def generate_systems(pos_list, gsd): """ Generates and populates star systems at all positions in specified list. """ sys_list = [] for position in pos_list: star_type = pick_star_type(gsd.age) system = fo.create_system(star_type, "", position.x, position.y) if system == fo.invalid_object(): # create system failed, report an error and try to continue with next position util.report_error( "Python generate_systems: create system at position (%f, %f) failed" % (position.x, position.y)) continue sys_list.append(system) for orbit in range(fo.sys_get_num_orbits(system)): # check for each orbit if a planet shall be created by determining planet size planet_size = planets.calc_planet_size(star_type, orbit, gsd.planetDensity, gsd.shape) if planet_size in planets.planet_sizes: # ok, we want a planet, determine planet type and generate the planet planet_type = planets.calc_planet_type(star_type, orbit, planet_size) if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): # create planet failed, report an error and try to continue with next orbit util.report_error( "Python generate_systems: create planet in system %d failed" % system) return sys_list
def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any(hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform(min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 30 (= one monster per 30 systems) to 3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.001 = 0.005) if monster_freq > 0 and random() < len(systems) / monster_freq * 0.001: #only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0] if not candidates: print >> sys.stderr, "Turn events: unable to find system for monster spawn" else: system = choice(candidates) print "...creating new", monster_type, "at", fo.get_name(system) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create new monster fleet" else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create monster in fleet" return True
def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any( hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform( min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" return True
def generate_fields(systems): """ Generates stationary fields in some randomly chosen empty no star systems. """ # filter out all empty no star systems candidates = [ s for s in systems if (fo.sys_get_star_type(s) == fo.starType.noStar) and ( not fo.sys_get_planets(s)) ] # make sure we have at least one empty no star system, otherwise return without creating any fields if not candidates: print("...no empty no star systems found, no fields created") return # pick 10-15% of all empty no star systems to create stationary fields in them, but at least one accepted = sample(candidates, max(int(len(candidates) * uniform(0.1, 0.15)), 1)) for system in accepted: # randomly pick a field type field_type = choice(["FLD_NEBULA_1", "FLD_NEBULA_2", "FLD_NEBULA_3"]) # and create the field if fo.create_field_in_system(field_type, uniform(40, 120), system) == fo.invalid_object(): # create field failed, report an error report_error( "Python generate_fields: create field %s in system %d failed" % (field_type, system)) print("...fields created in %d systems out of %d empty no star systems" % (len(accepted), len(candidates)))
def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any(hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform(min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" return True
def compile_home_system_list(num_home_systems, systems): """ Compiles a list with a requested number of home systems. """ # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: util.report_error("Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems min_jumps = max(int(float(len(systems)) / float(num_home_systems * 2)), 5) # try to find the home systems, decrease the min jumps until enough systems can be found, or the min jump distance # gets reduced to 0 (meaning we don't have enough systems to choose from at all) while min_jumps > 0: print "Trying to find", num_home_systems, "home systems that are at least", min_jumps, "jumps apart" # try to find home systems... home_systems = find_systems_with_min_jumps_between(num_home_systems, systems, min_jumps) # ...check if we got enough... if len(home_systems) >= num_home_systems: # ...yes, we got what we need, so let's break out of the loop break print "Home system min jump conflict: %d systems and %d empires, tried %d min jump and failed"\ % (len(systems), num_home_systems, min_jumps) # ...no, decrease the min jump distance and try again min_jumps -= 1 # check if the loop above delivered a list with enough home systems, or if it exited because the min jump distance # has been decreased to 0 without finding enough systems # in that case, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: util.report_error("Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type(home_system) not in starsystems.star_types_real: star_type = random.choice(starsystems.star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet(random.choice(planets.planet_sizes_real), random.choice(planets.planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): util.report_error("Python generate_home_system_list: couldn't create planet in home system") return [] return home_systems
