Esempio n. 1
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 def update(self, tran, obj):
     # call super method
     IPlayer.update(self, tran, obj)
     #
     obj.techLevel = 99
     # grant special technologies
     obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
     # grant all TL1 ship techs except for colony module(s)
     for techID in Rules.techs:
         tech = Rules.techs[techID]
         if tech.level == 1 and (tech.isShipEquip or
                                 tech.isShipHull) and not tech.unpackStruct:
             obj.techs[techID] = Rules.techMaxImprovement
     # convert enslavedPop
     if hasattr(obj, "enslavedPop"):
         obj.pirateFame = int(obj.enslavedPop * 0.0005)
         log.debug(obj.oid, "New pirate fame is", obj.pirateFame,
                   obj.enslavedPop)
         del obj.enslavedPop
Esempio n. 2
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 def update(self, tran, obj):
     self.setStartingTechnologies(obj)
     self.setStartingShipDesigns(obj)
     # create two basic designs [they use modules not available to the
     # player otherwise so it has to be done this way]
     # call super method
     IPlayer.update(self, tran, obj)
Esempio n. 3
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Pirate'
     obj.login = '******'
     #
     obj.pirateFame = 0
     obj.techLevel = 99
     # grant technologies
     obj.techs[Rules.Tech.EMCANNONTUR] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
     # grant special technologies
     obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
     # grant all TL1 ship techs except for colony module(s)
     for techID in Rules.techs:
         tech = Rules.techs[techID]
         if tech.level == 1 and (tech.isShipEquip or tech.isShipHull) and not tech.unpackStruct:
             obj.techs[techID] = Rules.techMaxImprovement
Esempio n. 4
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	def update(self, tran, obj):
		# call super method
		IPlayer.update(self, tran, obj)
		#
		obj.techLevel = 99
		# grant special technologies
		obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
		# grant all TL1 ship techs except for colony module(s)
		for techID in Rules.techs:
			tech = Rules.techs[techID]
			if tech.level == 1 and (tech.isShipEquip or tech.isShipHull) and not tech.unpackStruct:
				obj.techs[techID] = Rules.techMaxImprovement
		# convert enslavedPop
		if hasattr(obj, "enslavedPop"):
			obj.pirateFame = int(obj.enslavedPop * 0.0005)
			log.debug(obj.oid, "New pirate fame is", obj.pirateFame, obj.enslavedPop)
			del obj.enslavedPop
Esempio n. 5
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     # TODO -- remove following lines
     obj.lastLogin = time.time()
     # delete itself if there are no fleets and planets
     if not obj.fleets and not obj.planets:
         self.cmd(obj).delete(tran, obj)
Esempio n. 6
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Pirate'
     obj.login = '******'
     #
     obj.pirateFame = 0
Esempio n. 7
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	def update(self, tran, obj):
		obj.techLevel = 99
		obj.race = "m"
#		# grant technologies
#		obj.techs[Rules.Tech.EMCANNON] = Rules.techMaxImprovement
#		obj.techs[Rules.Tech.SSROCKET] = Rules.techMaxImprovement
#		obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
#		obj.techs[Rules.Tech.FTLENG1] = 3
#		obj.techs[Rules.Tech.SMALLHULL1] = 3
#		obj.techs[Rules.Tech.SCOCKPIT1] = 3
#		obj.techs[Rules.Tech.SCANNERMOD1] = 3
#		obj.techs[Rules.Tech.CONBOMB1] = 3
#		obj.techs[Rules.Tech.MUTANTBASE] = 3
#		obj.techs[Rules.Tech.MUTANTBASE2] = 3
#		obj.techs[Rules.Tech.MUTANTBASE3] = 3
#		obj.techs[Rules.Tech.MUTANTBASE4] = 3
#		obj.techs[Rules.Tech.MUTANTPP1] = 3
#		obj.techs[Rules.Tech.MUTANTPP2] = 3
#		obj.techs[Rules.Tech.MUTANTFACT1] = 3
#		obj.techs[Rules.Tech.MUTANTFACT2] = 3
#		obj.techs[Rules.Tech.MUTANTMINES] = 3
#		# create two basic designs [they use modules not available to the
#		# player otherwise so it has to be done this way]
#		obj.shipDesigns[1] = ShipUtils.makeShipMinSpec(obj, 'Swarmer', Rules.Tech.SMALLHULL1,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.EMCANNON:2, Rules.Tech.FTLENG1:2}, [])
#		obj.shipDesigns[2] = ShipUtils.makeShipMinSpec(obj, 'Seeder', Rules.Tech.MEDIUMHULL2,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.MUTANTPOD:1, Rules.Tech.FTLENG1:4}, [])
#		obj.shipDesigns[3] = ShipUtils.makeShipMinSpec(obj, 'Seeker', Rules.Tech.SMALLHULL1,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.SCANNERMOD1:1, Rules.Tech.FTLENG1:2}, [])
#		obj.shipDesigns[4] = ShipUtils.makeShipMinSpec(obj, 'Sower', Rules.Tech.SMALLHULL1,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.CONBOMB1:1, Rules.Tech.FTLENG1:2}, [])
		# call super method
