Exemplo n.º 1
0
    def do(self, action):
        # We are going to have to modify the object so lets load it
        obj = Object(self.oid)

        # Work out what the maximum speed of this object is
        speed = obj.speed()

        xd, yd, zd = self.pos[0] - obj.posx, self.pos[1] - obj.posy, self.pos[
            2] - obj.posz

        if action == 'finalise':
            # Make sure that we haven't missed the object
            if (obj.velx, obj.vely, obj.velz) != (0, 0, 0):
                if xd * obj.velx < 0 or yd * obj.vely < 0 or zd * obj.velz < 0:
                    print "Object %i (%s) has overshot destination %s to (%i, %i, %i)" % \
                     (obj.id, obj.name, self.pos, obj.velx, obj.vely, obj.velz)
                    obj.posx, obj.posy, obj.posz = self.pos
                    ReparentOne(obj)
                    obj.save()

            # Have we reached our destination?
            if self.pos == (obj.posx, obj.posy, obj.posz):
                print "Object %i (%s) has arrived at destination (%i, %i, %i)" % \
                  (obj.id, obj.name, obj.posx, obj.posy, obj.posz)
                obj.velx = obj.vely = obj.velz = 0
                obj.save()

                self.remove()

                # Send a message to the owner that the object has arrived...
                message = Message()
                message.bid = obj.owner
                message.slot = -1
                message.subject = "%s arrived" % obj.name
                message.body = """%s has arrive at it's destination (%i, %i, %i).""" % \
                     (obj.name, obj.posx, obj.posy, obj.posz)
                message.insert()
            return

        elif action == 'prepare':
            distance = math.sqrt(xd**2 + yd**2 + zd**2)

            if distance == 0:
                return

            # Set the velocity so we are moving towards self.pos at speed
            velx = away(closest(speed * xd / distance, xd))
            vely = away(closest(speed * yd / distance, yd))
            velz = away(closest(speed * zd / distance, zd))

            if (velx, vely, velz) != (obj.velx, obj.vely, obj.velz):
                print "Setting velocity of object %i to %r currently at %r destination %r" % (
                    obj.id, (velx, vely, velz),
                    (obj.posx, obj.posy, obj.posz), self.pos)
                obj.velx, obj.vely, obj.velz = velx, vely, velz
                obj.save()
            return
        else:
            raise Exception("Unknown action!")
Exemplo n.º 2
0
	def do(self, action):
		# We are going to have to modify the object so lets load it
		obj = Object(self.oid)

		# Work out what the maximum speed of this object is
		speed = obj.speed()

		xd, yd, zd = self.pos[0] - obj.posx, self.pos[1] - obj.posy, self.pos[2] - obj.posz

		if action == 'finalise':
			# Make sure that we haven't missed the object
			if (obj.velx, obj.vely, obj.velz) != (0,0,0):
				if xd*obj.velx < 0 or yd*obj.vely < 0 or zd*obj.velz < 0:
					print "Object %i (%s) has overshot destination %s to (%i, %i, %i)" % \
						(obj.id, obj.name, self.pos, obj.velx, obj.vely, obj.velz)
					obj.posx, obj.posy, obj.posz = self.pos
					ReparentOne(obj)
					obj.save()
	
			# Have we reached our destination?
			if self.pos == (obj.posx, obj.posy, obj.posz):
				print "Object %i (%s) has arrived at destination (%i, %i, %i)" % \
						(obj.id, obj.name, obj.posx, obj.posy, obj.posz)
				obj.velx = obj.vely = obj.velz = 0
				obj.save()
				
				self.remove()
	
				# Send a message to the owner that the object has arrived...
				message = Message()
				message.bid = obj.owner
				message.slot = -1
				message.subject = "%s arrived" % obj.name
				message.body = """%s has arrive at it's destination (%i, %i, %i).""" % \
									(obj.name, obj.posx, obj.posy, obj.posz)
				message.insert()
			return
		
		elif action == 'prepare':
			distance = math.sqrt(xd**2 + yd**2 + zd**2)
			
			if distance == 0:
				return
	
			# Set the velocity so we are moving towards self.pos at speed
			velx = away(closest(speed * xd/distance, xd))
			vely = away(closest(speed * yd/distance, yd))
			velz = away(closest(speed * zd/distance, zd))
			
			if (velx, vely, velz) != (obj.velx, obj.vely, obj.velz):
				print "Setting velocity of object %i to %r currently at %r destination %r" % (obj.id, 
					(velx, vely, velz),
					(obj.posx, obj.posy, obj.posz),
					self.pos)
				obj.velx, obj.vely, obj.velz = velx, vely, velz
				obj.save()
			return
		else:
			raise Exception("Unknown action!")
	def do(self):
		# We need the original fleet
		fleet1 = Object(self.oid)
		
		# We need the other fleet
		if self.fleet != -1:
			fleet2 = Object(self.fleet)

		message = Message()
		message.slot = -1
		message.bid = fleet1.owner
		message.subject = "Merge Fleet failed."
		