def populate_monster_fleet(fleet_plan, system): """ Create a monster fleet in ''system'' according to ''fleet_plan'' """ # create monster fleet monster_fleet = fo.create_monster_fleet(system) if monster_fleet == fo.invalid_object(): raise MapGenerationError("Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) # add monsters to fleet for design in fleet_plan.ship_designs(): if fo.create_monster(design, monster_fleet) == fo.invalid_object(): raise MapGenerationError("Python generate_monsters: unable to create monster %s" % design) print "Spawn", fleet_plan.name(), "at", fo.get_name(system)
def generate_systems(pos_list, gsd): """ Generates and populates star systems at all positions in specified list. """ sys_list = [] for position in pos_list: star_type = pick_star_type(gsd.age) system = fo.create_system(star_type, "", position[0], position[1]) if system == fo.invalid_object(): # create system failed, report an error and try to continue with next position util.report_error( "Python generate_systems: create system at position (%f, %f) failed" % (position[0], position[1])) continue sys_list.append(system) orbits = list(range(fo.sys_get_num_orbits(system))) if not planets.can_have_planets(star_type, orbits, gsd.planet_density, gsd.shape): continue # Try to generate planets in each orbit. # If after each orbit is tried once there are no planets then # keep trying until a single planet is placed. # Except for black hole systems, which can be empty. at_least_one_planet = False random.shuffle(orbits) for orbit in orbits: if planets.generate_a_planet(system, star_type, orbit, gsd.planet_density, gsd.shape): at_least_one_planet = True if at_least_one_planet or can_have_no_planets(star_type): continue recursion_limit = 1000 for _, orbit in product(range(recursion_limit), orbits): if planets.generate_a_planet(system, star_type, orbit, gsd.planet_density, gsd.shape): break else: # Intentionally non-modal. Should be a warning. print( ("Python generate_systems: place planets in system %d at position (%.2f, %.2f) failed" % (system, position[0], position[1])), file=sys.stderr, ) return sys_list
def generate_systems(pos_list, gsd): """ Generates and populates star systems at all positions in specified list. """ sys_list = [] for position in pos_list: star_type = pick_star_type(gsd.age) system = fo.create_system(star_type, "", position.x, position.y) if system == fo.invalid_object(): # create system failed, report an error and try to continue with next position util.report_error("Python generate_systems: create system at position (%f, %f) failed" % (position.x, position.y)) continue sys_list.append(system) for orbit in range(0, fo.sys_get_num_orbits(system) - 1): # check for each orbit if a planet shall be created by determining planet size planet_size = planets.calc_planet_size(star_type, orbit, gsd.planetDensity, gsd.shape) if planet_size in planets.planet_sizes: # ok, we want a planet, determine planet type and generate the planet planet_type = planets.calc_planet_type(star_type, orbit, planet_size) if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): # create planet failed, report an error and try to continue with next orbit util.report_error("Python generate_systems: create planet in system %d failed" % system) return sys_list
def generate_a_planet(system, star_type, orbit, planet_density, galaxy_shape): """ Place a planet in an orbit of a system. Return True on success """ planet_size = calc_planet_size(star_type, orbit, planet_density, galaxy_shape) if planet_size not in planet_sizes: return False # ok, we want a planet, determine planet type and generate the planet planet_type = calc_planet_type(star_type, orbit, planet_size) if planet_type == fo.planetType.unknown: return False if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): # create planet failed, report an error util.report_error("Python generate_systems: create planet in system %d failed" % system) return False return True
def generate_systems(pos_list, gsd): """ Generates and populates star systems at all positions in specified list. """ sys_list = [] for position in pos_list: star_type = pick_star_type(gsd.age) system = fo.create_system(star_type, "", position[0], position[1]) if system == fo.invalid_object(): # create system failed, report an error and try to continue with next position util.report_error("Python generate_systems: create system at position (%f, %f) failed" % (position[0], position[1])) continue sys_list.append(system) orbits = range(fo.sys_get_num_orbits(system)) if not planets.can_have_planets(star_type, orbits, gsd.planet_density, gsd.shape): continue # Try to generate planets in each orbit. # If after each orbit is tried once there are no planets then # keep trying until a single planet is placed. # Except for black hole systems, which can be empty. at_least_one_planet = False random.shuffle(orbits) for orbit in orbits: if planets.generate_a_planet(system, star_type, orbit, gsd.planet_density, gsd.shape): at_least_one_planet = True if at_least_one_planet or can_have_no_planets(star_type): continue recursion_limit = 1000 for _, orbit in product(range(recursion_limit), orbits): if planets.generate_a_planet(system, star_type, orbit, gsd.planet_density, gsd.shape): break else: # Intentionally non-modal. Should be a warning. print >> sys.stderr, ("Python generate_systems: place planets in system %d at position (%.2f, %.2f) failed" % (system, position[0], position[1])) return sys_list