		IPlayer.update(self, tran, obj)
Esempio n. 8
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     # TODO -- remove following lines
     obj.lastLogin = time.time()
     # delete itself if there are no fleets and planets
     if not obj.fleets and not obj.planets:
         self.cmd(obj).delete(tran, obj)
Esempio n. 9
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Pirate'
     obj.login = '******'
     #
     obj.pirateFame = 0
Esempio n. 10
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 def __init__(self, controller):
     IPlayer.__init__(self, "Computer", controller)
     self.hit_list = []
     self.nearby_moves = []  # will hold the nearby tiles from the hit_list.
     # for example if in the hit_list we have (2,2), then in the nearby_moves
     # we will have [(1,2), (3, 2), (2, 1), (2, 3)]
     self.moves_made = [
     ]  # will hold all the moves (attacks) that were attempted by the computer, whether they
Esempio n. 11
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     obj.lastLogin = time.time()
     # delete itself if there are no fleets and planets
     # delete the account as well
     # unregister it from the AI system
     if not obj.fleets and not obj.planets:
         self.cmd(obj).delete(tran, obj)
Esempio n. 12
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     obj.lastLogin = time.time()
     # delete itself if there are no fleets and planets
     # delete the account as well
     # unregister it from the AI system
     if not obj.fleets and not obj.planets:
         self.cmd(obj).delete(tran, obj)
Esempio n. 13
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	def update(self, tran, obj):
		# TODO: remove in 0.5.59
		if not hasattr(self, "techs"):
			self.techs = {}

		obj.techLevel = 99
		obj.race = "p"
		# call super method
		IPlayer.update(self, tran, obj)
		#
		obj.techLevel = 99
	def processINITPhase(self, tran, obj, data):
		IPlayer.processINITPhase(self, tran, obj, data)

		if (len(obj.techs) == 0):
			log.warning('Renegade player in INIT phase without techs; granting again')
			self.cmd(obj).update(tran, obj) #grant the techs because something screwed up

		obj.lastLogin = time.time()
		# delete itself if there are no fleets and planets
		if not obj.fleets and not obj.planets:
			self.cmd(obj).delete(tran, obj)
Esempio n. 15
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 def processFINALPhase(self, tran, obj, data):
     obj.govPwr = Rules.pirateGovPwr
     IPlayer.processFINALPhase(self, tran, obj, data)
     # get fame every 1:00 turns
     if tran.db[OID_UNIVERSE].turn % Rules.turnsPerDay == 0:
         Utils.sendMessage(tran, obj, MSG_GAINED_FAME, obj.oid, Rules.pirateSurvivalFame)
         obj.pirateFame += Rules.pirateSurvivalFame
     # fix goverment power
     obj.govPwrCtrlRange = 10000
     # bonus for gained fame
     obj.prodEff += obj.pirateFame / 100.0
Esempio n. 16
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 def processFINALPhase(self, tran, obj, data):
     obj.govPwr = Rules.pirateGovPwr
     IPlayer.processFINALPhase(self, tran, obj, data)
     # get fame every 1:00 turns
     if tran.db[OID_UNIVERSE].turn % Rules.turnsPerDay == 0:
         Utils.sendMessage(tran, obj, MSG_GAINED_FAME, obj.oid,
                           Rules.pirateSurvivalFame)
         obj.pirateFame += Rules.pirateSurvivalFame
     # fix goverment power
     obj.govPwrCtrlRange = 10000
     # bonus for gained fame
     obj.prodEff += obj.pirateFame / 100.0
    def processINITPhase(self, tran, obj, data):
        IPlayer.processINITPhase(self, tran, obj, data)

        if (len(obj.techs) == 0):
            log.warning(
                'Renegade player in INIT phase without techs; granting again')
