def add_fleet(self, fleet): nm = '' if 'arrival_turn' in fleet: nm = '[%d] '%(fleet['arrival_turn'] - store.max_turn(),) nm += fleet['name'] cp = wx.CollapsiblePane(self, label=nm, style=wx.CP_DEFAULT_STYLE|wx.CP_NO_TLW_RESIZE) self.sizer.Add(cp) pane = cp.GetPane() u = store.get_user(fleet['user_id']) if u: owner_name = u['name'] else: owner_name = '<unknown>' sizer = wx.BoxSizer(wx.VERTICAL) sizer.Add(wx.StaticText(pane, label='owner: %s'%(owner_name,)), 1, wx.EXPAND) speed, rng = store.get_fleet_speed_range(fleet['fleet_id']) if speed and rng: sizer.Add(wx.StaticText(pane, label='%0.2f / %0.2f'%(speed, rng)), 1, wx.EXPAND) #can we contrl the fleet? is_controlled = 'login' in u and u['login'] in config.users if is_controlled and rng >= 1 and (not 'in_transit' in fleet or fleet['in_transit']==0): jump_button = wx.ToggleButton(pane, label='jump') jump_button.fleet_id = fleet['fleet_id'] sizer.Add(jump_button, 1, wx.EXPAND) self.Bind(wx.EVT_TOGGLEBUTTON, self.on_jump, jump_button) #else: # print 'user %s not controllable'%(u,) for unit in store.get_fleet_units(fleet['fleet_id']): hbox = wx.BoxSizer(wx.HORIZONTAL) sizer.Add(hbox, 1, wx.EXPAND) proto = store.get_object('proto', {'proto_id':unit['proto_id']}) if not proto: print 'Prototype not found for %s'%(unit,) continue obj_carp = int(unit['proto_id']), int(proto['carapace']), int(proto['color']) if is_controlled: planet = store.get_object('planet', {'x':self.coord[0], 'y':self.coord[1]}) inhabited = False if planet and planet['user_id'] and int(planet['user_id']) > 0: inhabited = True # get unit actions ( colony, kill-people ) if not inhabited: for action_type in [action.Action.COLONY_COLONISE, action.Action.ARC_COLONISE, action.Action.OUTPOST_COLONISE]: action_colonize = store.get_object('proto_action', {'proto_id':proto['proto_id'], 'proto_action_id':action_type}) if action_colonize: c_action = store.get_object('action', {'unit_id':unit['unit_id']}) if c_action: # already colonizing cancel_button = wx.Button(pane, label='Cancel colonize %s'%(action.get_colony_population(action_type))) cancel_button.cancel_action = u['user_id'], unit['unit_id'], c_action['cancel_id'] self.Bind(wx.EVT_BUTTON, self.on_cancel_action, cancel_button) sizer.Add( cancel_button , 1, wx.EXPAND ) else: colonize_button = wx.Button(pane, label='Colonize %s'%(action.get_colony_population(action_type))) colonize_button.action = action_type, unit['unit_id'], fleet['fleet_id'], self.coord, u['user_id'] self.Bind(wx.EVT_BUTTON, self.on_store_action, colonize_button) sizer.Add( colonize_button , 1, wx.EXPAND ) if inhabited and planet['user_id'] != u['user_id']: #TODO: check if our mult, or ally, and notify user about it action_kill_people = store.get_object('proto_action', {'proto_id':proto['proto_id'], 'proto_action_id':action.Action.KILL_PEOPLE}) if action_kill_people: c_action = store.get_object('action', {'unit_id':unit['unit_id']}) if c_action: # already colonizing cancel_button = wx.Button(pane, label='Cancel kill people') cancel_button.cancel_action = u['user_id'], unit['unit_id'], c_action['cancel_id'] self.Bind(wx.EVT_BUTTON, self.on_cancel_action, cancel_button) sizer.Add( cancel_button , 1, wx.EXPAND ) else: colonize_button = wx.Button(pane, label='Kill people') colonize_button.action = action.Action.KILL_PEOPLE, unit['unit_id'], fleet['fleet_id'], self.coord, u['user_id'] self.Bind(wx.EVT_BUTTON, self.on_store_action, colonize_button) sizer.Add( colonize_button , 1, wx.EXPAND ) img = image.get_image( int(unit['proto_id']), int(proto['carapace']), int(proto['color']) ) if img: bitmap = wx.StaticBitmap(pane) bitmap.SetBitmap(img) hbox.Add(bitmap, 1, wx.EXPAND) #else: # print 'image not found for unit %s, bc %s, carp %s, color %s'%(unit['unit_id'], int(unit['proto_id']), int(proto['carapace']), int(proto['color']) ) name = proto['name'] if not name: name = get_unit_name(int(proto['carapace'])) hbox.Add(wx.StaticText(pane, label=name), 1, wx.EXPAND) border = wx.BoxSizer() border.Add(sizer, 1, wx.EXPAND|wx.ALL) pane.SetSizer(border) self.sizer.Layout() self.Bind(wx.EVT_COLLAPSIBLEPANE_CHANGED, self.OnPaneChanged, cp) cp.Expand() cp.Bind(wx.EVT_LEFT_DOWN, self.onFleetSelect) self.fleets[cp] = fleet