def generate_fields(systems): """ Generates stationary fields in some randomly chosen empty no star systems. """ # filter out all empty no star systems candidates = [s for s in systems if (fo.sys_get_star_type(s) == fo.starType.noStar) and (not fo.sys_get_planets(s))] # make sure we have at least one empty no star system, otherwise return without creating any fields if not candidates: print "...no empty no star systems found, no fields created" return # pick 10-20% of all empty no star systems to create stationary fields in them, but at least one accepted = sample(candidates, max(int(len(candidates) * uniform(0.1, 0.2)), 1)) for system in accepted: # randomly pick a field type field_type = choice(["FLD_NEBULA_1", "FLD_NEBULA_2"]) # and create the field if fo.create_field_in_system(field_type, uniform(40, 120), system) == fo.invalid_object(): # create field failed, report an error report_error("Python generate_fields: create field %s in system %d failed" % (field_type, system)) print "...fields created in %d systems out of %d empty no star systems" % (len(accepted), len(candidates))
def generate_a_planet(system, star_type, orbit, planet_density, galaxy_shape): """ Place a planet in an orbit of a system. Return True on success """ planet_size = calc_planet_size(star_type, orbit, planet_density, galaxy_shape) if planet_size not in planet_sizes: return False # ok, we want a planet, determine planet type and generate the planet planet_type = calc_planet_type(star_type, orbit, planet_size) if planet_type == fo.planetType.unknown: return False if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): # create planet failed, report an error util.report_error( "Python generate_systems: create planet in system %d failed" % system) return False return True
def setup_empire(empire, empire_name, home_system, starting_species, player_name): """ Sets up various aspects of an empire, like empire name, homeworld, etc. """ # set empire name, if no one is given, pick one randomly if not empire_name: print "No empire name set for player", player_name, ", picking one randomly" empire_name = next(empire_name_generator) fo.empire_set_name(empire, empire_name) print "Empire name for player", player_name, "is", empire_name # check starting species, if no one is given, pick one randomly if starting_species == "RANDOM" or not starting_species: print "Picking random starting species for player", player_name starting_species = next(starting_species_pool) print "Starting species for player", player_name, "is", starting_species universe_statistics.empire_species[starting_species] += 1 # pick a planet from the specified home system as homeworld planet_list = fo.sys_get_planets(home_system) # if the system is empty, report an error and return false, indicating failure if not planet_list: report_error("Python setup_empire: got home system with no planets") return False homeworld = random.choice(planet_list) # set selected planet as empire homeworld with selected starting species fo.empire_set_homeworld(empire, homeworld, starting_species) # set homeworld focus # check if the preferred focus for the starting species is among # the foci available on the homeworld planet available_foci = fo.planet_available_foci(homeworld) preferred_focus = fo.species_preferred_focus(starting_species) if preferred_focus in available_foci: # if yes, set the homeworld focus to the preferred focus print "Player", player_name, ": setting preferred focus", preferred_focus, "on homeworld" fo.planet_set_focus(homeworld, preferred_focus) elif len(available_foci) > 0: # if no, and there is at least one available focus, # just take the first of the list if preferred_focus == "": print "Player", player_name, ": starting species", starting_species, "has no preferred focus, using",\ available_foci[0], "instead" else: print "Player", player_name, ": preferred focus", preferred_focus, "for starting species",\ starting_species, "not available on homeworld, using", available_foci[0], "instead" fo.planet_set_focus(homeworld, available_foci[0]) else: # if no focus is available on the homeworld, don't set any focus print "Player", player_name, ": no available foci on homeworld for starting species", starting_species # give homeworld starting buildings print "Player", player_name, ": add starting buildings to homeworld" for item in fo.load_starting_buildings(): fo.create_building(item.name, homeworld, empire) # unlock starting techs, buildings, hulls, ship