            self.cmd(obj).update(
                tran, obj)  #grant the techs because something screwed up

        obj.lastLogin = time.time()
        # delete itself if there are no fleets and planets
        if not obj.fleets and not obj.planets:
            self.cmd(obj).delete(tran, obj)
Esempio n. 18
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Pirate'
     obj.login = '******'
     #
     obj.pirateFame = 0
     obj.techLevel = 3
     # grant all TL1 ship techs except for colony module(s)
     for techID in Rules.techs:
         tech = Rules.techs[techID]
         if tech.level == 1 and (tech.isShipEquip or tech.isShipHull) and not tech.unpackStruct:
             obj.techs[techID] = Rules.techMaxImprovement
Esempio n. 19
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Pirate'
     obj.login = '******'
     #
     obj.pirateFame = 0
     obj.techLevel = 3
     # grant all TL1 ship techs except for colony module(s)
     for techID in Rules.techs:
         tech = Rules.techs[techID]
         if tech.level == 1 and (tech.isShipEquip or
                                 tech.isShipHull) and not tech.unpackStruct:
             obj.techs[techID] = Rules.techMaxImprovement
Esempio n. 20
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	def processFINALPhase(self, tran, obj, data):
		if not Rules.Tech.PIRATEBREWERY in obj.techs:
			log.warning('Adding new pirate structures to human pirate player.')
			self.cmd(obj).update(tran, obj) #grant the techs because something screwed up
		obj.govPwr = Rules.pirateGovPwr
		IPlayer.processFINALPhase(self, tran, obj, data)
		# get fame every 1:00 turns
		if tran.db[OID_UNIVERSE].turn % Rules.turnsPerDay == 0:
			Utils.sendMessage(tran, obj, MSG_GAINED_FAME, obj.oid, Rules.pirateSurvivalFame)
			obj.pirateFame += Rules.pirateSurvivalFame
		# fix goverment power
		obj.govPwrCtrlRange = 10000
		# bonus for gained fame
		obj.prodEff += obj.pirateFame / 100.0
 def update(self, tran, obj):
     obj.techLevel = 3
     # grant technologies
     obj.techs[Rules.Tech.LASCANNONTUR3] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
     # call super method
     IPlayer.update(self, tran, obj)
     #add TL99 techs
     obj.techLevel = 99
     obj.techs[Rules.Tech.EDENCANNON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.EDENMISSILE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.EDENTORP] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.EDENBOMB] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.EDENSTATION] = Rules.techMaxImprovement
	def update(self, tran, obj):
		obj.techLevel = 3
		# grant technologies
		obj.techs[Rules.Tech.LASCANNONTUR3] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
		# call super method
		IPlayer.update(self, tran, obj)
		#add TL99 techs
		obj.techLevel = 99
		obj.techs[Rules.Tech.EDENCANNON] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.EDENMISSILE] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.EDENTORP] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.EDENBOMB] = Rules.techMaxImprovement
		obj.techs[Rules.Tech.EDENSTATION] = Rules.techMaxImprovement
Esempio n. 23
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 def processFINALPhase(self, tran, obj, data):
     if not Rules.Tech.PIRATEBREWERY in obj.techs:
         log.warning('Adding new pirate structures to human pirate player.')
         self.cmd(obj).update(
             tran, obj)  #grant the techs because something screwed up
     obj.govPwr = Rules.pirateGovPwr
     IPlayer.processFINALPhase(self, tran, obj, data)
     # get fame every 1:00 turns
     if tran.db[Const.OID_UNIVERSE].turn % Rules.turnsPerDay == 0:
         Utils.sendMessage(tran, obj, Const.MSG_GAINED_FAME, obj.oid,
                           Rules.pirateSurvivalFame)
         obj.pirateFame += Rules.pirateSurvivalFame
     # fix goverment power
     obj.govPwrCtrlRange = 10000
     # bonus for gained fame
     obj.prodEff += obj.pirateFame / 100.0
Esempio n. 24
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 def isPactActive(self, tran, obj, partnerID, pactID):
     if partnerID == Const.OID_NONE:
         return 0
     partner = tran.db.get(partnerID, None)
     if partner.type == Const.T_AIEDENPLAYER:
