def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any(hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform(min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 30 (= one monster per 30 systems) to 3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.001 = 0.005) if monster_freq > 0 and random() < len(systems) / monster_freq * 0.001: #only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0] if not candidates: print >> sys.stderr, "Turn events: unable to find system for monster spawn" else: system = choice(candidates) print "...creating new", monster_type, "at", fo.get_name(system) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create new monster fleet" else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create monster in fleet" return True
def populate_monster_fleet(fleet_plan, system): """ Create a monster fleet in ''system'' according to ''fleet_plan'' """ # create monster fleet monster_fleet = fo.create_monster_fleet(system) if monster_fleet == fo.invalid_object(): raise MapGenerationError("Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) # add monsters to fleet for design in fleet_plan.ship_designs(): if fo.create_monster(design, monster_fleet) == fo.invalid_object(): raise MapGenerationError("Python generate_monsters: unable to create monster %s" % design) print "Spawn", fleet_plan.name(), "at", fo.get_name(system)
def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any( hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform( min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 1/30 (= one monster per 30 systems) to 1/3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.01 = 0.05) if monster_freq > 0 and random() < len(systems) * monster_freq * 0.01: #only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [ s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0 ] if not candidates: print >> sys.stderr, "Turn events: unable to find system for monster spawn" else: system = choice(candidates) print "...creating new", monster_type, "at", fo.get_name(system) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create new monster fleet" else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create monster in fleet" return True
def generate_monsters(monster_freq, systems): """ Adds space monsters to systems. """ # first, calculate the basic chance for monster generation in a system # based on the monster frequency that has been passed # get the corresponding value for the specified monster frequency from the universe tables inverse_monster_chance = fo.monster_frequency(monster_freq) # as the value in the universe table is higher for a lower frequency, we have to invert it # exception: a value of 0 means no monsters, in this case return immediately if inverse_monster_chance <= 0: return basic_chance = 1.0 / float(inverse_monster_chance) print "Default monster spawn chance:", basic_chance expectation_tally = 0.0 actual_tally = 0 # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it # (a monster fleet with no monsters in it is pointless) and store them with a spawn counter in a dict # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned fleet_plans = { fp: fp.spawn_limit() for fp in fo.load_monster_fleet_plan_list( "space_monster_spawn_fleets.txt") if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs() } # map nests to monsters for ease of reporting nest_name_map = dict( zip([ "KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL", "JUGGERNAUT_NEST_SPECIAL" ], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"])) tracked_plan_tries = {name: 0 for name in nest_name_map.values()} tracked_plan_counts = {name: 0 for name in nest_name_map.values()} tracked_plan_valid_locations = { fp: 0 for fp, limit in fleet_plans.iteritems() if fp.name() in tracked_plan_counts } tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map} if not fleet_plans: return # dump a list of all monster fleets meeting these conditions and their properties to the log print "Monster fleets available for generation at game start:" for fleet_plan in fleet_plans: print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate( ), print "/ spawn limit", fleet_plan.spawn_limit(), print "/ effective chance", basic_chance * fleet_plan.spawn_rate(), if len(systems) < 1000: print "/ can be spawned at", len( [s for s in systems if fleet_plan.location(s)]), "systems" else: print # to terminate the print line if fleet_plan.name() in nest_name_map.values(): statistics.tracked_monsters_chance[ fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate() # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at # the system and which hasn't already been added too many times, then attempt to add that monster fleet by # testing the spawn rate chance for system in systems: # collect info for tracked monster nest valid locations for planet in fo.sys_get_planets(system): for nest in tracked_nest_valid_locations: #print "\t tracked monster check planet: %d size: %s for nest: %20s | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet)) if fo.special_location(nest, planet): tracked_nest_valid_locations[nest] += 1 # collect info for tracked monster valid locations for fp in tracked_plan_valid_locations: if fp.location(system): tracked_plan_valid_locations[fp] += 1 # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0 suitable_fleet_plans = [ fp for fp, counter in fleet_plans.iteritems() if counter and fp.location(system) ] # if there are no suitable monster fleets for this system, continue with the next if not suitable_fleet_plans: continue # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet expectation_tally += basic_chance * sum( [fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans) fleet_plan = random.choice(suitable_fleet_plans) if fleet_plan.name() in tracked_plan_tries: tracked_plan_tries[fleet_plan.name()] += 1 if random.random() > basic_chance * fleet_plan.spawn_rate(): print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % ( system, fleet_plan.name(), len(suitable_fleet_plans)) # no, test failed, continue with the next system continue actual_tally += 1 if fleet_plan.name() in tracked_plan_counts: tracked_plan_counts[fleet_plan.name()] += 1 # all prerequisites and the test have been met, now spawn this monster fleet in this system print "Spawn", fleet_plan.name(), "at", fo.get_name(system) # decrement counter for this monster fleet fleet_plans[fleet_plan] -= 1 # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error and try to continue with next system if monster_fleet == fo.invalid_object(): util.report_error( "Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) continue # add monsters to fleet for design in fleet_plan.ship_designs(): # create monster, if creation fails, report an error and try to continue with the next design if fo.create_monster(design, monster_fleet) == fo.invalid_object(): util.report_error( "Python generate_monsters: unable to create monster %s" % design) print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % ( actual_tally, expectation_tally) # finally, compile some statistics to be dumped to the log later statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in fleet_plans.iteritems()] statistics.tracked_monsters_tries.update(tracked_plan_tries) statistics.tracked_monsters_summary.update(tracked_plan_counts) statistics.tracked_monsters_location_summary.update([ (fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems() ]) statistics.tracked_nest_location_summary.update([ (nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items() ])
