def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.unit_manager = UnitManager(self) self.combat_manager = CombatManager(self) self.strategy_manager = StrategyManager(self) self.behavior_manager = BehaviorManager(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self)
def __init(self): self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self)
def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self)
def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.unit_manager = UnitManager(self) self.combat_manager = CombatManager(self) self.strategy_manager = StrategyManager(self) self.behavior_manager = BehaviorManager(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self) SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
class AIPlayer(GenericAI): """This is the AI that builds settlements.""" shipStates = Enum.get_extended( GenericAI.shipStates, 'on_a_mission', ) log = logging.getLogger("ai.aiplayer") tick_interval = 32 tick_long_interval = 128 def __init__(self, session, id, name, color, clientid, difficulty_level, **kwargs): super(AIPlayer, self).__init__(session, id, name, color, clientid, difficulty_level, **kwargs) self.need_more_ships = False self.need_more_combat_ships = True self.need_feeder_island = False self.personality_manager = PersonalityManager(self) self.__init() Scheduler().add_new_object(Callback(self.finish_init), self, run_in=0) def start(self): """ Start the AI tick process. Try to space out their ticks evenly. """ ai_players = 0 position = None for player in self.world.players: if isinstance(player, AIPlayer): if player is self: position = ai_players ai_players += 1 run_in = self.tick_interval * position // ai_players + 1 Scheduler().add_new_object(Callback(self.tick), self, run_in=run_in) run_in = self.tick_long_interval * position // ai_players + 1 Scheduler().add_new_object(Callback(self.tick_long), self, run_in=run_in) def finish_init(self): # initialize the things that couldn't be initialized before because of the loading order self.refresh_ships() self.start() def refresh_ships(self): """ called when a new ship is added to the fleet """ for ship in self.world.ships: if ship.owner == self and ship.has_component( SelectableComponent) and ship not in self.ships: self.log.info('%s Added %s to the fleet', self, ship) self.ships[ship] = self.shipStates.idle if isinstance(ship, MovingWeaponHolder): ship.stance = NoneStance if isinstance(ship, FightingShip): self.combat_manager.add_new_unit(ship) self.need_more_ships = False self.need_more_combat_ships = False def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.unit_manager = UnitManager(self) self.combat_manager = CombatManager(self) self.strategy_manager = StrategyManager(self) self.behavior_manager = BehaviorManager(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self) SettlementRangeChanged.subscribe(self._on_settlement_range_changed) NewDisaster.subscribe(self.notify_new_disaster) MineEmpty.subscribe(self.notify_mine_empty) def get_random_profile(self, token): return BehaviorProfileManager.get_random_player_profile(self, token) def start_mission(self, mission): self.ships[mission.ship] = self.shipStates.on_a_mission self.missions.add(mission) mission.start() def report_success(self, mission, msg): if not self._enabled: return self.missions.remove(mission) if mission.ship and mission.ship in self.ships: self.ships[mission.ship] = self.shipStates.idle if isinstance(mission, FoundSettlement): settlement_manager = SettlementManager(self, mission.land_manager) self.settlement_managers.append(settlement_manager) self._settlement_manager_by_settlement_id[ settlement_manager.settlement.worldid] = settlement_manager self.add_building(settlement_manager.settlement.warehouse) if settlement_manager.feeder_island: self.need_feeder_island = False elif isinstance(mission, PrepareFoundationShip): self.settlement_founder.tick() def report_failure(self, mission, msg): if not self._enabled: return self.missions.remove(mission) if mission.ship and mission.ship in self.ships: self.ships[mission.ship] = self.shipStates.idle if isinstance(mission, FoundSettlement): del self.islands[mission.land_manager.island.worldid] def save(self, db): super(AIPlayer, self).save(db) # save the player db("UPDATE player SET client_id = 'AIPlayer' WHERE rowid = ?", self.worldid) current_callback = Callback(self.tick) calls = Scheduler().get_classinst_calls(self, current_callback) assert len(calls) == 1, "got %s calls for saving %s: %s" % ( len(calls), current_callback, calls) remaining_ticks = max(calls.values()[0], 1) current_callback_long = Callback(self.tick_long) calls = Scheduler().get_classinst_calls(self, current_callback_long) assert len(calls) == 1, "got %s calls for saving %s: %s" % ( len(calls), current_callback_long, calls) remaining_ticks_long = max(calls.values()[0], 1) db( "INSERT INTO ai_player(rowid, need_more_ships, need_more_combat_ships, need_feeder_island, remaining_ticks, remaining_ticks_long) VALUES(?, ?, ?, ?, ?, ?)", self.worldid, self.need_more_ships, self.need_more_combat_ships, self.need_feeder_island, remaining_ticks, remaining_ticks_long) # save the ships for ship, state in self.ships.iteritems(): db("INSERT INTO ai_ship(rowid, owner, state) VALUES(?, ?, ?)", ship.worldid, self.worldid, state.index) # save the land managers for land_manager in self.islands.itervalues(): land_manager.save(db) # save the settlement managers for settlement_manager in self.settlement_managers: settlement_manager.save(db) # save the missions for mission in self.missions: mission.save(db) # save the personality manager self.personality_manager.save(db) # save the unit manager self.unit_manager.save(db) # save the combat manager self.combat_manager.save(db) # save the strategy manager self.strategy_manager.save(db) # save the behavior manager self.behavior_manager.save(db) def _load(self, db, worldid): super(AIPlayer, self)._load(db, worldid) self.personality_manager = PersonalityManager.load(db, self) self.__init() self.need_more_ships, self.need_more_combat_ships, self.need_feeder_island, remaining_ticks, remaining_ticks_long = \ db("SELECT need_more_ships, need_more_combat_ships, need_feeder_island, remaining_ticks, remaining_ticks_long FROM ai_player WHERE rowid = ?", worldid)[0] Scheduler().add_new_object(Callback(self.tick), self, run_in=remaining_ticks) Scheduler().add_new_object(Callback(self.tick_long), self, run_in=remaining_ticks_long) 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 tick(self): Scheduler().add_new_object(Callback(self.tick), self, run_in=self.tick_interval) self.settlement_founder.tick() self.handle_enemy_expansions() self.handle_settlements() self.special_domestic_trade_manager.tick() self.international_trade_manager.tick() self.unit_manager.tick() self.combat_manager.tick() def tick_long(self): """ Same as above but used for reasoning that is not required to be called as often (such as diplomacy, strategy etc.) """ Scheduler().add_new_object(Callback(self.tick_long), self, run_in=self.tick_long_interval) self.strategy_manager.tick() def handle_settlements(self): goals = [] for goal in self.goals: if goal.can_be_activated: goal.update() goals.append(goal) for settlement_manager in self.settlement_managers: settlement_manager.tick(goals) goals.sort(reverse=True) settlements_blocked = set() # set([settlement_manager_id, ...]) for goal in goals: if not goal.active: continue if isinstance( goal, SettlementGoal ) and goal.settlement_manager.worldid in settlements_blocked: continue # can't build anything in this settlement result = goal.execute() if result == GOAL_RESULT.SKIP: self.log.info('%s, skipped goal %s', self, goal) elif result == GOAL_RESULT.BLOCK_SETTLEMENT_RESOURCE_USAGE: self.log.info( '%s blocked further settlement resource usage by goal %s', self, goal) settlements_blocked.add(goal.settlement_manager.worldid) goal.settlement_manager.need_materials = True else: self.log.info( '%s all further goals during this tick blocked by goal %s', self, goal) break # built something; stop because otherwise the AI could look too fast self.log.info('%s had %d active goals', self, sum(goal.active for goal in goals)) for goal in goals: if goal.active: self.log.info('%s %s', self, goal) # refresh taxes and upgrade permissions for settlement_manager in self.settlement_managers: settlement_manager.refresh_taxes_and_upgrade_permissions() def request_ship(self): self.log.info('%s received request for more ships', self) self.need_more_ships = True def request_combat_ship(self): self.log.info('%s received request for combat ships', self) self.need_more_combat_ships = True def add_building(self, building): assert self._enabled # if the settlement id is not present then this is a new settlement that has to be handled separately if building.settlement.worldid in self._settlement_manager_by_settlement_id: self._settlement_manager_by_settlement_id[ building.settlement.worldid].add_building(building) def remove_building(self, building): if not self._enabled: return self._settlement_manager_by_settlement_id[ building.settlement.worldid].remove_building(building) def remove_unit(self, unit): if not self._enabled: return if unit in self.ships: del self.ships[unit] self.combat_manager.remove_unit(unit) self.unit_manager.remove_unit(unit) def count_buildings(self, building_id): return sum( settlement_manager.settlement.count_buildings(building_id) for settlement_manager in