Exemplo n.º 1
0
def launch_waves_around_area(fgname, faction, type, ai, nr_ships, nr_waves, r1, r2, pos, logo="", useani=1, skipdj=0):
    pos = (
        (pos[0] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)),
        (pos[1] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)),
        (pos[2] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)),
    )
    return launch(fgname, faction, type, ai, nr_ships, nr_waves, pos, logo, useani, skipdj)
 def teleportNPC (self,un):
     pos=un.Position()
     rsiz = un.rSize()
     size=4*rsiz
     sig = unit.getSignificant (vsrandom.randrange(0,50),0,0)
     if (not sig):
         return
     nam = sig.getName()
     if (nam.find ("lackhole")!=-1):
         return
     targetpos = sig.Position()
     arad = sig.rSize()*2+size
     targetpos = Vector.Add(targetpos,(vsrandom.uniform(arad,arad*1.5),
                                       vsrandom.uniform(arad,arad*1.5),
                                       vsrandom.uniform(arad,arad*1.5)))
     targetpos = VS.SafeEntrancePoint (targetpos,rsiz)
     if (size<1000):
         size=1000
     print "kill"
     print un.getName()
     un.SetCurPosition(targetpos)
     VS.playAnimation("warp.ani",pos,size)
     VS.playSound("cloak.wav",pos,(1,0,0))
     VS.playAnimation("warp.ani",targetpos,size)        
     VS.playSound("cloak.wav",targetpos,(1,0,0))
Exemplo n.º 3
0
def launch_waves_in_area(fgname, faction, type, ai, nr_ships, nr_waves, radius, pos, logo="", useani=1, skipdj=0):
    pos = (
        pos[0] + vsrandom.uniform((-radius) // 2, radius / 2.0),
        pos[1] + vsrandom.uniform((-radius) // 2, radius / 2.0),
        pos[2] + vsrandom.uniform((-radius) // 2, radius / 2.0),
    )
    un = launch(fgname, faction, type, ai, nr_ships, nr_waves, pos, logo, useani, skipdj)
Exemplo n.º 4
0
def launchUnits(sys):
    print "Launching units for "+sys
    import faction_ships
    import launch_recycle
    import universe
    sig_units=universe.significantUnits()
    ownerfac= VS.GetGalaxyFaction(sys)
    jumpcount=0
    planetcount=0
#    asteroidcount=0
    basecount=0
    farlen=0
    for sig in sig_units:
      if sig.isJumppoint():
         jumpcount+=1
      elif sig.isPlanet():
         planetcount+=1
#      elif sig.isAsteroid():
#         asteroidcount+=1
      else:
         basecount+=1
      tmplen=Vector.Mag(sig.Position())
      if tmplen>farlen:
          farlen=tmplen

    for factionnum in range(0,faction_ships.getMaxFactions()-1):
      faction=faction_ships.intToFaction(factionnum)
      fglist=filterLaunchedFGs(FGsInSystem(faction,sys))
      isHostile=VS.GetRelation(ownerfac,faction)<0
      isForeign=faction.find(ownerfac)==-1
      
      if isForeign:
        if basecount+jumpcount:
           frac=len(fglist)/float(basecount+jumpcount)
        else:
           frac=0.0
      else:
        if basecount+planetcount+jumpcount:
           frac=len(fglist)/float(planetcount+basecount+jumpcount)
        else:
           frac=0.0
      if isHostile:
         for flightgroup in fglist:
            X=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            Y=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            Z=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            typenumbers=ShipsInFG(flightgroup,faction)
            #print "Really Far Apart around "+"  "+str(X)+"  "+str(Y)+"  "+str(Z)+" and 10000"
            debug.debug(" launching "+str(typenumbers) +" for "+faction+" at "+str((X,Y,Z)))
            launch_recycle.launch_types_around(flightgroup,faction,typenumbers,'default',1,(X,Y,Z),0,'','',1,10000)
      else:
         for flightgroup in fglist:
            #jp = sig.isJumppoint()
            #if sig.isPlanet() or not isForeign:
            sig = sig_units[vsrandom.randrange(0,len(sig_units))]
            typenumbers=ShipsInFG(flightgroup,faction)
            debug.debug(" XXlaunching "+str(typenumbers) +" for "+faction)