		# Check the other object is actually a fleet...
		if self.fleet == -1 or fleet2.type.endswith('Fleet'):
			# Send message about the owner not matching...
			message.body = """\
The merge failed (of %s) because the merge target wasn't a fleet!
The merge order has been removed.
""" % (fleet1.name)
			message.insert()
			
			self.remove()
			return

		# Check they have the same owner :)
		if fleet1.owner != fleet2.owner:
			# Send message about the owner not matching...
			message.body = """\
The merge between %s and %s failed because you didn't own both fleets.
The merge order has been removed.
""" % (fleet1.name, fleet2.name)
			message.insert()
			
			self.remove()
			return
		
		# Check they are at the same position
		if (fleet1.posx, fleet1.posy, fleet1.posz) != (fleet2.posx, fleet2.posy, fleet2.posz):
			return

		# Merge the fleets
		for type, number in fleet1.ships.items():
			if fleet2.ships.has_key(type):
				fleet2.ships[type] += number
			else:
				fleet2.ships[type] = number
				
			del fleet1.ships[type]

		fleet1.save()
		# Remove the other fleet
		fleet2.remove()

		self.remove()
Exemplo n.º 4
0
	def do(self):
		builder = Object(self.oid)

		if not hasattr(builder, "owner"):
			print "Could not do a build order because it was on an unownable object."
			self.remove()
		
		if self.turns() > 1:
			# Add another year to worked...
			self.worked += 1
			print "Worked %s, %s left until built." % (self.worked, self.turns())
			self.save()
			return
			
		# Build new fleet object
		fleet = Object(type='tp.server.rules.minisec.objects.Fleet')

		# Type Fleet
		fleet.parent = builder.id
		fleet.posx = builder.posx
		fleet.posy = builder.posy
		fleet.posz = builder.posz
		fleet.size = 1
		fleet.owner = builder.owner
		fleet.ships = self.ships
		fleet.insert()
		fleet.name = self.name
		fleet.save()

		message = Message()
		message.slot = -1
		message.bid = builder.owner
		message.subject = "Fleet built"
		
		message.body = """\
A new fleet (%s) has been built and is orbiting %s.
It consists of:
""" % (fleet.name, builder.name)

		for type, number in fleet.ships.items():
			if number > 1:
				message.body += "%s %ss" % (number, Fleet.ship_types[type])
			else:
				message.body += "%s %s" % (number, Fleet.ship_types[type])

		message.insert()

		self.remove()
	def player(self, username, password, email='Unknown', comment=''):
		"""
		--player <game> <username> <password> [<email>, <comment>]
			Create a player for this game.

			The default function creates a new user, a board for the user and adds a
			welcome message. It returns the newly created user object.
		"""
		dbconn.use(self.game)

		trans = dbconn.begin()
		try:

			user = User()
			user.username = username
			user.password = password
			user.email    = email
			user.comment  = comment
			user.save()

			board = Board()
			board.id = user.id
			board.name = "Private message board for %s" % username
			board.desc = """\
This board is used so that stuff you own (such as fleets and planets) \
can inform you of what is happening in the universe. \
"""
			board.insert()

			# Add the first message
			message = Message()
			message.bid = user.id
			message.slot = -1
			message.subject = "Welcome to the Universe!"
			message.body = """\
Welcome, %s, to the python Thousand Parsec server. Hope you have fun! \
\
This game is currently playing version %s of %s.
""" % (username, self.version, self.name)
			message.insert()

			trans.commit()
			return user
		except:
			trans.rollback()
			raise
    def player(self, username, password, email='Unknown', comment=''):
        """
		--player <game> <username> <password> [<email>, <comment>]
			Create a player for this game.

			The default function creates a new user, a board for the user and adds a
			welcome message. It returns the newly created user object.
		"""
        dbconn.use(self.game)

        trans = dbconn.begin()
        try:

            user = User()
            user.username = username
            user.password = password
            user.email = email
            user.comment = comment
            user.save()

            board = Board()
            board.id = user.id
            board.name = "Private message board for %s" % username
            board.desc = """\
This board is used so that stuff you own (such as fleets and planets) \
can inform you of what is happening in the universe. \
"""
            board.insert()

            # Add the first message
            message = Message()
            message.bid = user.id
            message.slot = -1
            message.subject = "Welcome to the Universe!"
            message.body = """\
Welcome, %s, to the python Thousand Parsec server. Hope you have fun! \
\
This game is currently playing version %s of %s.
""" % (username, self.version, self.name)
            message.insert()

            trans.commit()
            return user
        except:
            trans.rollback()
            raise
Exemplo n.º 7
0
	def do(self):
		builder = Object(self.oid)