parts, etc. # use default content file print "Player", player_name, ": add unlocked items" for item in fo.load_item_spec_list(): fo.empire_unlock_item(empire, item.type, item.name) # add premade ship designs to empire print "Player", player_name, ": add premade ship designs" for ship_design in fo.design_get_premade_list(): fo.empire_add_ship_design(empire, ship_design) # add starting fleets to empire # use default content file print "Player", player_name, ": add starting fleets" fleet_plans = fo.load_fleet_plan_list() for fleet_plan in fleet_plans: # first, create the fleet fleet = fo.create_fleet(fleet_plan.name(), home_system, empire) # if the fleet couldn't be created, report an error and try to continue with the next fleet plan if fleet == fo.invalid_object(): report_error("Python setup empire: couldn't create fleet %s" % fleet_plan.name()) continue # second, iterate over the list of ship design names in the fleet plan for ship_design in fleet_plan.ship_designs(): # create a ship in the fleet # if the ship couldn't be created, report an error and try to continue with the next ship design if fo.create_ship("", ship_design, starting_species, fleet) == fo.invalid_object(): report_error( "Python setup empire: couldn't create ship %s for fleet %s" % (ship_design, fleet_plan.name())) return True
def compile_home_system_list(num_home_systems, systems, gsd): """ Compiles a list with a requested number of home systems. """ print "Compile home system list:", num_home_systems, "systems requested" # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: report_error( "Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems # don't let min_jumps be either: # a.) larger than a defined limit, because an unreasonably large number is really not at all needed, # and with large galaxies an excessive amount of time can be used in failed attempts # b.) lower than the minimum jump distance limit that should be considered high priority (see options.py), # otherwise no attempt at all would be made to enforce the other requirements for home systems (see below) min_jumps = min( HS_MAX_JUMP_DISTANCE_LIMIT, max(int(float(len(systems)) / float(num_home_systems * 2)), HS_MIN_DISTANCE_PRIORITY_LIMIT)) # home systems must have a certain minimum of systems and planets in their near vicinity # we will try to select our home systems from systems that match this criteria, if that fails, we will select our # home systems from all systems and add the missing number planets to the systems in their vicinity afterwards # the minimum system and planet limit and the jump range that defines the "near vicinity" are controlled by the # HS_* option constants in options.py (see there) # we start by building two additional pools of systems: one that contains all systems that match the criteria # completely (meets the min systems and planets limit), and one that contains all systems that match the criteria # at least partially (meets the min systems limit) pool_matching_sys_and_planet_limit = [] pool_matching_sys_limit = [] for system in systems: systems_in_vicinity = fo.systems_within_jumps_unordered( HS_VICINITY_RANGE, [system]) if len(systems_in_vicinity) >= HS_MIN_SYSTEMS_IN_VICINITY: pool_matching_sys_limit.append(system) if count_planets_in_systems( systems_in_vicinity) >= min_planets_in_vicinity_limit( len(systems_in_vicinity)): pool_matching_sys_and_planet_limit.append(system) print( len(pool_matching_sys_and_planet_limit), "systems meet the min systems and planets in the near vicinity limit") print len(pool_matching_sys_limit ), "systems meet the min systems in the near vicinity limit" # now try to pick the requested number of home systems # we will do this by calling find_home_systems, which takes a list of tuples defining the pools from which to pick # the home systems; it will use the pools in the order in which they appear in the list, so put better pools first # we will make two attempts: the first one with the filtered pools we just created, and tell find_home_systems # to start with the min_jumps jumps distance we calculated above, but not to go lower than # HS_MIN_DISTANCE_PRIORITY_LIMIT print "First attempt: trying to pick home systems from the filtered pools of preferred systems" pool_list = [ # the better pool is of course the one where all systems meet BOTH the min systems and planets limit (pool_matching_sys_and_planet_limit, "pool of systems that meet both the min systems and planets limit"), # next the less preferred pool where all systems at least meets the min systems limit # specify 0 as number of requested home systems to pick as much systems as possible (pool_matching_sys_limit, "pool of systems that meet at least the min systems limit"), ] home_systems = find_home_systems(num_home_systems, pool_list, min_jumps, HS_MIN_DISTANCE_PRIORITY_LIMIT) # check if the first attempt delivered a list with enough home systems # if not, we make our second attempt, this time disregarding the filtered pools and using all systems, starting # again with the min_jumps jump distance limit and specifying 0 as