            print "LALALAUNCHING "+str(typenumbers)+" t "+sig.getName()+":"+sig.getFullname()
            launch_recycle.launch_types_around(flightgroup,faction,typenumbers,'default',sig.rSize()*vsrandom.randrange(10,100),sig,0,'','',1,10000)
Exemplo n.º 5
0
 def reposition(un,playa,min_distance,vel):
     ex=(vsrandom.uniform(-1,1),vsrandom.uniform(-1,1),vsrandom.uniform(-1,1))
     if vel[0]==0 and vel[1]==0 and vel[2]==0:
         vel=(1,0,0)
     dir=Vector.Scale(Vector.ScaledCross(ex,vel),min_distance)
     debug.debug("offsetting you a few meters to the %s" % (str(dir)))
     un.SetPosition(Vector.Add(playa.Position(),dir))
Exemplo n.º 6
0
 def randomFlagLocation(self):
     if (len(self.flags)):
         i = vsrandom.randrange(0, len(self.flags))
         return Vector.Add(
             (vsrandom.uniform(-20, 20), vsrandom.uniform(-20, 20),
              vsrandom.uniform(-20, 20)), self.flags[i].Position())
     return (0, 0, 0)
Exemplo n.º 7
0
 def teleportNPC(self, un):
     pos = un.Position()
     rsiz = un.rSize()
     size = 4 * rsiz
     sig = unit.getSignificant(vsrandom.randrange(0, 50), 0, 0)
     if (not sig):
         return
     nam = sig.getName()
     if (nam.find("lackhole") != -1):
         return
     targetpos = sig.Position()
     arad = sig.rSize() * 2 + size
     targetpos = Vector.Add(targetpos, (vsrandom.uniform(
         arad, arad * 1.5), vsrandom.uniform(
             arad, arad * 1.5), vsrandom.uniform(arad, arad * 1.5)))
     targetpos = VS.SafeEntrancePoint(targetpos, rsiz)
     if (size < 1000):
         size = 1000
     print("kill")
     print(un.getName())
     un.SetCurPosition(targetpos)
     VS.playAnimation("warp.ani", pos, size)
     VS.playSound("cloak.wav", pos, (1, 0, 0))
     VS.playAnimation("warp.ani", targetpos, size)
     VS.playSound("cloak.wav", targetpos, (1, 0, 0))
def AddFighterTo(fgname,fac,isNew=False):
    sys = VS.getSystemFile()
    #print 'add fighter'
    import generate_dyn_universe
    numsystems = generate_dyn_universe.systemcount[fac]
    if (VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    numfighters = int(generate_dyn_universe.XProductionRate(fac,faction_ships.fighterProductionRate)*numsystems)
    try:
        if fac in faction_ships.staticFighterProduction:
            numfighters+=faction_ships.staticFighterProduction[fac]
    except:
        pass
    if (numfighters<1):
        if (vsrandom.uniform(0,1)<numfighters):
            numfighters=1
    #print "Generating "+str(numfighters)+ " fighters for "+fac+" at "+sys
    if isNew:
        fgk=fg_util.AllFGsInSystem(fac,sys)        
        if len(fgk):
            fgname=fgk[vsrandom.randrange(0,len(fgk))]
            stat=6
            if fac in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG[fac]
            elif "default" in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG["default"]
            if fg_util.NumShipsInFG(fgname,fac)+numfighters<=numfighters+stat:
                isNew=False
        if isNew:
            fgname=generate_dyn_universe.GetNewFGName(fac)
    if numfighters>=1:
        fg_util.AddShipsToFG (fgname,fac,((faction_ships.getRandomFighter(fac),int(numfighters)),),sys)
    numcapships = generate_dyn_universe.XProductionRate(fac,faction_ships.capitalProductionRate)*numsystems
    if (numcapships<1):
        if (vsrandom.uniform(0,1)>numcapships):
            return
        numcapships=1
    sys = fg_util.FGSystem(fgname,fac)
    if (1 or VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    cap =faction_ships.getRandomCapitol(fac)
    #print "Generating "+str(numcapships)+ " capship "+cap+" for "+fac+" at "+sys
    fg_util.AddShipsToFG(fgname,fac,((cap,int(numcapships)),),sys)
Exemplo n.º 9
0
 def reposition(un, playa, min_distance, vel):
     ex = (vsrandom.uniform(-1, 1), vsrandom.uniform(-1, 1),
           vsrandom.uniform(-1, 1))
     if vel[0] == 0 and vel[1] == 0 and vel[2] == 0:
         vel = (1, 0, 0)
     dir = Vector.Scale(Vector.ScaledCross(ex, vel), min_distance)
     debug.debug("offsetting you a few meters to the %s" % (str(dir)))
     un.SetPosition(Vector.Add(playa.Position(), dir))
Exemplo n.º 10
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 def setDroneNear(self, playa):
     global drone
     vec = playa.Position()
     vec = Vector.Add(
         vec, (vsrandom.uniform(-1000, 1000), vsrandom.uniform(
             -1000, 1000), vsrandom.uniform(-1000, 1000)))
     drone.SetCurPosition(vec)
     drone.SetTarget(playa)
Exemplo n.º 11
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 def setDroneNear (self,playa):
     vec = playa.Position()
     vec = Vector.Add (vec,(vsrandom.uniform(-1000,1000),
                            vsrandom.uniform(-1000,1000),
                            vsrandom.uniform(-1000,1000)))
     if (not self.drone.isNull()):
         self.drone.SetCurPosition(vec)
         self.drone.SetTarget(playa)
Exemplo n.º 12
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    def setDroneNear (self,playa):
	global drone
        vec = playa.Position()
        vec = Vector.Add (vec,(vsrandom.uniform(-1000,1000),
                               vsrandom.uniform(-1000,1000),
                               vsrandom.uniform(-1000,1000)))
        drone.SetCurPosition(vec)
        drone.SetTarget(playa)
Exemplo n.º 13
0
def AddFighterTo(fgname,fac,isNew=False):
    sys = VS.getSystemFile()
    #debug.debug('add fighter')
    numsystems = generate_dyn_universe.systemcount[fac]
    if (VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    numfighters = int(generate_dyn_universe.XProductionRate(fac,faction_ships.fighterProductionRate)*numsystems)
    try:
        if fac in faction_ships.staticFighterProduction:
            numfighters+=faction_ships.staticFighterProduction[fac]
    except:
        pass
    if (numfighters<1):
        if (vsrandom.uniform(0,1)<numfighters):
            numfighters=1
    #debug.debug("Generating "+str(numfighters)+ " fighters for "+fac+" at "+sys)
    if isNew:
        fgk=fg_util.FGsInSystem(fac,sys)        
        if len(fgk):
            fgname=fgk[vsrandom.randrange(0,len(fgk))]
            stat=6
            if fac in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG[fac]
            elif "default" in faction_ships.fightersPerFG:
                stat=faction_ships.fightersPerFG["default"]
            if fg_util.NumShipsInFG(fgname,fac)+numfighters<=numfighters+stat:
                isNew=False
        if isNew:
            fgname=generate_dyn_universe.GetNewFGName(fac)
    if numfighters>=1:
        fg_util.AddShipsToFG (fgname,fac,((faction_ships.getRandomFighter(fac),int(numfighters)),),sys)
    numcapships = generate_dyn_universe.XProductionRate(fac,faction_ships.capitalProductionRate)*numsystems
    if (numcapships<1):
        if (vsrandom.uniform(0,1)>numcapships):
            return
        numcapships=1
    sys = fg_util.FGSystem(fgname,fac)
    if (1 or VS.GetGalaxyFaction(sys)!=fac):
        try:
            homeworlds=faction_ships.production_centers
        except:
            homeworlds=faction_ships.homeworlds
        if fac in homeworlds:
            if type(homeworlds[fac])==type(""):
                sys=homeworlds[fac]
            else:
                sys=homeworlds[fac][vsrandom.randrange(0,len(homeworlds[fac]))]
    cap =faction_ships.getRandomCapitol(fac)
    #debug.debug("Generating "+str(numcapships)+ " capship "+cap+" for "+fac+" at "+sys)
    fg_util.AddShipsToFG(fgname,fac,((cap,int(numcapships)),),sys)
Exemplo n.º 14
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 def reposition(un,playa,min_distance,vel):
     import Vector
     import vsrandom
     ex=(vsrandom.uniform(-1,1),vsrandom.uniform(-1,1),vsrandom.uniform(-1,1))
     if vel[0]==0 and vel[1]==0 and vel[2]==0:
        vel=(1,0,0)
     dir=Vector.Scale(Vector.ScaledCross(ex,vel),min_distance)
     print "offsetting you a few meters to the "+str(dir)
     un.SetPosition(Vector.Add(playa.Position(),dir))
Exemplo n.º 15
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 def reposition(un, playa, min_distance, vel):
     import Vector
     import vsrandom
     ex = (vsrandom.uniform(-1, 1), vsrandom.uniform(-1, 1),
           vsrandom.uniform(-1, 1))
     if vel[0] == 0 and vel[1] == 0 and vel[2] == 0:
         vel = (1, 0, 0)
     dir = Vector.Scale(Vector.ScaledCross(ex, vel), min_distance)
     print "offsetting you a few meters to the " + str(dir)
     un.SetPosition(Vector.Add(playa.Position(), dir))
Exemplo n.º 16
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def randDirection():
   leng=2
   while leng>1 or leng<.00001:
      X = vsrandom.uniform(-1,1);
      Y = vsrandom.uniform(-1,1);
      Z = vsrandom.uniform(-1,1);
      leng=X*X+Y*Y+Z*Z
   import VS
   leng=VS.sqrt(leng)
   return (X/leng,Y/leng,Z/leng)
Exemplo n.º 17
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 def Execute(self):
     self.count+=1
     if (self.count<3):
         return
     self.count=0
     quant = (vsrandom.random()*(self.quantity-1))+1
     #debug.debug("un = VS.getUnit (%d)" % (self.last_ship))
     un = VS.getUnit (self.last_ship)
     if (un.isNull()):
         self.last_ship=0
     else:
         if (un.isSignificant()):
             if (un.isPlayerStarship()==-1):
                 global production
                 name = un.getName()
                 faction= un.getFactionName()
                 if un.isPlanet():
                     name = un.getFullname();
                     faction="planets"
                 prad=production.get((name,faction))
                 if None==prad:
                     prad= getImports(name,faction)
                     production[(name,faction)]=prad
                 if len(prad):
                     prod=prad[vsrandom.randrange(0,len(prad))]
                     cargo=VS.getRandCargo(int(prod[3]+prod[4]),prod[0])
                     if (cargo.GetCategory()==prod[0]):
                         removeCargo=False
                         if (prod[3] or prod[4]):
                             ownedcargo=un.GetCargo(cargo.GetContent())
                             quant=ownedcargo.GetQuantity()
                             #if un.getName()=="mining_base" and (cargo.GetContent()=="Tungsten" or cargo.GetContent()=="Space_Salvage"):
                             #    debug.debug("Mining "+str(quant)+" from "+str(prod[3])+" to "+str(prod[4]))
                             if (quant<prod[3]-prod[4] or quant==0):
                                 quant=int(prod[3]+vsrandom.uniform(-1,1)*prod[4])
                                 #if un.getName()=="mining_base" and (cargo.GetContent()=="Tungsten" or cargo.GetContent()=="Space_Salvage"):
                                 #    debug.debug("Will add quant "+str(quant))
                                 if (quant>0):
                                     cargo.SetQuantity(quant)
                                     price = prod[1]+vsrandom.uniform(-1,1)*prod[2]
                                     cargo.SetPrice(cargo.GetPrice()*price)
                                     debug.debug(" adding "+str(quant)+" of "+cargo.GetContent()+" cargo for "+str(price))
                                     un.addCargo(cargo)
                                 else:
                                     removeCargo=True
                             elif quant>prod[3]+prod[4]:
                                removeCargo=True
                         else:
                             removeCargo=True
                         if removeCargo:
                             ownedcargo=un.GetCargo(cargo.GetContent())
                             if (ownedcargo.GetQuantity()):
                                 debug.debug("Removing one "+ownedcargo.GetContent())
                                 un.removeCargo(ownedcargo.GetContent(), ownedcargo.GetQuantity()//3 + 1, 0)
         self.last_ship+=1
Exemplo n.º 18
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def HowMuchDamage (shiptypes,defenseroll):
    dam=0
    for i in shiptypes:
        stats=faction_ships.GetStats(i[0])
        #debug.debug(str(stats[0])+ ' needs above '+str(defenseroll))
        if (vsrandom.uniform(0,stats[0])>defenseroll):
            dam+=stats[2]*i[1] #guns
        if (len(stats)>3):
            if (vsrandom.uniform(0,.05)>defenseroll):
                dam+=stats[3]*i[1] #missiles
    return dam
Exemplo n.º 19
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def _prob_round(curnum):
    import vsrandom
    ret = int(curnum)
    diff = curnum-int(curnum)
    if (diff>0):
        if (vsrandom.uniform (0,1)<diff):
            ret+=1
    else:
        if (vsrandom.uniform (0,1)<-diff):
            ret-=1
    return ret
Exemplo n.º 20
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 def randomLocation(self):
     for i in range(50):
         vec = (vsrandom.uniform(-self.arenasize, self.arenasize), 0,
                vsrandom.uniform(-self.arenasize, self.arenasize))
         for i in self.flags:
             if (self.toonear(vec, i)):
                 continue
         for i in self.obstacles:
             if (self.toonear(vec, i)):
                 continue
         return vec
     return vec
Exemplo n.º 21
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 def randomLocation(self):
     for i in range (50):
         vec=(vsrandom.uniform(-self.arenasize,self.arenasize),
                  0,
                  vsrandom.uniform(-self.arenasize,self.arenasize))
         for i in self.flags:
             if (self.toonear (vec,i)):
                 continue
         for i in self.obstacles:
             if (self.toonear (vec,i)):
                 continue
         return vec
     return vec
Exemplo n.º 22
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def SimulatedDukeItOut (fgname,faction,enfgname,enfaction):
    ally=fg_util.LandedShipsInFG(fgname,faction)
    enemy=fg_util.LandedShipsInFG(enfgname,enfaction)
    if (len(enemy) and len(ally)):
        allyvictim = vsrandom.randrange(0,len(ally))
        allystats = faction_ships.GetStats(ally[allyvictim][0])
        envictim = vsrandom.randrange(0,len(enemy))
        enstats = faction_ships.GetStats(enemy[envictim][0])
        endam = HowMuchDamage(enemy,vsrandom.uniform(0,allystats[1]))
        if (enfgname==fgname and enfaction==faction):
            debug.error("FAULT FAULT FAULT")
        ApplyDamage(enfgname,enfaction,enemy,envictim,enstats,HowMuchDamage(ally,vsrandom.uniform(0,enstats[1])),fgname,faction)
        ApplyDamage(fgname,faction,ally,allyvictim,allystats,endam,enfgname,enfaction)
Exemplo n.º 23
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def launch_waves_in_area(fgname,
                         faction,
                         type,
                         ai,
                         nr_ships,
                         nr_waves,
                         radius,
                         pos,
                         logo='',
                         useani=1):
    pos = (pos[0] + vsrandom.uniform(
        (-radius) / 2, radius / 2.0), pos[1] + vsrandom.uniform(
            (-radius) / 2, radius / 2.0), pos[2] + vsrandom.uniform(
                (-radius) / 2, radius / 2.0))
    un = launch(fgname, faction, type, ai, nr_ships, nr_waves, pos, logo,
                useani)
def floatToRand(maximum):
    if maximum == 0:
        return 0
    tmp = vsrandom.randrange(0, int(maximum) + 1)
    if (vsrandom.uniform(0, 1) < maximum - int(maximum)):
        return tmp + 1
    return tmp
Exemplo n.º 25
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def launch_waves_around_area(fgname,
                             faction,
                             type,
                             ai,
                             nr_ships,
                             nr_waves,
                             r1,
                             r2,
                             pos,
                             logo='',
                             useani=1):
    pos = ((pos[0] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)),
           (pos[1] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)),
           (pos[2] + vsrandom.uniform(r1, r2) * vsrandom.randrange(-1, 2, 2)))
    return launch(fgname, faction, type, ai, nr_ships, nr_waves, pos, logo,
                  useani)
def floatToRand(maximum):
   if maximum==0:
     return 0
   tmp=vsrandom.randrange(0,int(maximum)+1)
   if (vsrandom.uniform(0,1)<maximum-int(maximum)):
     return tmp+1
   return tmp
Exemplo n.º 27
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 def init(self, un):
     self.shipiter = 0
     self.speed = vsrandom.uniform(maxspeed / 3, maxspeed)
     print("self.speed")
     print(self.speed)
     self.stopping = 0
     self.begin = 1
     self.restoreCruisingSpeed(self.speed)
Exemplo n.º 28
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 def init(self, un):
     self.shipiter = 0
     self.speed = vsrandom.uniform(maxspeed / 3, maxspeed)
     print 'self.speed'
     print self.speed
     self.stopping = 0
     self.begin = 1
     self.restoreCruisingSpeed(self.speed)
Exemplo n.º 29
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 def init(self,un):
     self.shipiter=0;
     self.speed = vsrandom.uniform (maxspeed/3,maxspeed);
     print 'self.speed'
     print self.speed
     self.stopping=0
     self.begin=1
     self.restoreCruisingSpeed(self.speed)
Exemplo n.º 30
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def launchBaseOrbit(type,faction,loc,orbitradius,orbitspeed,unit):
    #orbitradius*=2
    import Vector
    import dynamic_universe
    R = Vector.Vector(vsrandom.uniform(1.25*orbitradius,orbitradius),
                                      vsrandom.uniform(1.25*orbitradius,orbitradius),
                                      vsrandom.uniform(1.25*orbitradius,orbitradius))
    RMag = Vector.Mag(R)
    T = Vector.Vector(vsrandom.uniform(.5*orbitradius,orbitradius),
                                      vsrandom.uniform(.75*orbitradius,.85*orbitradius),
                                      vsrandom.uniform(.5*orbitradius,orbitradius))
    S = Vector.Cross (T,R)
    