self.settlement_managers) def notify_mine_empty(self, message): """The Mine calls this function to let the player know that the mine is empty.""" settlement = message.mine.settlement if settlement.owner is self: self._settlement_manager_by_settlement_id[ settlement.worldid].production_builder.handle_mine_empty( message.mine) def notify_new_disaster(self, message): settlement = message.building.settlement if settlement.owner is self: Scheduler().add_new_object(Callback( self._settlement_manager_by_settlement_id[ settlement.worldid].handle_disaster, message), self, run_in=0) def _on_settlement_range_changed(self, message): """Stores the ownership changes in a list for later processing.""" our_new_coords_list = [] settlement = message.sender for tile in message.changed_tiles: coords = (tile.x, tile.y) if settlement.owner is self: our_new_coords_list.append(coords) else: self.settlement_expansions.append((coords, settlement)) if our_new_coords_list and settlement.worldid in self._settlement_manager_by_settlement_id: self._settlement_manager_by_settlement_id[ settlement. worldid].production_builder.road_connectivity_cache.modify_area( our_new_coords_list) def handle_enemy_expansions(self): if not self.settlement_expansions: return # no changes in land ownership change_lists = defaultdict(lambda: []) for coords, settlement in self.settlement_expansions: if settlement.island.worldid not in self.islands: continue # we don't have a settlement there and have no current plans to create one change_lists[settlement.island.worldid].append(coords) self.settlement_expansions = [] if not change_lists: return # no changes in land ownership on islands we care about for island_id, changed_coords in change_lists.iteritems(): affects_us = False land_manager = self.islands[island_id] for coords in changed_coords: if coords in land_manager.production or coords in land_manager.village: affects_us = True break if not affects_us: continue # we weren't using that land anyway settlement_manager = None for potential_settlement_manager in self.settlement_managers: if potential_settlement_manager.settlement.island.worldid == island_id: settlement_manager = potential_settlement_manager break if settlement_manager is None: self.handle_enemy_settling_on_our_chosen_island(island_id) # we are on the way to found a settlement on that island else: # we already have a settlement there settlement_manager.handle_lost_area(changed_coords) def handle_enemy_settling_on_our_chosen_island(self, island_id): mission = None for a_mission in self.missions: if isinstance( a_mission, FoundSettlement ) and a_mission.land_manager.island.worldid == island_id: mission = a_mission break assert mission mission.cancel() self.settlement_founder.tick() @classmethod def load_abstract_buildings(cls, db): AbstractBuilding.load_all(db) @classmethod def clear_caches(cls): BasicBuilder.clear_cache() AbstractFarm.clear_cache() def __str__(self): return 'AI(%s/%s)' % ( self.name if hasattr(self, 'name') else 'unknown', self.worldid if hasattr(self, 'worldid') else 'none') def early_end(self): """Called to speed up session destruction.""" assert self._enabled self._enabled = False SettlementRangeChanged.unsubscribe(self._on_settlement_range_changed) NewDisaster.unsubscribe(self.notify_new_disaster) MineEmpty.unsubscribe(self.notify_mine_empty) def end(self): assert not self._enabled self.personality_manager = None self.world = None self.islands = None self.settlement_managers = None self._settlement_manager_by_settlement_id = None self.missions = None self.fishers = None self.settlement_founder = None self.unit_builder = None self.unit_manager = None self.behavior_manager = None self.combat_manager = None self.settlement_expansions = None self.goals = None self.special_domestic_trade_manager = None self.international_trade_manager = None self.strategy_manager.end() self.strategy_manager = None super(AIPlayer, self).end()
class AIPlayer(GenericAI): """This is the AI that builds settlements.""" shipStates = Enum.get_extended(GenericAI.shipStates, 'on_a_mission') log = logging.getLogger("ai.aiplayer") tick_interval = 32 def __init__(self, session, id, name, color, clientid, difficulty_level, **kwargs): super(AIPlayer, self).__init__(session, id, name, color, clientid, difficulty_level, **kwargs) self.need_more_ships = False self.need_feeder_island = False self.personality_manager = PersonalityManager(self) self.