def DeleteLegacyFGLeftovers(): # Legacy cleanup allsys = AllSystems() numsys = len(allsys) count = 0 oldpct = 0 for sys in allsys: count += 1 pct = count*100/len(allsys) if pct != oldpct: ShowProgress.setProgressBar("loading",pct/100.) ShowProgress.setProgressMessage("loading","Resetting old universe (%d%%)" % (pct)) oldpct = pct DeleteLegacyFGs(sys)
def AddSysDict (cursys): global _generatedsys, _last_progress_percent #pick random fighter from insysenemies with .3 probability OR pick one from the friendlies list. # debug.debug('Addsysdict') sysfaction=VS.GetGalaxyFaction(cursys) numflightgroups = 1+vsrandom.randrange(fg_util.MinNumFlightgroupsInSystem(cursys)-1,fg_util.MaxNumFlightgroupsInSystem(cursys)) #debug.debug("Initializing system %s with %d flightgroups... " % (cursys,numflightgroups)) progress_percent = (float(_generatedsys) / getSystemCount()) if progress_percent - _last_progress_percent > 0.01: ShowProgress.setProgressBar("loading",progress_percent) ShowProgress.setProgressMessage("loading","Generating dynamic universe (%.2f%%)" % (100*progress_percent)) _last_progress_percent = progress_percent _generatedsys += 1 global fgnames, fglists i=0 AddBasesToSystem(sysfaction, cursys) adjsystems=getAdjacentSystemList(cursys) for i in xrange(len(faction_ships.factions)): thisfac=faction_ships.factions[i] thisfactionnr=faction_ships.factionToInt(thisfac) rel=VS.GetRelation(sysfaction,thisfac) iscit=VS.isCitizen(thisfac) if iscit and thisfac.find(sysfaction)!=-1: #debug.debug("generating spc civilian for "+cursys+" faction "+thisfac) #do somethign special for this military faction if thisfac==sysfaction: pass elif iscit: for neighbor in adjsystems: if (VS.GetRelation(thisfac,VS.GetGalaxyFaction(neighbor))>-.05): #fgname=cursys+"->"+neighbor fgname="(CivReg) "+GetNewFGName(thisfac) typenumbertuple=GenerateCivilianFgShips(thisfac,thisfactionnr,True) fg_util.AddShipsToFG (fgname,thisfac,typenumbertuple,cursys) fgname="Insystem_"+cursys; typenumbertuple=GenerateCivilianFgShips(thisfac,thisfactionnr,False) if iscit: #debug.debug("generating gen civilian for "+cursys+" faction "+thisfac) if VS.GetRelation(thisfac,sysfaction)>-.05:#brave citizens of the new order... fgname=GetNewFGName(thisfac) typenumbertuple=GenerateCivilianFgShips(thisfac,thisfactionnr,True) fg_util.AddShipsToFG (fgname,thisfac,typenumbertuple,cursys) friendlychance=.7 if cursys in faction_ships.fortress_systems: friendlychance=faction_ships.fortress_systems[cursys] #debug.debug('enemy chance for '+cursys +'= '+str(friendlychance)) for i in xrange (numflightgroups): #number of fgs in a system. faction=sysfaction friendly=0 if not sysfaction or sysfaction=='unknown' or vsrandom.random()>friendlychance: faction=faction_ships.get_rabble_of_no_citizen(sysfaction)#why even have citizens on the list then else: faction=faction_ships.get_friend_of_no_citizen(sysfaction)#likewise--- maybe this should be a faction_ships fix 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
def AddSysDict(cursys): global _generatedsys, _last_progress_percent #pick random fighter from insysenemies with .3 probability OR pick one from the friendlies list. # debug.debug('Addsysdict') sysfaction = VS.GetGalaxyFaction(cursys) numflightgroups = 1 + vsrandom.randrange( fg_util.MinNumFlightgroupsInSystem(cursys) - 1, fg_util.MaxNumFlightgroupsInSystem(cursys)) #debug.debug("Initializing system %s with %d flightgroups... " % (cursys,numflightgroups)) progress_percent = (_generatedsys / getSystemCount()) if progress_percent - _last_progress_percent > 0.01: ShowProgress.setProgressBar("loading", progress_percent) ShowProgress.setProgressMessage( "loading", "Generating dynamic universe (%.2f%%)" % (100 * progress_percent)) _last_progress_percent = progress_percent _generatedsys += 1 global fgnames, fglists i = 0 AddBasesToSystem(sysfaction, cursys) adjsystems = getAdjacentSystemList(cursys) for i in range(len(faction_ships.factions)): thisfac = faction_ships.factions[i] thisfactionnr = faction_ships.factionToInt(thisfac) rel = VS.GetRelation(sysfaction, thisfac) iscit = VS.isCitizen(thisfac) if iscit and thisfac.find(sysfaction) != -1: #debug.debug("generating spc civilian for "+cursys+" faction "+thisfac) #do somethign special for this military faction if thisfac == sysfaction: pass elif iscit: for neighbor in adjsystems: if (VS.GetRelation(thisfac, VS.GetGalaxyFaction(neighbor)) > -.05): #fgname=cursys+"->"+neighbor fgname = "(CivReg) " + GetNewFGName(thisfac) typenumbertuple = GenerateCivilianFgShips( thisfac, thisfactionnr, True) fg_util.AddShipsToFG(fgname, thisfac, typenumbertuple, cursys) fgname = "Insystem_" + cursys typenumbertuple = GenerateCivilianFgShips( thisfac, thisfactionnr, False) if iscit: #debug.debug("generating gen civilian for "+cursys+" faction "+thisfac) if VS.GetRelation( thisfac, sysfaction) > -.05: #brave citizens of the new order... fgname = GetNewFGName(thisfac) typenumbertuple = GenerateCivilianFgShips( thisfac, thisfactionnr, True) fg_util.AddShipsToFG(fgname, thisfac, typenumbertuple, cursys) friendlychance = .7 if cursys in faction_ships.fortress_systems: friendlychance = faction_ships.fortress_systems[cursys] #debug.debug('enemy chance for '+cursys +'= '+str(friendlychance)) for i in range(numflightgroups): #number of fgs in a system. faction = sysfaction friendly = 0 if not sysfaction or sysfaction == 'unknown' or vsrandom.random( ) > friendlychance: faction = faction_ships.get_rabble_of_no_citizen( sysfaction) #why even have citizens on the list then else: faction = faction_ships.get_friend_of_no_citizen( sysfaction ) #likewise--- maybe this should be a faction_ships fix 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