    S = Vector.Scale(S,
                                     vsrandom.uniform (1.5*orbitradius,orbitradius)
                                     /Vector.Mag(S))
    SMag = Vector.Mag(S)    
    bas=VS.launch("Base",type,faction,"unit","default",1,1,Vector.Add(loc,R),'')
    nam=GetRandomBaseName (1,faction);
    R = Vector.Scale (R,(RMag+2.0*bas.rSize())/RMag)
    S = Vector.Scale (S,(SMag+2.0*bas.rSize())/SMag)        
    bas.orbit (unit,orbitspeed,R,S,(0.0,0.0,0.0))
    #bas.SetPosition(Vector.Add(loc,R))
    dynamic_universe.TrackLaunchedShip (BaseFGInSystemName(VS.getSystemFile()),
                                                                            faction,
                                                                            type,
                                                                            bas)
Exemplo n.º 31
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def launchSingleBase (type,faction,sig):
    radpct = VS.getPlanetRadiusPercent()
    sigrsize=sig.rSize()
    radpct = sigrsize*(1+radpct)
    if radpct<200000000.+sigrsize:
        radpct=200000000.+sigrsize
    speed = vsrandom.uniform (0,50)
    debug.debug('Lauching %s base %s by sig %s (%s)', faction, type, sig.getName(), sig.getFullname())
    launchBaseOrbit (type,faction,sig.Position(),radpct,speed,sig)
Exemplo n.º 32
0
def makeSurplusShortage():
    (sys,mylist)=universe.getAdjacentSystems(VS.getSystemFile(),vsrandom.randrange(1,3))
    adj=vsrandom.uniform (-.5,.5)
    myquest=0
    cats = tuple(set([VS.getRandCargo(1,"").GetCategory(), VS.getRandCargo(1,"").GetCategory()]))
    news=""
    if (adj<0):
        news = "SURPLUS IN %s:  There are reports of surpluses of %s items in the %s system.  Wise Privateers have been purchasing the surpluses in hopes of future gains elsewhere." % (sys," and ".join(cats),sys)
    else:
        news = "DEMAND FOR %s in %s:  Citizens in the %s system have been frusterated by the expensive prices and low quantities of %s goods.  Privateers are currently banding together to try to bring supply to meet the demand.  But while prices are still high, some big traders could certainly capitalize on this shortage." % (" AND ".join(cats),sys,sys," and ".join(cats))
    return (sys,quest_surplus_factory(cats,1+adj,1-adj,1,1),news)
Exemplo n.º 33
0
    def Execute(self):
        import unit
        import Vector
        import vsrandom
        VS.PythonAI.Execute(self)
        distance = abs(self.GetParent().getDistance(self.target))

