def initialise(self):
		"""\
		Minisec 
		"""
		dbconn.use(self.game)

		trans = dbconn.begin()
		try:
			RulesetBase.initialise(self)

			# Need to create the top level universe object...
			universe = Object(type='tp.server.rules.base.objects.Universe')
			universe.id     = 0
			universe.name   = "The Universe"
			universe.size   = SIZE
			universe.parent = 0
			universe.posx   = 0
			universe.posy   = 0
			universe.turn   = 0
			universe.insert()

			trans.commit()
		except:
			trans.rollback()
			raise
	def player(self, username, password, email='Unknown', comment='A Minisec Player'):
		"""\
		Create a Solar System, Planet, and initial Fleet for the player, positioned randomly within the Universe.
		"""
		dbconn.use(self.game)
	
		trans = dbconn.begin()
		try:
			user = RulesetBase.player(self, username, password, email, comment)

			# FIXME: Hack! This however means that player x will always end up in the same place..
			r = random.Random()
			r.seed(user.id)

			pos = r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000

			system = Object(type='tp.server.rules.base.objects.System')
			system.name = "%s Solar System" % username
			system.parent = 0
			system.size = r.randint(800000, 2000000)
			(system.posx, system.posy, junk) = pos
			ReparentOne(system)
			system.owner = user.id
			system.save()

			planet = Object(type='tp.server.rules.timtrader.objects.Planet')
			planet.name = "%s Planet" % username
			planet.parent = system.id
			planet.size = 100
			planet.posx = system.posx+r.randint(1,100)*1000
			planet.posy = system.posy+r.randint(1,100)*1000
			planet.owner = user.id

			# Get the player's planet object and add the empire capital
			planet.resources_add(Resource.byname('Header Quarter'), 1)
			planet.resources_add(Resource.byname('Credit'), 10000)

			planet.save()

			fleet = Object(type='tp.server.rules.minisec.objects.Fleet')
			fleet.parent = planet.id
			fleet.size = 3
			fleet.name = "%s First Fleet" % username
			fleet.ships = {1:3}
			(fleet.posx, fleet.posy, fleet.posz) = (planet.posx, planet.posy, planet.posz)
			fleet.owner = user.id
			fleet.save()

			trans.commit()
		except:
			trans.rollback()
			raise
	def initialise(self, seed=None):
		"""\
		TIM Trader
		"""
		trans = dbconn.begin()
		try:
			RulesetBase.initialise(self)

			# Need to create the top level universe object...
			universe = Object(type='tp.server.rules.base.objects.Universe')
			universe.id     = 0
			universe.name   = "The Universe"
			universe.size   = SIZE
			universe.parent = 0
			universe.posx   = 0
			universe.posy   = 0
			universe.turn   = 0
			universe.insert()

			# Create all the resources, they consist of,
			#   - One resource for each resource specified in resources.csv
			#   - One resource for each factory specified  in prodcon.csv
			reader = csv.DictReader(open(os.path.join(self.files, "resources.csv"), "r"))
			for row in reader:
				if row['namesingular'] is '':
					continue

				r = Resource()
				for name, cell in row.iteritems():
					if cell is '':
						continue
					try:
						setattr(r, name, convert(getattr(Resource.table.c, name), cell))
					except AttributeError, e:
						# FIXME: These shouldn't really occur...
						pass

				r.transportable = bool(row['transportable'])

				r.insert()

			import ProducersConsumers
			for factory in ProducersConsumers.loadfile(os.path.join(self.files, "prodcon.csv")):
				# FIXME: Make these auto generated resources much nicer...
				# Ignore the special case factories which are also goods.
				try:
					r = Resource(Resource.byname(factory.name))
					r.desc += "\n"
				except NoSuch:
					r = Resource()
					r.namesingular = factory.name
					r.nameplural   = factory.name
					r.desc         = ""				
					r.weight = 1000
					r.size   = 1000

				r.desc  += "Converts"
				for product in factory.products:
					# FIXME: Should also display if usage of this resource is required to grow....
					r.desc += "\n\t%s -> %s" % product

				r.products = factory.products
				r.save()

			trans.commit()
	def populate(self, seed, system_min, system_max, planet_min, planet_max):
		"""\
		--populate <game> <random seed> <min systems> <max systems> <min planets> <max planets>
		
			Populate a universe with a number of systems and planets.
			The number of systems in the universe is dictated by min/max systems.
			The number of planets per system is dictated by min/max planets.
		"""
		# Convert arguments to integers
		seed, system_min, system_max, planet_min, planet_max = (int(seed), int(system_min), int(system_max), int(planet_min), int(planet_max))

		dbconn.use(self.game)
		trans = dbconn.begin()
		try:
			RulesetBase.populate(self, seed)

			r = Resource(Resource.byname('Ship Parts Factory'))

			# FIXME: Assuming that the Universe and the Galaxy exist.
			r = random.Random()
			r.seed(seed)

			# Create the actual systems and planets.
			for i in range(0, r.randint(system_min, system_max)):
				pos = r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000, r.randint(SIZE*-1, SIZE)*1000
				
				# Add system
				system = Object(type='tp.server.rules.base.objects.System')
				system.name = "System %s" % i
				system.size = r.randint(800000, 2000000)
				system.posx = pos[0]
				system.posy = pos[1]
				system.insert()
				ReparentOne(system)
				system.save()
				print "Created system (%s) with the id: %i" % (system.name, system.id)
				
				# In each system create a number of planets
				for j in range(0, r.randint(planet_min, planet_max)):
					planet = Object(type='tp.server.rules.timtrader.objects.Planet')
					planet.name = "Planet %i in %s" % (j, system.name)
					planet.size = r.randint(1000, 10000)
					planet.parent = system.id
					planet.posx = pos[0]+r.randint(1,100)*1000
					planet.posy = pos[1]+r.randint(1,100)*1000
					planet.insert()
					print "Created planet (%s) with the id: %i" % (planet.name, planet.id)

					# FIXME: Add minerals Iron, Uranium
					mine = False
					for mineral in minerals:
						# Does this planet have this mineral
						if r.random()*100 > mineral.probability:
							# Add a smattering of minerals 
							planet.resources_add(id, r.randint(0, mineral.density), Planet.MINEABLE)
							mine = True

					# Add a mine to each planet which has minerals
					if mine:
						planet.resources_add(Resource.byname('Mine'), 1, Planet.ACCESSABLE)
						
					# FIXME: Add growing resources
					for grow in growing:
						if r.random()*100 > grow.probability:
							# Add a smattering of breeding grounds
							planet.resources_add(Resource.byname(''), 1, Planet.ACCESSABLE)
							
							# Add a smattering of the same stocks
							planet.resources_add(Resource.byname(''), r.randint(0, grow.density), Planet.MINEABLE)
						

							# Add 1 fishery/slaughter house to each location

					# FIXME: Add a other industries in random locations
					for factory in factories:
						pass

					# FIXME: Add a bunch of cities					
					planet.save()

			trans.commit()
		except:
			trans.rollback()
			raise