def attackFlightgroup (fgname, faction, enfgname, enfaction,iscap): global dnewsman_ if (iscap): battlename=dnewsman_.TYPE_FLEETBATTLE (leader,enleader)=iscap.split(",") else: battlename = dnewsman_.TYPE_BATTLE leader = fg_util.getFgLeaderType(fgname,faction) enleader = fg_util.getFgLeaderType(enfgname,enfaction) sys = fg_util.FGSystem (fgname,faction) ensys = fg_util.FGSystem (enfgname,enfaction) if (sys==ensys): if (0 and VS.systemInMemory(sys)): VS.pushSystem(sys) LaunchEqualShips (fgname,faction,enfgname,enfaction) VS.TargetEachOther (fgname,faction,enfgname,enfaction) VS.popSystem() #debug.debug('duke '+fgname + ' '+enfgname) SimulatedDukeItOut (fgname,faction,enfgname,enfaction) elif (sys!='nil' and ensys!='nil'): #pursue other flightgroup import universe adjSystemList=universe.getAdjacentSystemList(sys) if ensys in adjSystemList: fg_util.TransferFG (fgname,faction,ensys) else: return 0 else: return 0 #debug.debug('nil DRAW error') if (fg_util.NumShipsInFG(fgname,faction)==0): if (fg_util.NumShipsInFG(enfgname,enfaction)==0): dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),battlename,dnewsman_.STAGE_END,faction,enfaction,dnewsman_.SUCCESS_DRAW,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fgname,leader,enfgname,enleader]) else: dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),battlename,dnewsman_.STAGE_END,faction,enfaction,dnewsman_.SUCCESS_LOSS,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fgname,leader,enfgname,enleader]) return 0 elif (fg_util.NumShipsInFG(enfgname,enfaction)==0): dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),battlename,dnewsman_.STAGE_END,faction,enfaction,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fgname,leader,enfgname,enleader]) return 0 if (vsrandom.randrange(0,4)==0): #FIXME if it is advantageous to stop attacking only!! #FIXME add a stop attacking news report? -- this should now be fixed, as a draw is reported (not heavilly tested) #CAUSES TOO MUCH NEWS#Director.pushSaveString(0,"dynamic_news",dynamic_news.makeVarList([str(Director.getSaveData(0,"stardate",0)),battlename,"end",faction,enfaction,"0",str(getImportanceOfSystem(sys)),sys,"all",fgname,leader,enfgname,enleader])) return 0 if (vsrandom.randrange(0,4)==0 and enfgname!=fg_util.BaseFGInSystemName(ensys)): #FIXME if it is advantageous to run away only #FIXME add a retreat news report? -- this should now be fixed, as a draw is reported (not heavilly tested) #CAUSES TOO MUCH NEWS#Director.pushSaveString(0,"dynamic_news",dynamic_news.makeVarList([str(Director.getSaveData(0,"stardate",0)),battlename,"end",faction,enfaction,"-1",str(getImportanceOfSystem(sys)),sys,"all",fgname,leader,enfgname,enleader])) num=VS.GetNumAdjacentSystems(ensys) if (num>0): ensys=VS.GetAdjacentSystem(ensys,vsrandom.randrange(0,num)) fg_util.TransferFG (fgname,faction,ensys) return 1
def randomMovement(fg,fac): import universe import fg_util citizen=VS.isCitizen(fac) sys=fg_util.FGSystem(fg,fac) convoywhere=fg.find("->") if (convoywhere!=-1): endpoints=[fg[0:convoywhere],fg[convoywhere+2:]] if fg.find("Insys")!=-1: return#can't go about moving insys fgs away if (sys!='nil' and fg!=fg_util.BaseFGInSystemName(sys)): l = universe.getAdjacentSystemList(sys) nthis = fg_util.NumFactionFGsInSystem(fac,sys) if (len(l)): suggestednewsys = l[vsrandom.randrange(0,len(l))] sugfac=VS.GetGalaxyFaction(suggestednewsys) sugrel=VS.GetRelation(fac,sugfac) if convoywhere==-1 and (((fac.find(sugfac)!=-1 or sugrel>.5) and citizen) or not citizen): fg_util.TransferFG( fg,fac,suggestednewsys); #debug.debug('moving '+fg+' from '+sys+' to '+ suggestednewsys) else: for i in l: ifac = VS.GetGalaxyFaction(i) #if (ifac==fac and nthis > fg_util.NumFactionFGsInSystem(fac,i)): # suggestednewsys = i likes=False if convoywhere!=-1: if endpoints[0]==i or endpoints[1]==i: likes=True elif VS.GetRelation(fac,ifac)>.5: likes=True if (likes): fg_util.TransferFG(fg,fac,i) return #debug.debug('moving '+fg+' from '+sys+' to '+ suggestednewsys) fg_util.TransferFG( fg,fac,suggestednewsys); else: pass #debug.debug("flightgroup "+fg+" in system "+sys + " is stuck")
def moveSurroundingCapshipsToSiege(fac,sys): suc=0 for i in xrange(VS.GetNumAdjacentSystems(sys)): asys=VS.GetAdjacentSystem(sys,i) for fg in fg_util.AllFGsInSystem(fac,asys): if fg_util.CapshipInFG(fg,fac): suc=1 fg_util.TransferFG(fg,fac,sys) if (not suc): for fg in fg_util.AllFGsInSystem(fac,sys): if (fg_util.CapshipInFG(fg,fac)): suc=1 return suc