        # evade the target and almost parallel flyby
        if (distance <= 2000 and VS.GetGameTime() > self.timer):
            angle = unit.facingAngleToUnit(self.GetParent(), self.target)
            velocity = unit.getSignedVelocity(self.GetParent())
            if (angle < 0.30):
                angular = 0.80 - angle
                change = (vsrandom.uniform(-angular, angular),
                          vsrandom.uniform(angular, angular),
                          vsrandom.uniform(-angular, angular))
                self.GetParent().SetAngularVelocity(change)
            if (velocity < 100):
                self.GetParent().LongitudinalThrust(100)
            self.timer = VS.GetGameTime() + 1

        # patrol in random direction
        if (distance > 2000 and distance < 7000
                and VS.GetGameTime() > self.timer):
            angular = vsrandom.uniform(0.01, 0.10)
            change = (vsrandom.uniform(-angular, angular),
                      vsrandom.uniform(angular, angular),
                      vsrandom.uniform(-angular, angular))
            self.GetParent().SetAngularVelocity(change)
            velocity = unit.getSignedVelocity(self.GetParent())
            if (velocity < 100):
                self.GetParent().LongitudinalThrust(200)
            self.timer = VS.GetGameTime() + 2

        # return to target proximity
        if (distance >= 7000 and VS.GetGameTime() > self.timer):
            # calculates the angular velocity required to turn back on target
            vec = Vector.Sub(self.GetParent().Position(),
                             self.target.Position())
            change = Vector.Cross(
                Vector.SafeNorm(self.GetParent().GetOrientation()[2]),
                Vector.SafeNorm(vec))
            self.GetParent().SetAngularVelocity(change)
            # calculate the required thrust depending on mass and
            # signed velocity magnitude as result of momentum
            velocity = unit.getSignedVelocity(self.GetParent())
            if (velocity < 100):
                if (velocity < 0):
                    # thrust more while not flying forward
                    thrust = self.thrustfactor * max(abs(velocity), 300)
                else:
                    thrust = self.thrustfactor * 300
                self.GetParent().LongitudinalThrust(thrust)
            self.timer = VS.GetGameTime() + 1
        return 1
Exemplo n.º 34
0
    def Execute(self):
        import unit
        import Vector
        import vsrandom
        VS.PythonAI.Execute(self);
        distance = abs(self.GetParent().getDistance(self.target))