         # force the peace!
         if pactID in (Const.PACT_ALLOW_CIVILIAN_SHIPS, Const.PACT_ALLOW_MILITARY_SHIPS):
             return Const.PACT_ACTIVE
     # for other situations, handle it as proper player
     return IPlayer.isPactActive(self, tran, obj, partnerID, pactID)
Esempio n. 25
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 def update(self, tran, obj):
     obj.techLevel = 99
     obj.race = "p"
     # call super method
     IPlayer.update(self, tran, obj)
     #
     obj.techLevel = 99
     # grant technologies
     obj.techs[Rules.Tech.EMCANNONTUR] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
     # grant special technologies
     obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
Esempio n. 26
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 def isPactActive(self, tran, obj, partnerID, pactID):
     if partnerID == Const.OID_NONE:
         return 0
     partner = tran.db.get(partnerID, None)
     if partner.type == Const.T_AIEDENPLAYER:
         # force the peace!
         if pactID in (Const.PACT_ALLOW_CIVILIAN_SHIPS,
                       Const.PACT_ALLOW_MILITARY_SHIPS):
             return Const.PACT_ACTIVE
     # for other situations, handle it as proper player
     return IPlayer.isPactActive(self, tran, obj, partnerID, pactID)
Esempio n. 27
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 def update(self, tran, obj):
     obj.techLevel = 99
     obj.race = "p"
     # call super method
     IPlayer.update(self, tran, obj)
     #
     obj.techLevel = 99
     # grant technologies
     obj.techs[Rules.Tech.EMCANNONTUR] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
     # grant special technologies
     obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
Esempio n. 28
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	def update(self, tran, obj):
		obj.techLevel = 99
		obj.race = "r"
		# grant technologies
#		obj.techs[Rules.Tech.CANNON1] = 3
#		obj.techs[Rules.Tech.SSROCKET] = 3
#		obj.techs[Rules.Tech.RENEGADEBASE] = 3
#		obj.techs[Rules.Tech.RENEGADEBASE2] = 3
#		obj.techs[Rules.Tech.RENEGADEBASE2MINOR] = 3
#		obj.techs[Rules.Tech.RENEGADEBASE3] = 3
#		obj.techs[Rules.Tech.RENEGADEBASE3MINOR] = 3
#		obj.techs[Rules.Tech.RENEGADECOSMODROME] = 3
#		if not len(obj.shipDesigns) == 3:
#			# three basic designs [they use modules not available to the player otherwise
#			# so it has to be done this way]
#			obj.shipDesigns[1] = ShipUtils.makeShipMinSpec(obj, 'Fighter', Rules.Tech.SMALLHULL1,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.CANNON1:1}, [])
#			obj.shipDesigns[2] = ShipUtils.makeShipMinSpec(obj, 'Corvette', Rules.Tech.SMALLHULL1,
#				{Rules.Tech.SCOCKPIT1:1, Rules.Tech.CANNON1:2, Rules.Tech.STEELARM2:1}, [])
#			obj.shipDesigns[3] = ShipUtils.makeShipMinSpec(obj, 'Frigate', Rules.Tech.MEDIUMHULL2,
#				{Rules.Tech.SBRIDGE1:1, Rules.Tech.CANNON1:2, Rules.Tech.SSROCKET:2}, [])
		# call super method
		IPlayer.update(self, tran, obj)
Esempio n. 29
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 def update(self, tran, obj):
     # TODO: remove in 0.5.59
     if not hasattr(self, "techs"):
         self.techs = {}
     
     obj.techLevel = 99
     # call super method
     IPlayer.update(self, tran, obj)
     #
     obj.techLevel = 99
     # grant technologies
     obj.techs[Rules.Tech.EMCANNONTUR] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
     # grant special technologies
     obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
     obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
Esempio n. 30
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    def update(self, tran, obj):
        # TODO: remove in 0.5.59
        if not hasattr(self, "techs"):
            self.techs = {}

        obj.techLevel = 99
        # call super method
        IPlayer.update(self, tran, obj)
        #
        obj.techLevel = 99
        # grant technologies
        obj.techs[Rules.Tech.EMCANNONTUR] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.SSROCKET2] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.TORPEDO] = Rules.techMaxImprovement
        # grant special technologies
        obj.techs[Rules.Tech.PIRATEBASE] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATEDEN] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATESD] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATEBREWERY] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATEPRISON] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRSMCOLONYMOD] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRATEFTLENG] = Rules.techMaxImprovement
        obj.techs[Rules.Tech.PIRCOLONYMOD] = Rules.techMaxImprovement
Esempio n. 31
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	def update(self, tran, obj):
		obj.techLevel = 2
		# grant technologies
		obj.techs[Rules.Tech.EMCANNON] = Rules.techMaxImprovement
		# call super method
		IPlayer.update(self, tran, obj)
Esempio n. 32
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'E.D.E.N.'