def onExploreGeoAll(self, _): 'upload pending events on server' explore_owned_planets = True out_dir = os.path.join(util.getTempDir(), config.options['data']['raw-dir']) util.assureDirClean(out_dir) for acc in config.accounts(): if not 'id' in acc: continue user_id = int(acc['id']) log.info('requesting user %s info'%(acc['login'],)) # find if there is any explore-capable fleets over unexplored planets # or simply tell explore to every unit =))) game server will do the rest #1. find all fleets above empty planets # get fleet position, check if planet geo is unknown fleet_planet = {} pl = {} for fleet in store.iter_objects_list('fleet', {'user_id':acc['id']} ): #print 'got fleet %s'%(fleet,) coord = get_coord(fleet) if coord in pl: pl[coord].add(fleet['fleet_id']) continue planet = store.get_object('planet', {'x':coord[0], 'y':coord[1]}) #check holes and stars if not planet: continue # check if already explored if 'o' in planet and planet['o']: continue if not coord in pl: pl[coord] = set() pl[ coord ].add(fleet['fleet_id']) #print 'Add to exploration list planet %s'%(planet,) acts = {} # get all fleet units, check if explore capable for coord, planet_fleets in pl.iteritems(): for fleet_id in planet_fleets: for unit in store.get_fleet_units(fleet_id): #print '%s %s unit %s'%(coord, fleet_id, unit) # ok unit bc = unit['proto_id'] #for proto in db.prototypes(['id=%s'%(bc,)]): # print 'proto %s'%(proto,) #type 1 probably geo explore action_geo_explore = store.get_object('proto_action',{'proto_id':bc, 'proto_action_id':request.RequestMaker.GEO_EXPLORE}) if action_geo_explore: acts[coord] = unit['unit_id'] break # no need to request more then one explore of a single planet if coord in acts: break self.pending_actions.user_id = int(acc['id']) #self.pendingActions[int(acc['id'])] = actions #hw_planet = db.getUserHw(acc['id']) #actions.createNewFleet(hw_planet, 'a_new_shiny_fleet') at_least_one = False for coord, unit_id in acts.iteritems(): fleet_unit = store.get_object('fleet_unit', {'unit_id':unit_id}) self.actions.add_action(action.ActionStore(user_id, unit_id, fleet_unit['fleet_id'], coord, action.Action.GEO_EXPLORE)) #self.pending_actions.explore_planet( coord, unit_id ) at_least_one = True if at_least_one: self.perform_actions()
def onSendScouts(self, _): min_size = 70 max_size = 99 #helps avoid flying on the same planet with different accounts friend_geo_scout_ids = [] for user in db.users(): friend_geo_scout_ids.append(str(user['id'])) for acc in config.accounts(): user_id = int(acc['id']) if self.command_selected_user and user_id != self.map.selected_user_id: continue self.pending_actions.user_id = user_id #log.info('send scouts %s size %s'%(acc['login'], min_size)) # find units that can geo-explore # find the ones that are already in fleets in one of our planets fly_range = 0.0 ready_scout_fleets = {} # get all fleets over our planets for planet in store.iter_objects_list('open_planet', {'user_id':user_id}): #print 'open planet %s'%(planet,) coord = get_coord(planet) for fleet in store.iter_objects_list('fleet', {'user_id':user_id, 'x':coord[0], 'y':coord[1]}): if value_in(self.exclude_fleet_names, fleet['name']): continue units = store.get_fleet_units(fleet['fleet_id']) if len(units) != 1: #print 'fleet %s has wrong units count ( != 1 ) %s, skipping it'%(fleet, units) continue unit = units[0] if int(unit['unit_id']) in self.manual_control_units: #print 'unit %s reserved for manual control, skipping it'%(unit,) continue if not self.is_geo_scout(unit): #print 'unit %s is not geo-scout, skipping it'%(unit,) continue #fly_range = max(fly_range, ) #print 'unit %s on planet %s for fleet %s is geo-scout'%(unit, coord, fleet) # ok, this is geo-scout, single unit in fleet, on our planet #ready_scout_fleets.append((coord, fleet)) _,r = store.get_fleet_speed_range(fleet['fleet_id']) fly_range = max(fly_range, r) ready_scout_fleets.setdefault(coord, []).append((fleet, r)) # get possible planets to explore in nearest distance for coord in ready_scout_fleets.keys(): #print 'load geo size centered at %s with range %s'%(coord, int(fly_range)) save_load.load_geo_size_center(coord, int(fly_range)) # jump to nearest/biggest unexplored planet exclude = set() for coord, fleets in ready_scout_fleets.iteritems(): max_fly_range = 0 for f,r in fleets: max_fly_range = max(max_fly_range, r) possible_planets = [] #s<=99 - skip stars #dx = lt[0]-fly_range, lt[0]+fly_range #dy = lt[1]-fly_range, lt[1]+fly_range for p in