        # evade the target and almost parallel flyby
        if (distance<=2000 and VS.GetGameTime()>self.timer):
            angle = unit.facingAngleToUnit(self.GetParent(),self.target)
            velocity = unit.getSignedVelocity(self.GetParent())
            if (angle<0.30):
                angular = 0.80-angle
                change  = (vsrandom.uniform(-angular,angular),
                            vsrandom.uniform(angular,angular),
                            vsrandom.uniform(-angular,angular))
                self.GetParent().SetAngularVelocity(change)
            if (velocity<100):
                self.GetParent().LongitudinalThrust(100)
            self.timer = VS.GetGameTime()+1

        # patrol in random direction
        if (distance>2000 and distance<7000 and VS.GetGameTime()>self.timer):
            angular = vsrandom.uniform(0.01,0.10)
            change  = (vsrandom.uniform(-angular,angular),
                        vsrandom.uniform(angular,angular),
                        vsrandom.uniform(-angular,angular))
            self.GetParent().SetAngularVelocity(change)
            velocity = unit.getSignedVelocity(self.GetParent())
            if (velocity<100):
                self.GetParent().LongitudinalThrust(200)
            self.timer = VS.GetGameTime()+2

        # return to target proximity
        if (distance>=7000 and VS.GetGameTime()>self.timer):
            # calculates the angular velocity required to turn back on target
            vec = Vector.Sub(self.GetParent().Position(),self.target.Position())
            change = Vector.Cross(Vector.SafeNorm(self.GetParent().GetOrientation()[2]),Vector.SafeNorm(vec))
            self.GetParent().SetAngularVelocity(change)
            # calculate the required thrust depending on mass and
            # signed velocity magnitude as result of momentum
            velocity = unit.getSignedVelocity(self.GetParent())
            if (velocity<100):
                if (velocity<0):
                    # thrust more while not flying forward
                    thrust = self.thrustfactor * max(abs(velocity),300)
                else:
                    thrust = self.thrustfactor * 300
                self.GetParent().LongitudinalThrust(thrust)
            self.timer = VS.GetGameTime()+1
        return 1
Exemplo n.º 35
0
def makeSurplusShortage():
    (sys, mylist) = universe.getAdjacentSystems(VS.getSystemFile(),
                                                vsrandom.randrange(1, 3))
    adj = vsrandom.uniform(-0.5, 0.5)
    myquest = 0
    cats = (VS.getRandCargo(1, "").GetCategory(),
            VS.getRandCargo(1, "").GetCategory())
    news = ""
    if (adj < 0):
        news = "SURPLUS IN %s:  There are reports of surpluses of %s and %s items in the %s system.  Wise Privateers have been purchasing the surpluses in hopes of future gains elsewhere." % (
            sys, cats[0], cats[1], sys)
    else:
        news = "DEMAND FOR %s AND %s in %s:  Citizens in the %s system have been frusterated by the expensive prices and low quantities of %s and %s goods.  Privateers are currently banding together to try to bring supply to meet the demand.  But while prices are still high, some big traders could certainly capitalize on this shortage." % (
            cats[0], cats[1], sys, sys, cats[0], cats[1])
    return (sys, quest_surplus_factory(cats, 1 + adj, 1 - adj, 1, 1), news)
Exemplo n.º 36
0
def initrandom(factionname,
               numsysaway,
               minenquant,
               maxenquant,
               credperen,
               defendit,
               defend_base,
               p_faction='',
               jumps=(),
               var_to_set=''):
    enq = minenquant
    enq = vsrandom.uniform(minenquant, maxenquant)
    return defend(factionname, numsysaway, enq, 8000.0, 100000.0,
                  enq * credperen, defendit, defend_base, p_faction, jumps,
                  var_to_set)
Exemplo n.º 37
0
import dynamic_mission
import VS
import vsrandom
import industrial_lib

sunny = vsrandom.uniform(0, 1) >= 0.99

time_of_day = ""
plist = VS.musicAddList("new_detroit.m3u")
VS.musicPlayList(plist)
dynamic_mission.CreateMissions()

industrial_lib.MakeIndustrial(sunny, time_of_day, False)
import dynamic_mission
import VS
import vsrandom
import industrial_lib
sunny=vsrandom.uniform(0,1)>.9

time_of_day=''
plist=VS.musicAddList('AWACS.m3u')
VS.musicPlayList(plist)
dynamic_mission.CreateMissions()

