbconn.begin() try: RulesetBase.populate(self, seed) r = Resource(Resource.byname('Ship Parts Factory')) # FIXME: Assuming that the Universe and the Galaxy exist. r = random.Random() r.seed(seed) # Create the actual systems and planets. for i in range(0, r.randint(system_min, system_max)): pos = r.randint(SIZE * -1, SIZE) * 1000, r.randint( SIZE * -1, SIZE) * 1000, r.randint(SIZE * -1, SIZE) * 1000 # Add system system = Object(type='tp.server.rules.base.objects.System') system.name = "System %s" % i system.size = r.randint(800000, 2000000) system.posx = pos[0] system.posy = pos[1] system.insert() ReparentOne(system) system.save() print "Created system (%s) with the id: %i" % (system.name, system.id) # In each system create a number of planets for j in range(0, r.randint(planet_min, planet_max)): planet = Object( type='tp.server.rules.timtrader.objects.Planet') planet.name = "Planet %i in %s" % (j, system.name) planet.size = r.randint(1000, 10000) planet.parent = system.id planet.posx = pos[0] + r.randint(1, 100) * 1000 planet.posy = pos[1] + r.randint(1, 100) * 1000 planet.insert() print "Created planet (%s) with the id: %i" % (planet.name, planet.id) # FIXME: Add minerals Iron, Uranium mine = False for mineral in minerals: # Does this planet have this mineral if r.random() * 100 > mineral.probability: # Add a smattering of minerals planet.resources_add(id, r.randint(0, mineral.density), Planet.MINEABLE) mine = True # Add a mine to each planet which has minerals if mine: planet.resources_add(Resource.byname('Mine'), 1, Planet.ACCESSABLE) # FIXME: Add growing resources for grow in growing: if r.random() * 100 > grow.probability: # Add a smattering of breeding grounds planet.resources_add(Resource.byname(''), 1, Planet.ACCESSABLE) # Add a smattering of the same stocks planet.resources_add(Resource.byname(''), r.randint(0, grow.density), Planet.MINEABLE) # Add 1 fishery/slaughter house to each location # FIXME: Add a other industries in random locations for factory in factories: pass # FIXME: Add a bunch of cities planet.save() trans.commit() except: trans.rollback() raise
def initialise(self, seed=None): """\ TIM Trader """ trans = dbconn.begin() try: RulesetBase.initialise(self) # Need to create the top level universe object... universe = Object(type='tp.server.rules.base.objects.Universe') universe.id = 0 universe.name = "The Universe" universe.size = SIZE universe.parent = 0 universe.posx = 0 universe.posy = 0 universe.turn = 0 universe.insert() # Create all the resources, they consist of, # - One resource for each resource specified in resources.csv # - One resource for each factory specified in prodcon.csv reader = csv.DictReader(open(os.path.join(self.files, "resources.csv"), "r")) for row in reader: if row['namesingular'] is '': continue r = Resource() for name, cell in row.iteritems(): if cell is '': continue try: setattr(r, name, convert(getattr(Resource.table.c, name), cell)) except AttributeError, e: # FIXME: These shouldn't really occur... pass r.transportable = bool(row['transportable']) r.insert() import ProducersConsumers for factory in ProducersConsumers.loadfile(os.path.join(self.files, "prodcon.csv")): # FIXME: Make these auto generated resources much nicer... # Ignore the special case factories which are also goods. try: r = Resource(Resource.byname(factory.name)) r.desc += "\n" except NoSuch: r = Resource() r.namesingular = factory.name r.nameplural = factory.name r.desc = "" r.weight = 1000 r.size = 1000 r.desc += "Converts" for product in factory.products: # FIXME: Should also display if usage of this resource is required to grow.... r.desc += "\n\t%s -> %s" % product r.products = factory.products r.save() trans.commit()
def populate(self, seed, system_min, system_max, planet_min, planet_max): """\ --populate <game> <random seed> <min systems> <max systems> <min planets> <max planets> Populate a universe with a number of systems and planets. The number of systems in the universe is dictated by min/max systems. The number of planets per system is dictated by min/max planets. """ # Convert arguments to integers seed, system_min, system_max, planet_min, planet_max = (int(seed), int(system_min), int(system_max), int(planet_min), int(planet_max)) dbconn.use(self.game) trans = dbconn.begin() try: RulesetBase.populate(self, seed) r = Resource(Resource.byname('Ship Parts Factory')) # FIXME: Assuming that the Universe and the Galaxy exist. r = random.Random() r.seed(seed) # Create the actual systems and planets. for i in range(0, r.randint(system_min, system_max)): pos = r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000 # Add system system = Object(type='tp.server.rules.base.objects.System') system.name = "System %s" % i system.size = r.randint(800000, 2000000) system.posx = pos[0] system.posy = pos[1] system.insert() ReparentOne(system) system.save() print "Created system (%s) with the id: %i" % (system.name, system.id) # In each system create a number of planets for j in range(0, r.randint(planet_min, planet_max)): planet = Object(type='tp.server.rules.timtrader.objects.Planet') planet.name = "Planet %i in %s" % (j, system.name) planet.size = r.randint(1000, 10000) planet.parent = system.id planet.posx = pos[0]+r.randint(1,100)*1000 planet.posy = pos[1]+r.randint(1,100)*1000 planet.insert() print "Created planet (%s) with the id: %i" % (planet.name, planet.id) # FIXME: Add minerals Iron, Uranium mine = False for mineral in minerals: # Does this planet have this mineral if r.random()*100 > mineral.probability: # Add a smattering of minerals planet.resources_add(id, r.randint(0, mineral.density), Planet.MINEABLE) mine = True # Add a mine to each planet which has minerals if mine: planet.resources_add(Resource.byname('Mine'), 1, Planet.ACCESSABLE) # FIXME: Add growing resources for grow in growing: if r.random()*100 > grow.probability: # Add a smattering of breeding grounds planet.resources_add(Resource.byname(''), 1, Planet.ACCESSABLE) # Add a smattering of the same stocks planet.resources_add(Resource.byname(''), r.randint(0, grow.density), Planet.MINEABLE) # Add 1 fishery/slaughter house to each location # FIXME: Add a other industries in random locations for factory in factories: pass # FIXME: Add a bunch of cities planet.save() trans.commit() except: trans.rollback() raise