def planWars(self, iGameTurn): # skip if there is a world war if iGameTurn > getTurnForYear(1500): iCivsAtWar = 0 for iLoopPlayer in range(con.iNumPlayers): tLoopPlayer = gc.getTeam(gc.getPlayer(iLoopPlayer).getTeam()) if tLoopPlayer.getAtWarCount(True) > 0: iCivsAtWar += 1 if 100 * iCivsAtWar / gc.getGame().countCivPlayersAlive() > 50: self.setNextTurnAIWar(iGameTurn + self.getNextInterval(iGameTurn)) return iAttackingPlayer = self.determineAttackingPlayer() iTargetPlayer = self.determineTargetPlayer(iAttackingPlayer) sd.setAggressionLevel(iAttackingPlayer, 0) if iTargetPlayer == -1: return gc.getTeam(iAttackingPlayer).AI_setWarPlan( iTargetPlayer, WarPlanTypes.WARPLAN_PREPARING_LIMITED) self.setNextTurnAIWar(iGameTurn + self.getNextInterval(iGameTurn))
def onChangeWar(self, argsList): bWar, iTeam, iOtherTeam, bGlobalWar = argsList sta.onChangeWar(bWar, iTeam, iOtherTeam) self.up.onChangeWar(bWar, iTeam, iOtherTeam) if iTeam < con.iNumPlayers and iOtherTeam < con.iNumPlayers: cong.onChangeWar(argsList) # don't start AIWars if they get involved in natural wars if bWar and iTeam < con.iNumPlayers and iOtherTeam < con.iNumPlayers: sd.setAggressionLevel(iTeam, 0) sd.setAggressionLevel(iOtherTeam, 0)
def planWars(self, iGameTurn): # skip if there is a world war if iGameTurn > getTurnForYear(1500): iCivsAtWar = 0 for iLoopPlayer in range(con.iNumPlayers): tLoopPlayer = gc.getTeam(gc.getPlayer(iLoopPlayer).getTeam()) if tLoopPlayer.getAtWarCount(True) > 0: iCivsAtWar += 1 if 100 * iCivsAtWar / gc.getGame().countCivPlayersAlive() > 50: self.setNextTurnAIWar(iGameTurn + self.getNextInterval(iGameTurn)) return iAttackingPlayer = self.determineAttackingPlayer() iTargetPlayer = self.determineTargetPlayer(iAttackingPlayer) sd.setAggressionLevel(iAttackingPlayer, 0) if iTargetPlayer == -1: return gc.getTeam(iAttackingPlayer).AI_setWarPlan(iTargetPlayer, WarPlanTypes.WARPLAN_PREPARING_LIMITED) self.setNextTurnAIWar(iGameTurn + self.getNextInterval(iGameTurn))