industrial_lib.MakeIndustrial(sunny,time_of_day,True)
Exemplo n.º 39
0
 def Execute (self):
     if (self.player):
         #print str(self.player.Position())
         # launch the actors
         if (self.stage<=self.groups and VS.GetGameTime()>=self.timer):
             #print "group: " +str(self.stage)
             self.names = fg_util.GetRandomFGNames(self.groups,"confed")
             shiptype = faction_ships.getRandomCapitolInt(faction_ships.confed)
             #print "group/name: " + str(self.stage) + "/"+names[self.stage-1]
             # launch capital ships
             number = vsrandom.randrange(2,4)
             #print ">capital/type: " +str(number)+"/"+shiptype
             location = Vector.Add (self.object.Position(),(vsrandom.uniform(-10000,10000),
                                    vsrandom.uniform(-10000,10000),
                                    vsrandom.uniform(-10000,10000)))
             offset = (vsrandom.uniform(1000,2000),vsrandom.uniform(1000,2000),vsrandom.uniform(1000,2000))
             for i in range(number):
                 #self.capital += [launch.launch_wave_around_unit(names[self.stage-1],'confed',shiptype,'sitting_duck',1,5000,20000,self.object)]
                 # launch(name,type,faction,unittype,ai,nr,nrwaves,pos,squadlogo)
                 pos = Vector.Add (location,Vector.Scale(offset,i))
                 self.capital += [VS.launch(self.names[self.stage-1],shiptype,'confed','unit','sitting_duck',1,1,pos,'')]
             # launch fighters
             number = number*vsrandom.randrange(3,6)
             # test: Lancelot, Schroedinger, Quicksilver, Convolution
             shiptype = faction_ships.getRandomFighterInt(faction_ships.confed)
             #print ">fighters/type: " + str(number) + "/" + shiptype
             ship = self.capital[0]
             for i in range(number):
                 self.fighter += [launch.launch_wave_around_unit(self.names[self.stage-1],'confed',shiptype,'sitting_duck',1,1000,2000,ship)]
             # change orders for capital ships
             for ship in self.capital:
                 ship.PrimeOrders()
                 unit.faceTaget(ship, self.object)
             # change orders for fighter ships
             for ship in self.fighter:
                 #unit.faceTaget(ship, self.capital[0])
                 ship.PrimeOrders()
                 #ship.SetTarget(self.capital[0])
                 ship.SetTarget(self.object)
                 #ship.UnFire()
                 #ship.setFgDirective("E.") # escort
                 ship.LoadAIScript("modules/ai_escortpatrol.py")
             # time between spawning the groups
             self.timer = VS.GetGameTime() #+10
             self.stage += 1
         if (self.stage==self.groups+1 and VS.GetGameTime()>self.timer):
             self.stage = 10
         # publish news
         if (self.stage==10 and VS.GetGameTime()>self.timer):
             text = "JUMP POINT BLOCKADE IN " + self.system + " SYSTEM\\\Intelligence has uncovered Aeran plans to invade Confederation space."
             text += "As a preventive measure " + str(self.groups) + " flight groups were dispatched and stationed near the Nethuuleil jump point. "
             text += "Multiple capital vessels are guarding the jump point while a multitude of fighter escorts is patrolling nearby space."
             news.publishNews(text)
             self.timer = VS.GetGameTime()+5
             self.stage = 11
         #make some random chatter
         if (self.stage==11 and VS.GetGameTime()>self.timer):
             # select two pilots to chatter
             flightgroup = 1 #vsrandom.randrange(1,self.groups)
             numchatters = 0
             chatters = []
             while (numchatters<2):
                 chatter = vsrandom.randrange(0,len(self.fighter)-1)
                 if (self.fighter[chatter].getFlightgroupName()==self.names[flightgroup-1]):
                     chatters += [chatter]
                     numchatters += 1
             VS.IOmessage (0,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"... lousy bar on our mothership?")
             VS.IOmessage (5,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Yeah, bad lighting, and no bar company besides your dull face.")
             VS.IOmessage (10,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"The drinks selection is not the best I have seen.")
             VS.IOmessage (15,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"And this bartender droid really gets on my nerves.")
             VS.IOmessage (20,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"He never stops talking for an instant.")
             VS.IOmessage (25,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"Guess, we've got to live with that.")
             VS.IOmessage (30,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Yeah.")
             self.timer = VS.GetGameTime()+240
             self.stage = 12
         if (self.stage==12 and VS.GetGameTime()>self.timer):
             # select two pilots to chatter
             flightgroup = 2 #vsrandom.randrange(1,self.groups)
             numchatters = 0
             chatters = []
             while (numchatters<2):
                 chatter = vsrandom.randrange(0,len(self.fighter)-1)
                 if (self.fighter[chatter].getFlightgroupName()==self.names[flightgroup-1]):
                     chatters += [chatter]
                     numchatters += 1
             VS.IOmessage (0,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"Phil?")
             VS.IOmessage (10,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"What's up, buddy?")
             VS.IOmessage (15,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"The rumor is the Aera are planning an invasion.")
             VS.IOmessage (25,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Maybe no rumor anymore. Probably it's all over the news now.")
             VS.IOmessage (35,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"That's why we are here? Will we have to fight?")
             VS.IOmessage (40,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Calm down, youngling.")
             VS.IOmessage (45,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"The war hasn't quite started yet.")
             VS.IOmessage (50,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"I tell ya. This operation is to prepare the worlds for the war.")
             VS.IOmessage (55,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"All staged by the higherups.")
             VS.IOmessage (65,unit.getUnitFullName(self.fighter[chatters[0]]),"all",self.msgColor[0]+"You think so? And what if you're not right? Will you take care of my 'lil sister if I die?")
             VS.IOmessage (75,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Ho, ho. Now stop that blubber. Nobody's gonna die here.")
             VS.IOmessage (80,unit.getUnitFullName(self.fighter[chatters[1]]),"all",self.msgColor[1]+"Just stick to your orders and by dinner time we'll have a big jar of Pilsner and a nice long talk.")
             self.timer = VS.GetGameTime()+300
             self.stage = 13
         # just a temporary backup
         if (self.stage==99):
             #for ship in self.fighter:
             #    ship = VS.getUnit(i)
             #    if (ship.getFlightgroupName()==names[flightgroup]):
             #        print "shipname: " + ship.getFullName()
             #        #ship.setFgDirective("E.") # escort
             #        #VS.PythonAI.XMLScript("++evade.xml")
             self.stage = 98
         #if (self.stage==99 and not VS.getSystemName()==self.system):
         if (not VS.getSystemName()==self.system):
             self.stage += 1 # don't enter this loop anymore
             self.playernum = -1
             self.name = "quest_capital"
             self.removeQuest()
             return 0
Exemplo n.º 40
0
 def randomFlagLocation(self):
     if (len(self.flags)):
         i = vsrandom.randrange(0,len(self.flags))
         return Vector.Add((vsrandom.uniform(-20,20),vsrandom.uniform(-20,20),vsrandom.uniform(-20,20)),self.flags[i].Position())
     return (0,0,0)
Exemplo n.º 41
0
 def Execute(self):
     if (self.player):
         #print str(self.player.Position())
         # launch the actors
         if (self.stage <= self.groups and VS.GetGameTime() >= self.timer):
             #print "group: " +str(self.stage)
             self.names = fg_util.GetRandomFGNames(self.groups, "confed")
             shiptype = faction_ships.getRandomCapitolInt(
                 faction_ships.confed)
             #print "group/name: " + str(self.stage) + "/"+names[self.stage-1]
             # launch capital ships
             number = vsrandom.randrange(2, 4)
             #print ">capital/type: " +str(number)+"/"+shiptype
             location = Vector.Add(self.object.Position(),
                                   (vsrandom.uniform(-10000, 10000),
                                    vsrandom.uniform(-10000, 10000),
                                    vsrandom.uniform(-10000, 10000)))
             offset = (vsrandom.uniform(1000,
                                        2000), vsrandom.uniform(1000, 2000),
                       vsrandom.uniform(1000, 2000))
             for i in range(number):
                 #self.capital += [launch.launch_wave_around_unit(names[self.stage-1],'confed',shiptype,'sitting_duck',1,5000,20000,self.object)]
                 # launch(name,type,faction,unittype,ai,nr,nrwaves,pos,squadlogo)
                 pos = Vector.Add(location, Vector.Scale(offset, i))
                 self.capital += [
                     VS.launch(self.names[self.stage - 1], shiptype,
                               'confed', 'unit', 'sitting_duck', 1, 1, pos,
                               '')
                 ]
             # launch fighters
             number = number * vsrandom.randrange(3, 6)
             # test: Lancelot, Schroedinger, Quicksilver, Convolution
             shiptype = faction_ships.getRandomFighterInt(
                 faction_ships.confed)
             #print ">fighters/type: " + str(number) + "/" + shiptype
             ship = self.capital[0]
             for i in range(number):
                 self.fighter += [
                     launch.launch_wave_around_unit(
                         self.names[self.stage - 1], 'confed', shiptype,
                         'sitting_duck', 1, 1000, 2000, ship)
                 ]
             # change orders for capital ships
             for ship in self.capital:
                 ship.PrimeOrders()
                 unit.faceTaget(ship, self.object)
             # change orders for fighter ships
             for ship in self.fighter:
                 #unit.faceTaget(ship, self.capital[0])
                 ship.PrimeOrders()
                 #ship.SetTarget(self.capital[0])
                 ship.SetTarget(self.object)
                 #ship.UnFire()
                 #ship.setFgDirective("E.") # escort
                 ship.LoadAIScript("modules/ai_escortpatrol.py")
             # time between spawning the groups
             self.timer = VS.GetGameTime()  #+10
             self.stage += 1
         if (self.stage == self.groups + 1
                 and VS.GetGameTime() > self.timer):
             self.stage = 10
         # publish news
         if (self.stage == 10 and VS.GetGameTime() > self.timer):
             text = "JUMP POINT BLOCKADE IN " + self.system + " SYSTEM\\\Intelligence has uncovered Aeran plans to invade Confederation space."
             text += "As a preventive measure " + str(
                 self.groups
             ) + " flight groups were dispatched and stationed near the Nethuuleil jump point. "
             text += "Multiple capital vessels are guarding the jump point while a multitude of fighter escorts is patrolling nearby space."
             news.publishNews(text)
             self.timer = VS.GetGameTime() + 5
             self.stage = 11
         #make some random chatter
         if (self.stage == 11 and VS.GetGameTime() > self.timer):
             # select two pilots to chatter
             flightgroup = 1  #vsrandom.randrange(1,self.groups)
             numchatters = 0
             chatters = []
             while (numchatters < 2):
                 chatter = vsrandom.randrange(0, len(self.fighter) - 1)
                 if (self.fighter[chatter].getFlightgroupName() ==
                         self.names[flightgroup - 1]):
                     chatters += [chatter]
                     numchatters += 1
             VS.IOmessage(
                 0, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] + "... lousy bar on our mothership?")
             VS.IOmessage(
                 5, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "Yeah, bad lighting, and no bar company besides your dull face."
             )
             VS.IOmessage(
                 10, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] +
                 "The drinks selection is not the best I have seen.")
             VS.IOmessage(
                 15, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "And this bartender droid really gets on my nerves.")
             VS.IOmessage(
                 20, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "He never stops talking for an instant.")
             VS.IOmessage(
                 25, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] + "Guess, we've got to live with that.")
             VS.IOmessage(30,
                          unit.getUnitFullName(self.fighter[chatters[1]]),
                          "all", self.msgColor[1] + "Yeah.")
             self.timer = VS.GetGameTime() + 240
             self.stage = 12
         if (self.stage == 12 and VS.GetGameTime() > self.timer):
             # select two pilots to chatter
             flightgroup = 2  #vsrandom.randrange(1,self.groups)
             numchatters = 0
             chatters = []
             while (numchatters < 2):
                 chatter = vsrandom.randrange(0, len(self.fighter) - 1)
                 if (self.fighter[chatter].getFlightgroupName() ==
                         self.names[flightgroup - 1]):
                     chatters += [chatter]
                     numchatters += 1
             VS.IOmessage(0,
                          unit.getUnitFullName(self.fighter[chatters[0]]),
                          "all", self.msgColor[0] + "Phil?")
             VS.IOmessage(10,
                          unit.getUnitFullName(self.fighter[chatters[1]]),
                          "all", self.msgColor[1] + "What's up, buddy?")
             VS.IOmessage(
                 15, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] +
                 "The rumor is the Aera are planning an invasion.")
             VS.IOmessage(
                 25, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "Maybe no rumor anymore. Probably it's all over the news now."
             )
             VS.IOmessage(
                 35, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] +
                 "That's why we are here? Will we have to fight?")
             VS.IOmessage(40,
                          unit.getUnitFullName(self.fighter[chatters[1]]),
                          "all", self.msgColor[1] + "Calm down, youngling.")
             VS.IOmessage(
                 45, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] + "The war hasn't quite started yet.")
             VS.IOmessage(
                 50, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "I tell ya. This operation is to prepare the worlds for the war."
             )
             VS.IOmessage(55,
                          unit.getUnitFullName(self.fighter[chatters[1]]),
                          "all",
                          self.msgColor[1] + "All staged by the higherups.")
             VS.IOmessage(
                 65, unit.getUnitFullName(self.fighter[chatters[0]]), "all",
                 self.msgColor[0] +
                 "You think so? And what if you're not right? Will you take care of my 'lil sister if I die?"
             )
             VS.IOmessage(
                 75, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "Ho, ho. Now stop that blubber. Nobody's gonna die here.")
             VS.IOmessage(
                 80, unit.getUnitFullName(self.fighter[chatters[1]]), "all",
                 self.msgColor[1] +
                 "Just stick to your orders and by dinner time we'll have a big jar of Pilsner and a nice long talk."
             )
             self.timer = VS.GetGameTime() + 300
             self.stage = 13
         # just a temporary backup
         if (self.stage == 99):
             #for ship in self.fighter:
             #    ship = VS.getUnit(i)
             #    if (ship.getFlightgroupName()==names[flightgroup]):
             #        print "shipname: " + ship.getFullName()
             #        #ship.setFgDirective("E.") # escort
             #        #VS.PythonAI.XMLScript("++evade.xml")
             self.stage = 98
         #if (self.stage==99 and not VS.getSystemName()==self.system):
         if (not VS.getSystemName() == self.system):
             self.stage += 1  # don't enter this loop anymore
             self.playernum = -1
             self.name = "quest_capital"
             self.removeQuest()
             return 0
Exemplo n.º 42
0
def Siege(fac):
    global siegenumber
    global siegenumtimes
    global siegeprob
    #       turns_till_siege_effective=100
    if (not fac in faction_ships.siegingfactions):
        return
    numfg= fg_util.NumAllFlightgroups(fac)
    if (numfg):
        if (siegenumber==0):
            siegeprob = float(numfg)/float(faction_ships.siegingfactions[fac]);
            siegenumtimes = int (siegeprob)
            if (siegenumtimes==0):
                siegenumtimes=1
            else:
                siegeprob =1
        if siegenumber>=siegenumtimes:
            siegenumber=0
            return 0
        else:
            if (vsrandom.uniform(0,1)<siegeprob):
                fg =fg_util.RandomFlightgroup(fac)
                sys = fg_util.FGSystem(fg,fac)
                enfac=VS.GetGalaxyFaction(sys)
                if (not sys in faction_ships.invincible_systems):
                    #fg_util.CheckAllShips(fac)
                    #fg_util.CheckAllShips(enfac)
                    if enfac == "unknown":
                        debug.debug("exploration: "+sys)
                        fgleader = fg_util.getFgLeaderType(fg,fac)
                        exploration = 1