     obj.race = "e"
     obj.login = '******'
Esempio n. 33
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 def init(self, obj):
     IPlayer.init(self, obj)
     obj.techLevel = 3
     obj.race = "p"
     obj.pirateFame = 0
Esempio n. 34
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 def processFINALPhase(self, tran, obj, data):
     IPlayer.processFINALPhase(self, tran, obj, data)
     # fix goverment power
     obj.govPwrCtrlRange = 10000
Esempio n. 35
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	def processDIPLPhase(self, tran, obj, data):
		self.forceAllyWithEDEN(tran,obj)
		IPlayer.processDIPLPhase(self,tran, obj, data)
Esempio n. 36
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	def init(self, obj):
		IPlayer.init(self, obj)
		obj.pirateFame = 0
Esempio n. 37
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 def init(self, obj):
     IPlayer.init(self, obj)
     obj.techLevel = 3
     obj.race = "p"
     obj.pirateFame = 0
Esempio n. 38
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     obj.lastLogin = time.time()
 def update(self, tran, obj):
     obj.techLevel = 1
     # grant technologies
     obj.techs[Rules.Tech.CANNON1] = Rules.techMaxImprovement
     # call super method
     IPlayer.update(self, tran, obj)
Esempio n. 40
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	def processFINALPhase(self, tran, obj, data):
		IPlayer.processFINALPhase(self, tran, obj, data)
		# fix goverment power
		obj.govPwrCtrlRange = 10000
	def init(self, obj):
		IPlayer.init(self, obj)
		#
		obj.name = u'Renegade'
		obj.login = '******'
Esempio n. 42
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u"NATURE"
     obj.login = "******"
Esempio n. 43
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     # TODO -- remove following lines
     obj.lastLogin = time.time()
     # delete itself if there are no fleets and planets
     if not obj.fleets and not obj.planets:
         self.cmd(obj).delete(tran, obj)
     # "AI" behavior -> construct pirate bases on system AI owns
     for planetID in obj.planets:
         planet = tran.db[planetID]
         #@log.debug(obj.oid, "PIRATEAI - scanning", planetID, len(planet.prodQueue), len(planet.slots), planet.plSlots, planet.plMaxSlots)
         if planet.prodQueue:
             # something is in production queue
             continue
         if not Rules.Tech.PIRATEBREWERY in obj.techs:
             log.warning(
                 'Pirate player in INIT phase without techs; granting again'
             )
             self.cmd(obj).update(
                 tran, obj)  #grant the techs because something screwed up
         if planet.plSlots > len(planet.slots):
             # build PIRBASE
             log.debug(obj.oid, "PIRATEAI - building pirate base",
                       planet.oid)
             self.cmd(planet).startConstruction(tran, planet,
                                                Rules.Tech.PIRATEBASE, 1,
                                                planet.oid, False, False,
                                                OID_NONE)
             continue
         else:
             # no room
             # try to build on another planets
             system = tran.db[planet.compOf]
             build = False
             for targetID in system.planets:
                 target = tran.db[targetID]
                 if target.owner == OID_NONE and target.plSlots > 0:
                     log.debug(obj.oid, "PIRATEAI - colonizing planet",
                               target.oid)
                     self.cmd(planet).startConstruction(
                         tran, planet, Rules.Tech.PIRATEBASE, 1, targetID,
                         False, False, OID_NONE)
                     build = True
                 if build:
                     break
             if build:
                 continue
             # try to expand slots
             if Rules.Tech.ADDSLOT3 in obj.techs and planet.plSlots < planet.plMaxSlots:
                 log.debug(obj.oid, "PIRATEAI - building surface expansion",
                           planet.oid)
                 self.cmd(planet).startConstruction(tran, planet,
                                                    Rules.Tech.ADDSLOT3, 1,
                                                    planet.oid, False,
                                                    False, OID_NONE)
                 build = True
             if build:
                 continue
             #try to assemble/condense planets