		# FIXME: Check that this is a planet
		# FIXME: Check that this planet has the headquarter resource
		if False:
			print "Could not do a build order because it was on a planet headquaters. (This should not happen.)"
			self.remove()

		# Check that there are enough components to build this ship...
			
		# Build new fleet object
		fleet = Object(type='tp.server.rules.minisec.objects.Fleet')

		# Check if there is a design which matches this amount of components. If not create it...

		# Type Fleet
		fleet.parent = builder.id
		fleet.posx = builder.posx
		fleet.posy = builder.posy
		fleet.posz = builder.posz
		fleet.size = 1
		fleet.owner = builder.owner
		fleet.ships = self.ships
		fleet.insert()
		fleet.name = self.name
		fleet.save()

		message = Message()
		message.slot = -1
		message.bid = builder.owner
		message.subject = "Fleet built"
		
		message.body = """\
A new ship (%s) has been built and is orbiting %s.
""" % (fleet.name, builder.name)

		message.insert()

		self.remove()
Exemplo n.º 8
0
def do(top):
	owners = {}
	def h(obj, owners=owners):
		if hasattr(obj, "owner") and obj.owner > 0:
			owners[obj.owner] = None

	WalkUniverse(top, "after", h)
	if len(owners.keys()) == 1:
		winner = owners.keys()[0]
		print "It seems that %i is the only player left so must be the winner!" % winner
		
		m = Message()
		m.bid = winner
		m.slot = -1
		m.subject = "Yay!"
		m.body = """\
<h1>You are the undisputed ruler of the universe!</h1>
You have crushed all your enemies and now only you remain.
It's a lonely place at the top but you'll live."""
		m.insert()
	else:
		print "The following players still have objects in the universe", owners.keys()
Exemplo n.º 9
0
def do(top):
    owners = {}

    def h(obj, owners=owners):
        if hasattr(obj, "owner") and obj.owner > 0:
            owners[obj.owner] = None

    WalkUniverse(top, "after", h)
    if len(owners.keys()) == 1:
        winner = owners.keys()[0]
        print "It seems that %i is the only player left so must be the winner!" % winner

        m = Message()
        m.bid = winner
        m.slot = -1
        m.subject = "Yay!"
        m.body = """\
<h1>You are the undisputed ruler of the universe!</h1>
You have crushed all your enemies and now only you remain.
It's a lonely place at the top but you'll live."""
        m.insert()
    else:
        print "The following players still have objects in the universe", owners.keys(
        )
Exemplo n.º 10
0
	def do(self):
		# We are going to have to modify the object so lets load it
		fleet = Object(self.oid)
		planet = Object(self.target)

		# Do checks :)
		message = Message()
		message.slot = -1
		message.bid = fleet.owner
		message.subject = "Colonise failed."

		if planet.posx != fleet.posx or planet.posy != fleet.posy or planet.posz != planet.posz:
			print "Colonise of Planet %s (%s) (by %s-%s) failed. The fleet was not orbiting the planet!" % (planet.id, planet.name, fleet.id, fleet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s was not orbiting the planet.<br>
The order has been removed.""" % (planet.name, fleet.name)
			message.insert()

			self.remove()
			return	
	
		if not planet.type.endswith('Planet'):
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s not a planet!" % (planet.id, planet.name, fleet.id, fleet.name, planet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s is not a Planet!<br>
The order has been removed.""" % (planet.name, planet.name)
			message.insert()

			self.remove()
			return

		if not planet.owner in (-1, 0):
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s is owned by %s." % (planet.id, planet.name, fleet.id, fleet.name, planet.name, planet.owner)
			message.body = """\
Colonise of %s <b>failed</b> because %s is already colonised by %s!<br>
You can decolonised the planet by bombing the bejesus out of it.
The order has been removed.""" % (planet.name, planet.name, planet.owner)
			message.insert()

			self.remove()
			return

		if not fleet.ships.has_key(Frigate) or fleet.ships[Frigate] < 1:
			print "Colonise of Planet %s (%s) (by %s-%s) failed. %s has no frigates." % (planet.id, planet.name, fleet.id, fleet.name, fleet.name)
			message.body = """\
Colonise of %s <b>failed</b> because %s does not have any Frigates!<br>
The order has been removed.""" % (planet.name, fleet.name)
			message.insert()

			self.remove()
			return

		print "Colonise of Planet %s (%s) (by %s-%s) succeeded." % (planet.id, planet.name, fleet.id, fleet.name)
		message.subject = "Colonise success."
		message.body = """\
Colonisation of %s <b>succeded</b>.""" % (planet.name,)
		message.insert()
		
		planet.owner = fleet.owner
		fleet.ships[Frigate] -= 1

		planet.save()
		fleet.save()

		self.remove()