                    else:
                        exploration = 0
                    if (VS.GetRelation(fac,enfac)<0 and neighborFaction(sys,fac)):#FIXME maybe even less than that
                        numenemyfg = fg_util.NumFactionFGsInSystem(enfac,sys)
                        numfriendfg = fg_util.NumFactionFGsInSystem(fac,sys)
                        #debug.debug('siegarol enemioes '+str(numenemyfg)+ ' friends '+str(numfriendfg))
                        global dnewsman_
                        if exploration:
                            if sys != 'nil':
                                generate_dyn_universe.TakeoverSystem(fac,sys)
                                #HACK, regenerate bases instnatly
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_EXPLORATION,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fg,fgleader,"unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                        elif (numenemyfg==0 and numfriendfg==0): #If both annihalate each other completely (unlikely but possible)
                            facnum = VS.GetFactionIndex (fac)
                            debug.debug('cehcking started')
                            debug.error("DRAW error "+fg+" sys has "+sys+" has " +str(fg_util.NumFactionFGsInSystem(fac,sys))+" String is "+Director.getSaveString(0,fg_util.MakeStarSystemFGKey(sys),facnum))
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fg,"unknown","unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                        elif (numenemyfg==0 and (fg_util.CapshipInFG(fg,fac) or moveSurroundingCapshipsToSiege(fac,sys))):      #If aggressor succeeded
                            debug.debug(fac + ' took over '+ sys + ' originally owned by '+enfac)
                            #ok now we have him... while the siege is going on the allies had better initiate the battle--because we're now defending the place...  so that means if the owners are gone this place is ours at this point in time
                            fgs = fg_util.FGsInSystem(fac,sys)
                            if (len(fgs)>0):
                                fgs=fgs[0]
                            else:
                                fgs = "unknown"
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_WIN,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,fgs,"unknown","unknown","unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)