             if Rules.Tech.PLASSEMBL5 in obj.techs or Rules.Tech.PLCOND5 in obj.techs:
                 for targetID in system.planets:
                     target = tran.db[targetID]
                     if target.plType == 'A' and Rules.Tech.PLASSEMBL5 in obj.techs:
                         log.debug(obj.oid,
                                   "PIRATEAI - assembling asteroid",
                                   target.oid)
                         self.cmd(planet).startConstruction(
                             tran, planet, Rules.Tech.PLASSEMBL5, 1,
                             planet.oid, False, False, OID_NONE)
                         build = True
                     elif target.plType == 'G' and Rules.Tech.PLCOND5 in obj.techs:
                         log.debug(obj.oid,
                                   "PIRATEAI - assembling asteroid",
                                   target.oid)
                         self.cmd(planet).startConstruction(
                             tran, planet, Rules.Tech.PLCOND5, 1,
                             planet.oid, False, False, OID_NONE)
                         build = True
                     if build:
                         break
                 continue
     #grant time based techs as needed:
     if obj.galaxies:
         if not (Rules.Tech.ADDSLOT3 in obj.techs and Rules.Tech.PLASSEMBL5
                 in obj.techs and Rules.Tech.PLCOND5 in obj.techs):
             galaxy = tran.db[obj.galaxies[0]]
             if galaxy.creationTime + Rules.pirateGrantHSE < time.time(
             ) and not Rules.Tech.ADDSLOT3 in obj.techs:
                 obj.techs[Rules.Tech.ADDSLOT3] = Rules.techMaxImprovement
             if galaxy.creationTime + Rules.pirateGrantASSEM < time.time(
             ) and not Rules.Tech.PLASSEMBL5 in obj.techs:
                 obj.techs[Rules.Tech.PLASSEMBL5] = Rules.techMaxImprovement
             if galaxy.creationTime + Rules.pirateGrantCOND < time.time(
             ) and not Rules.Tech.PLCOND5 in obj.techs:
                 obj.techs[Rules.Tech.PLCOND5] = Rules.techMaxImprovement
Esempio n. 44
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 def update(self, tran, obj):
     self.setStartingTechnologies(obj)
     self.setStartingShipDesigns(obj)
     IPlayer.update(self, tran, obj)
Esempio n. 45
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 def update(self, tran, obj):
     # call super method
     IPlayer.update(self, tran, obj)
Esempio n. 46
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	def init(self, obj):
		IPlayer.init(self, obj)
		#
		obj.name = u'NATURE'
		obj.login = '******'
Esempio n. 47
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'NATURE'
     obj.login = '******'
Esempio n. 48
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	def init(self, obj):
		IPlayer.init(self, obj)
		#
		obj.name = u'Rebels'
		obj.login = '******'
Esempio n. 49
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     obj.lastLogin = time.time()
     log.debug("NATURE - asteroids", len(obj.fleets), obj.fleets)
Esempio n. 50
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 def __init__(self, name: str, controller):
     IPlayer.__init__(self, name, controller)
Esempio n. 51
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Renegade'
     obj.race = "r"
     obj.login = '******'
Esempio n. 52
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 def update(self, tran, obj):
     # call super method
     IPlayer.update(self, tran, obj)
Esempio n. 53
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	def init(self, obj):
		IPlayer.init(self, obj)
		#
		obj.name = u'Mutant'
		obj.login = '******'
Esempio n. 54
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 def processINITPhase(self, tran, obj, data):
     IPlayer.processINITPhase(self, tran, obj, data)
     obj.lastLogin = time.time()
     log.debug("NATURE - asteroids", len(obj.fleets), obj.fleets)
Esempio n. 55
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 def processDIPLPhase(self, tran, obj, data):
     self.forceAllyWithEDEN(tran, obj)
     IPlayer.processDIPLPhase(self, tran, obj, data)
Esempio n. 56
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 def init(self, obj):
     IPlayer.init(self, obj)
     #
     obj.name = u'Mutant'
     obj.race = "m"
     obj.login = '******'
Esempio n. 57
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 def init(self, obj):
     IPlayer.init(self, obj)
     obj.pirateFame = 0