store.iter_planets_size(pos=coord, fly_range=max_fly_range, size_min=min_size, bigger_first = True): if not (p['s']>=min_size and p['s']<=max_size): #print 'planet %s not fit the size'%(p,) continue dest = get_coord(p) if dest in exclude: continue dist = util.distance(dest, coord) if dist > fly_range: #print 'planet %s is too far away'%(p,) continue planet = db.get_planet(dest) if planet and 'o' in planet and planet['o']: #print 'planet %s already explored'%(p,) continue has_flying_geo_scouts = False # check if currently there is some explore fleet on planet, or explore fleet already fly there already_has_scout = False for fleet in store.iter_objects_list('fleet', {'x':dest[0], 'y':dest[1]}, controlled = True): if self.is_geo_scout_fleet(fleet['fleet_id']): already_has_scout = True break if already_has_scout: #print 'planet %s has scount fleet on it'%(p,) continue already_fly_geo_scouts = False for fleet in store.iter_objects_list('flying_fleet', {'x':dest[0], 'y':dest[1]}, controlled = True): if self.is_geo_scout_fleet(fleet['fleet_id']): already_fly_geo_scouts = True #self.actions.add_action( action.ActionGeoExplore(user_id, ':dest, 'fleet_id':fleet['fleet_id']})) break if already_fly_geo_scouts: #print 'planet %s has flying scount fleet'%(p,) continue possible_planets.append( (dist, dest) ) #print 'add possible planet %s'%(dest,) for fleet, fleet_range in fleets: #print 'check planets for fleet %s'%(fleet,) for dist, planet in sorted(possible_planets): if dist > fleet_range: #print 'planet %s too scary'%(p,) continue # ok fly to it self.actions.add_action( action.ActionJump(user_id, fleet['fleet_id'], planet )) #self.pending_actions.fleetMove(fleet['id'], planet) exclude.add( planet ) #print 'jump %s from %s to %s'%(fleet, coord, planet) possible_planets.remove( (dist, planet ) ) break
def onFlyHomeScouts(self, _): for acc in config.accounts(): if not 'id' in acc: continue user_id = int(acc['id']) self.pending_actions.user_id = user_id #print 'fly home scouts for user %s %s'%(user_id, acc['login']) # fly scouts back to base fleets = [] fleet_flt = ['owner_id=%s'%(user_id,)] fleet_name = None #unicode('Fleet') # can also filter fleets by names #TODO: beware escapes if fleet_name: fleet_flt.append( 'name="%s"'%(fleet_name,) ) for fleet in store.iter_objects_list('fleet', {'user_id':user_id}): #print 'found fleet %s'%(fleet,) # if fleet over empty planet - jump back home coord = get_coord(fleet) coord_filter = {'x':coord[0], 'y':coord[1]} planet = store.get_object('planet', coord_filter ) #TODO: allow jump on all open-planets ( not only owned by user ) coord_filter['user_id'] = user_id user_open_planet = store.get_object('open_planet', coord_filter ) if user_open_planet: continue #print 'fleet %s not at home'%(fleet['id'],) units = [] for unit in store.get_fleet_units(fleet['fleet_id']): #print 'fleet %s has unit %s'%(fleet['id'], unit) units.append(unit) # not a scout fleet if more then one unit in fleet # if zero units - don't care about empty fleet as well if len(units) != 1: #print 'fleet %s has %s units, while required 1'%(fleet['id'], len(units)) continue if int(units[0]['unit_id']) in self.manual_control_units: continue proto = store.get_object('proto', {'proto_id':units[0]['proto_id']}) if proto['carapace'] != CARAPACE_PROBE: #print 'fleet %s unit %s is not a probe'%(fleet['id'], units[0]) continue #jump back #print 'fleet %s %s needs to get home'%(coord, fleet) fleets.append( (coord, fleet) ) if not fleets: #print 'no scout fleets found not at home' continue coords = [] for planet in store.iter_objects_list('open_planet', {'user_id':user_id}): coord = get_coord(planet) coords.append( coord ) #print 'possible home planet %s'%(coord,) if coords == None or fleets == []: #print 'oops %s %s'%(coords, fleets) continue #print 'looking for best route for %s fleets' %(len(fleets,),) for coord, fleet in fleets: #find closest planet closest_planet = coords[0] min_distance = util.distance(coords[0], coord) for c in coords: if util.distance(coord, c) < min_distance: min_distance = util.distance(coord, c) closest_planet = c # ok, found then jump #print 'Jump (%s) %s'%(closest_planet, fleet) self.actions.add_action( action.ActionJump(user_id, fleet['fleet_id'], closest_planet ))
def is_geo_scout_fleet(self, fleet_id): for u in store.get_fleet_units(fleet_id): if self.is_geo_scout(u): return True return False