__init() Scheduler().add_new_object(Callback(self.finish_init), self, run_in = 0) def start(self): """ Start the AI tick process. Try to space out their ticks evenly. """ ai_players = 0 position = None for i in xrange(len(self.world.players)): player = self.world.players[i] if isinstance(player, AIPlayer): if player is self: position = ai_players ai_players += 1 Scheduler().add_new_object(Callback(self.tick), self, run_in = self.tick_interval * position / ai_players + 1) def finish_init(self): # initialise the things that couldn't be initialised before because of the loading order self.refresh_ships() self.start() def refresh_ships(self): """ called when a new ship is added to the fleet """ for ship in self.world.ships: if ship.owner == self and ship.has_component(SelectableComponent) and ship not in self.ships: self.log.info('%s Added %s to the fleet', self, ship) self.ships[ship] = self.shipStates.idle self.need_more_ships = False def __init(self): self._enabled = True # whether this player is enabled (currently disabled at the end of the game) self.world = self.session.world self.islands = {} self.settlement_managers = [] self._settlement_manager_by_settlement_id = {} self.missions = set() self.fishers = [] self.settlement_founder = SettlementFounder(self) self.unit_builder = UnitBuilder(self) self.settlement_expansions = [] # [(coords, settlement)] self.goals = [DoNothingGoal(self)] self.special_domestic_trade_manager = SpecialDomesticTradeManager(self) self.international_trade_manager = InternationalTradeManager(self) def start_mission(self, mission): self.ships[mission.ship] = self.shipStates.on_a_mission self.missions.add(mission) mission.start() def report_success(self, mission, msg): if not self._enabled: return self.missions.remove(mission) if mission.ship and mission.ship in self.ships: self.ships[mission.ship] = self.shipStates.idle if isinstance(mission, FoundSettlement): settlement_manager = SettlementManager(self, mission.land_manager) self.settlement_managers.append(settlement_manager) self._settlement_manager_by_settlement_id[settlement_manager.settlement.worldid] = settlement_manager self.add_building(settlement_manager.settlement.warehouse) if settlement_manager.feeder_island: self.need_feeder_island = False elif isinstance(mission, PrepareFoundationShip): self.settlement_founder.tick() def report_failure(self, mission, msg): if not self._enabled: return self.missions.remove(mission) if mission.ship and mission.ship in self.ships: self.ships[mission.ship] = self.shipStates.idle if isinstance(mission, FoundSettlement): del self.islands[mission.land_manager.island.worldid] def save(self, db): super(AIPlayer, self).save(db) # save the player db("UPDATE player SET client_id = 'AIPlayer' WHERE rowid = ?", self.worldid) current_callback = Callback(self.tick) calls = Scheduler().get_classinst_calls(self, current_callback) assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback, calls) remaining_ticks = max(calls.values()[0], 1) db("INSERT INTO ai_player(rowid, need_more_ships, need_feeder_island, remaining_ticks) VALUES(?, ?, ?, ?)", \ self.worldid, self.need_more_ships, self.need_feeder_island, remaining_ticks) # save the ships for ship, state in self.ships.iteritems(): db("INSERT INTO ai_ship(rowid, owner, state) VALUES(?, ?, ?)", ship.worldid, self.worldid, state.index) # save the land managers for land_manager in self.islands.itervalues(): land_manager.save(db) # save the settlement managers for settlement_manager in self.settlement_managers: settlement_manager.save(db) # save the missions for mission in self.missions: mission.save(db) # save the personality manager self.personality_manager.save(db) def _load(self, db, worldid): super(AIPlayer, self)._load(db, worldid) self.personality_manager = PersonalityManager.load(db, self) self.__init() self.need_more_ships, self.need_feeder_island, remaining_ticks = \ db("SELECT need_more_ships, need_feeder_island, remaining_ticks FROM ai_player WHERE rowid = ?", worldid)[0] Scheduler().add_new_object(Callback(self.tick), self, run_in = remaining_ticks) 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 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 tick(self): Scheduler().add_new_object(Callback(self.tick), self, run_in = self.tick_interval) self.settlement_founder.tick() self.handle_enemy_expansions() self.handle_settlements() self.special_domestic_trade_manager.tick() self.international_trade_manager.tick() def handle_settlements(self): goals = [] for goal in self.goals: if goal.can_be_activated: goal.update() goals.append(goal) for settlement_manager in self.settlement_managers: settlement_manager.tick(goals) goals.sort(reverse = True) settlements_blocked = set() # set([settlement_manager_id, ...]) for goal in goals: if not goal.active: continue if isinstance(goal, SettlementGoal) and goal.settlement_manager.worldid in settlements_blocked: continue # can't build anything in this settlement result = goal.execute() if result == GOAL_RESULT.SKIP: self.log.info('%s, skipped goal %s', self, goal) elif result == GOAL_RESULT.BLOCK_SETTLEMENT_RESOURCE_USAGE: self.log.info('%s blocked further settlement resource usage by goal %s', self, goal) settlements_blocked.add(goal.settlement_manager.worldid) goal.settlement_manager.need_materials = True else: self.log.info('%s all further goals during this tick blocked by goal %s', self, goal) break # built something; stop because otherwise the AI could look too fast self.log.info('%s had %d active goals', self, sum(goal.active for goal in goals)) for goal in goals: if goal.active: self.log.info('%s %s', self, goal) # refresh taxes and upgrade permissions for settlement_manager in self.settlement_managers: settlement_manager.refresh_taxes_and_upgrade_permissions() def request_ship(self): self.log.info('%s received request for more ships', self) self.need_more_ships = True def add_building(self, building): # if the id is not present then this is a new settlement that has to be handled separately if building.settlement.worldid in self._settlement_manager_by_settlement_id: self._settlement_manager_by_settlement_id[building.settlement.worldid].add_building(building) def remove_building(self, building): if not self._enabled: return self._settlement_manager_by_settlement_id[building.settlement.worldid].remove_building(building) def remove_unit(self, unit): if not self._enabled: return if unit in self.ships: del self.ships[unit] def count_buildings(self, building_id): return sum(settlement_manager.settlement.count_buildings(building_id) for settlement_manager in self.settlement_managers) def notify_unit_path_blocked(self, unit): self.log.warning("%s ship blocked (%s)", self, unit) def notify_mine_empty(self, mine): """The Mine calls this function to let the player know that the mine is empty.""" self._settlement_manager_by_settlement_id[mine.settlement.worldid].production_builder.handle_mine_empty(mine) def notify_new_disaster(self, message): super(AIPlayer, self).notify_new_disaster(message) Scheduler().add_new_object(Callback(self._settlement_manager_by_settlement_id[message.building.settlement.worldid].handle_disaster, message), self, run_in = 0) def on_settlement_expansion(self, settlement, coords): """ stores the ownership change in a list for later processing """ if settlement.owner is not self: self.settlement_expansions.append((coords, settlement)) def handle_enemy_expansions(self): if not self.settlement_expansions: return # no changes in land ownership change_lists = defaultdict(lambda: []) for coords, settlement in self.settlement_expansions: if settlement.island.worldid not in self.islands: continue # we don't have a settlement there and have no current plans to create one change_lists[settlement.island.worldid].append(coords) self.settlement_expansions = [] if not change_lists: return # no changes in land ownership on islands we care about for island_id, changed_coords in change_lists.iteritems(): affects_us = False land_manager = self.islands[island_id] for coords in changed_coords: if coords in land_manager.production or coords in land_manager.village: affects_us = True break if not affects_us: continue # we weren't using that land anyway settlement_manager = None for potential_settlement_manager in self.settlement_managers: if potential_settlement_manager.settlement.island.worldid == island_id: settlement_manager = potential_settlement_manager break if settlement_manager is None: self.handle_enemy_settling_on_our_chosen_island(island_id) # we are on the way to found a settlement on that island else: # we already have a settlement there settlement_manager.handle_lost_area(changed_coords) def handle_enemy_settling_on_our_chosen_island(self, island_id): mission = None for a_mission in self.missions: if isinstance(a_mission, FoundSettlement) and a_mission.land_manager.island.worldid == island_id: mission = a_mission break assert mission mission.cancel() self.settlement_founder.tick() @classmethod def load_abstract_buildings(cls, db): AbstractBuilding.load_all(db) @classmethod def clear_caches(cls): Builder.cache.clear() FarmEvaluator.clear_cache() def __str__(self): return 'AI(%s/%s)' % (self.name if hasattr(self, 'name') else 'unknown', self.worldid if hasattr(self, 'worldid') else 'none') def end(self): self._enabled = False self.personality_manager = None self.world = None self.islands = None self.settlement_managers = None self._settlement_manager_by_settlement_id = None self.missions = None self.fishers = None self.settlement_founder = None self.unit_builder = None self.settlement_expansions = None self.goals = None self.special_domestic_trade_manager = None self.international_trade_manager = None super(AIPlayer, self).end()