def generate_monsters(monster_freq, systems): """ Adds space monsters to systems. """ # first, calculate the basic chance for monster generation in a system # based on the monster frequency that has been passed # get the corresponding value for the specified monster frequency from the universe tables basic_chance = universe_tables.MONSTER_FREQUENCY[monster_freq] # a value of 0 means no monsters, in this case return immediately if basic_chance <= 0: return print "Default monster spawn chance:", basic_chance expectation_tally = 0.0 actual_tally = 0 # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it # (a monster fleet with no monsters in it is pointless) and store them in a list fleet_plans = fo.load_monster_fleet_plan_list() # create a map where we store a spawn counter for each monster fleet # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned # this map (dict) needs to be separate from the list holding the fleet plans because the order in which items # are stored in a dict is undefined (can be different each time), which would result in different distribution # even when using the same seed for the RNG spawn_limits = {fp: fp.spawn_limit() for fp in fleet_plans if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs()} # map nests to monsters for ease of reporting nest_name_map = dict(zip(["KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL", "JUGGERNAUT_NEST_SPECIAL"], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"])) tracked_plan_tries = {name: 0 for name in nest_name_map.values()} tracked_plan_counts = {name: 0 for name in nest_name_map.values()} tracked_plan_valid_locations = {fp: 0 for fp in fleet_plans if fp.name() in tracked_plan_counts} tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map} if not fleet_plans: return # dump a list of all monster fleets meeting these conditions and their properties to the log print "Monster fleets available for generation at game start:" for fleet_plan in fleet_plans: print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(), print "/ spawn limit", fleet_plan.spawn_limit(), print "/ effective chance", basic_chance * fleet_plan.spawn_rate(), if len(systems) < 1000: print "/ can be spawned at", len([s for s in systems if fleet_plan.location(s)]), "systems" else: print # to terminate the print line if fleet_plan.name() in nest_name_map.values(): statistics.tracked_monsters_chance[fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate() # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at # the system and which hasn't already been added too many times, then attempt to add that monster fleet by # testing the spawn rate chance for system in systems: # collect info for tracked monster nest valid locations for planet in fo.sys_get_planets(system): for nest in tracked_nest_valid_locations: #print "\t tracked monster check planet: %d size: %s for nest: %20s | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet)) if fo.special_location(nest, planet): tracked_nest_valid_locations[nest] += 1 # collect info for tracked monster valid locations for fp in tracked_plan_valid_locations: if fp.location(system): tracked_plan_valid_locations[fp] += 1 # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0 suitable_fleet_plans = [fp for fp in fleet_plans if spawn_limits[fp] and fp.location(system)] # if there are no suitable monster fleets for this system, continue with the next if not suitable_fleet_plans: continue # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet expectation_tally += basic_chance * sum([fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans) fleet_plan = random.choice(suitable_fleet_plans) if fleet_plan.name() in tracked_plan_tries: tracked_plan_tries[fleet_plan.name()] += 1 if random.random() > basic_chance * fleet_plan.spawn_rate(): print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % (system, fleet_plan.name(), len(suitable_fleet_plans)) # no, test failed, continue with the next system continue actual_tally += 1 if fleet_plan.name() in tracked_plan_counts: tracked_plan_counts[fleet_plan.name()] += 1 # all prerequisites and the test have been met, now spawn this monster fleet in this system print "Spawn", fleet_plan.name(), "at", fo.get_name(system) # decrement counter for this monster fleet spawn_limits[fleet_plan] -= 1 # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error and try to continue with next system if monster_fleet == fo.invalid_object(): util.report_error("Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) continue # add monsters to fleet for design in fleet_plan.ship_designs(): # create monster, if creation fails, report an error and try to continue with the next design if fo.create_monster(design, monster_fleet) == fo.invalid_object(): util.report_error("Python generate_monsters: unable to create monster %s" % design) print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (actual_tally, expectation_tally) # finally, compile some statistics to be dumped to the log later statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in spawn_limits.iteritems()] statistics.tracked_monsters_tries.update(tracked_plan_tries) statistics.tracked_monsters_summary.update(tracked_plan_counts) statistics.tracked_monsters_location_summary.update([(fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems()]) statistics.tracked_nest_location_summary.update([(nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items()])
def execute_turn_events(): print("Executing turn events for turn", fo.current_turn()) # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 field_types = [ "FLD_MOLECULAR_CLOUD", "FLD_ION_STORM", "FLD_NANITE_SWARM", "FLD_METEOR_BLIZZARD", "FLD_VOID_RIFT" ] if random() < max(0.00015 * radius, 0.03): field_type = choice(field_types) size = 5.0 x = y = radius dist_from_center = uniform(0.35, 1.0) * radius angle = random() * 2.0 * pi x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print("...creating new", field_type, "field, at distance", dist_from_center, "from center") if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print("Turn events: couldn't create new field", file=sys.stderr) # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 1/30 (= one monster per 30 systems) to 1/3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.01 = 0.05) if monster_freq > 0 and random() < len(systems) * monster_freq * 0.01: # only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [ s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0 ] if not candidates: print("Turn events: unable to find system for monster spawn", file=sys.stderr) else: system = choice(candidates) print("...creating new", monster_type, "at", fo.get_name(system)) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print("Turn events: unable to create new monster fleet", file=sys.stderr) else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print("Turn events: unable to create monster in fleet", file=sys.stderr) return True