def finish_loading(self, db): """ This is called separately because most objects are loaded after the player. """ # load the ships for ship_id, state_id in db("SELECT rowid, state FROM ai_ship WHERE owner = ?", self.worldid): ship = WorldObject.get_object_by_id(ship_id) self.ships[ship] = self.shipStates[state_id] # load unit manager self.unit_manager = UnitManager.load(db, self) # load combat manager self.combat_manager = CombatManager.load(db, self) # load strategy manager self.strategy_manager = StrategyManager.load(db, self) # load BehaviorManager self.behavior_manager = BehaviorManager.load(db, self) # load the land managers for (worldid,) in db("SELECT rowid FROM ai_land_manager WHERE owner = ?", self.worldid): land_manager = LandManager.load(db, self, worldid) self.islands[land_manager.island.worldid] = land_manager # load the settlement managers and settlement foundation missions for land_manager in self.islands.itervalues(): db_result = db("SELECT rowid FROM ai_settlement_manager WHERE land_manager = ?", land_manager.worldid) if db_result: settlement_manager = SettlementManager.load(db, self, db_result[0][0]) self.settlement_managers.append(settlement_manager) self._settlement_manager_by_settlement_id[settlement_manager.settlement.worldid] = settlement_manager # load the foundation ship preparing missions db_result = db("SELECT rowid FROM ai_mission_prepare_foundation_ship WHERE settlement_manager = ?", settlement_manager.worldid) for (mission_id,) in db_result: self.missions.add(PrepareFoundationShip.load(db, mission_id, self.report_success, self.report_failure)) else: mission_id = db("SELECT rowid FROM ai_mission_found_settlement WHERE land_manager = ?", land_manager.worldid)[0][0] self.missions.add(FoundSettlement.load(db, mission_id, self.report_success, self.report_failure)) for settlement_manager in self.settlement_managers: # load the domestic trade missions db_result = db("SELECT rowid FROM ai_mission_domestic_trade WHERE source_settlement_manager = ?", settlement_manager.worldid) for (mission_id,) in db_result: self.missions.add(DomesticTrade.load(db, mission_id, self.report_success, self.report_failure)) # load the special domestic trade missions db_result = db("SELECT rowid FROM ai_mission_special_domestic_trade WHERE source_settlement_manager = ?", settlement_manager.worldid) for (mission_id,) in db_result: self.missions.add(SpecialDomesticTrade.load(db, mission_id, self.report_success, self.report_failure)) # load the international trade missions db_result = db("SELECT rowid FROM ai_mission_international_trade WHERE settlement_manager = ?", settlement_manager.worldid) for (mission_id,) in db_result: self.missions.add(InternationalTrade.load(db, mission_id, self.report_success, self.report_failure))
def organize_shipping(self): """Try to send another ship to retrieve resources from one of the settlements we import from.""" source_settlement_manager = self._get_source_settlement_manager() if source_settlement_manager is None: return # no trade ships needed # need to get a ship chosen_ship = None for ship, ship_state in sorted(self.owner.ships.iteritems()): if ship_state is self.owner.shipStates.idle: chosen_ship = ship if chosen_ship is None: self.owner.request_ship() return # no available ships self.owner.start_mission(DomesticTrade(source_settlement_manager, self.settlement_manager, chosen_ship, self.owner.report_success, self.owner.report_failure)) self.ships_sent[source_settlement_manager.worldid] += 1