                            generate_dyn_universe.TakeoverSystem(fac,sys)
                            #HACK, regenerate bases instnatly

                        elif (numfriendfg==0):  #If aggressor lost
                            debug.error('wtf!!')
                            fgs = fg_util.FGsInSystem(enfac,sys)
                            if (len(fgs)>0):
                                fgs=fgs[0]
                            else:
                                fgs = "unknown"
                            if sys != 'nil':
                                dnewsman_.writeDynamicString([str(Director.getSaveData(0,"stardate",0)),dnewsman_.TYPE_SIEGE,dnewsman_.STAGE_END,fac,enfac,dnewsman_.SUCCESS_LOSS,str(getImportanceOfSystem(sys)),sys,dnewsman_.KEYWORD_DEFAULT,"unknown","unknown",fgs,"unknown"])
                                                                        #FIXME use keyword (ignore
                                                                        #keyword for now Daniel)


                        #FIXME add if statements if there is instead a (non appocalyptic) draw (if waring factions have relations "almost neutral" you could have a cease fire, or if the two factions are evenly matched and go nowhere a withdraw of the attackers might occur)!!!
            siegenumber+=1
        return 1
    else:
        return 0
Exemplo n.º 43
0
def launchSingleBase(type, faction, sig):
    radpct = VS.getPlanetRadiusPercent()
    radpct = sig.rSize() * (1 + radpct)
    speed = vsrandom.uniform(0, 50)
    launchBaseOrbit(type, faction, (0, 0, 0), radpct, speed, sig)
Exemplo n.º 44
0
def launchSingleBase (type,faction,sig):
    radpct = VS.getPlanetRadiusPercent()
    radpct = sig.rSize()*(1+radpct)
    speed = vsrandom.uniform (0,50)
    launchBaseOrbit (type,faction,(0,0,0),radpct,speed,sig)
Exemplo n.º 45
0
def initrandom(factionname,numsysaway,minenquant,maxenquant,credperen,defendit,defend_base,p_faction='',jumps=(),var_to_set=''):
    enq=minenquant
    enq=vsrandom.uniform(minenquant,maxenquant) 
    return defend(factionname,numsysaway,enq,8000.0,100000.0,enq*credperen,defendit,defend_base,p_faction,jumps,var_to_set)
Exemplo n.º 46
0
import dynamic_mission
import VS
import vsrandom
import industrial_lib
sunny = vsrandom.uniform(0, 1) > .9

time_of_day = ''
plist = VS.musicAddList('AWACS.m3u')
VS.musicPlayList(plist)
dynamic_mission.CreateMissions()

industrial_lib.MakeIndustrial(sunny, time_of_day, True)
Exemplo n.º 47
0
def launchUnits(sys):
    debug.info("Launching units for %s", sys)
    
    import faction_ships
    import launch_recycle
    import universe
    sig_units=universe.significantUnits()
    ownerfac= VS.GetGalaxyFaction(sys)
    jumpcount=0
    planetcount=0
#    asteroidcount=0
    basecount=0
    farlen=0
    for sig in sig_units:
      if sig.isJumppoint():
         jumpcount+=1
      elif sig.isPlanet():
         planetcount+=1
#      elif sig.isAsteroid():
#         asteroidcount+=1
      else:
         basecount+=1
      tmplen=Vector.Mag(sig.Position())
      if tmplen>farlen:
          farlen=tmplen

    for factionnum in xrange(0,faction_ships.getMaxFactions()-1):
      faction=faction_ships.intToFaction(factionnum)
      fglist=filterLaunchedFGs(FGsInSystem(faction,sys))
      isHostile=VS.GetRelation(ownerfac,faction)<0
      isForeign=faction.find(ownerfac)==-1
      
      if isForeign:
        if basecount+jumpcount:
           frac=len(fglist)/float(basecount+jumpcount)
        else:
           frac=0.0
      else:
        if basecount+planetcount+jumpcount:
           frac=len(fglist)/float(planetcount+basecount+jumpcount)
        else:
           frac=0.0
      if isHostile:
         for flightgroup in fglist:
            X=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            Y=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            Z=incr_by_abs(vsrandom.uniform(-1.0,1.0),1)*farlen
            XYZ = (X,Y,Z)
            typenumbers=ShipsInFG(flightgroup,faction)
            debug.debug("Really Far Apart around   %s and 10000",XYZ)
            debug.debug(" launching %s for %s at %s", typenumbers, faction, XYZ)
            launch_recycle.launch_types_around(flightgroup,faction,typenumbers,'default',1,XYZ,0,'','',1,10000)
      else:
         for flightgroup in fglist:
            #jp = sig.isJumppoint()
            #if sig.isPlanet() or not isForeign:
            sig = sig_units[vsrandom.randrange(0,len(sig_units))]
            typenumbers=ShipsInFG(flightgroup,faction)
            debug.debug(" launching %s for %s", typenumbers, faction)

            launch_recycle.launch_types_around(flightgroup,faction,typenumbers,'default',sig.rSize()*vsrandom.randrange(10,100),sig,0,'','',1,10000)