number of required home systems to pick as much # systems as possible if len(home_systems) < num_home_systems: print "Second attempt: trying to pick home systems from all systems" home_systems = find_home_systems(num_home_systems, [(systems, "complete pool")], min_jumps, 1) # check if the selection process delivered a list with enough home systems # if not, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: report_error( "Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # check if we got more home systems than we requested if len(home_systems) > num_home_systems: # yes: calculate the number of planets in the near vicinity of each system # and store that value with each system in a map hs_planets_in_vicinity_map = { s: calculate_home_system_merit(s) for s in home_systems } # sort the home systems by the number of planets in their near vicinity using the map # now only pick the number of home systems we need, taking those with the highest number of planets home_systems = sorted(home_systems, key=hs_planets_in_vicinity_map.get, reverse=True)[:num_home_systems] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type(home_system) not in star_types_real: star_type = random.choice(star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet( random.choice(planet_sizes_real), random.choice(planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): report_error( "Python generate_home_system_list: couldn't create planet in home system" ) return [] # finally, check again if all home systems meet the criteria of having the required minimum number of planets # within their near vicinity, if not, add the missing number of planets print "Checking if home systems have the required minimum of planets within the near vicinity..." for home_system in home_systems: # calculate the number of missing planets, and add them if this number is > 0 systems_in_vicinity = fo.systems_within_jumps_unordered( HS_VICINITY_RANGE, [home_system]) num_systems_in_vicinity = len(systems_in_vicinity) num_planets_in_vicinity = count_planets_in_systems(systems_in_vicinity) num_planets_to_add = min_planets_in_vicinity_limit( num_systems_in_vicinity) - num_planets_in_vicinity print "Home system", home_system, "has", num_systems_in_vicinity, "systems and", num_planets_in_vicinity,\ "planets in the near vicinity, required minimum:", min_planets_in_vicinity_limit(num_systems_in_vicinity) if num_planets_to_add > 0: systems_in_vicinity.remove( home_system ) # don't add planets to the home system, so remove it from the list # sort the systems_in_vicinity before adding, since the C++ engine doesn't guarrantee the same # platform independence as python. add_planets_to_vicinity(sorted(systems_in_vicinity), num_planets_to_add, gsd) # as we've sorted the home system list before, lets shuffle it to ensure random order and return random.shuffle(home_systems) return home_systems
def add_planets_to_vicinity(vicinity, num_planets, gsd): """ Adds the specified number of planets to the specified systems. """ print "Adding", num_planets, "planets to the following systems:", vicinity # first, compile a list containing all the free orbits in the specified systems # begin with adding the free orbits of all systems that have a real star (that is, no neutron star, black hole, # and not no star), if that isn't enough, also one, by one, add the free orbits of neutron star, black hole and # no star systems (in that order) until we have enough free orbits # for that, we use this list of tuples # the first tuple contains all real star types, the following tuples the neutron, black hole and no star types, # so we can iterate over this list and only add the free orbits of systems that match the respective star types # each step # this way we can prioritize the systems we want to add planets to by star type acceptable_star_types_list = [ star_types_real, (fo.starType.noStar, ), (fo.starType.neutron, ), (fo.starType.blackHole, ) ] # store the free orbits as a list of tuples of (system, orbit) free_orbits_map = [] # now, iterate over the list of acceptable star types for acceptable_star_types in acceptable_star_types_list: # check all systems in the list of systems we got passed into this function for system in vicinity: # if this system has a star type we want to accept in this step, add its free orbits to our list if fo.sys_get_star_type(system) in acceptable_star_types: free_orbits_map.extend([ (system, orbit) for orbit in fo.sys_free_orbits(system) ]) # check if we got enough free orbits after completing this step # we want 4 times as much free orbits as planets we want to add, that means each system shouldn't get more # than 2-3 additional planets on average if len(free_orbits_map) > (num_planets * 4): break # if we got less free orbits than planets that should be added, something is wrong # in that case abort and log an error if len(free_orbits_map) < num_planets: report_error( "Python add_planets_to_vicinity: less free orbits than planets to add - cancelled" ) print "...free orbits available:", free_orbits_map # as we will pop the free orbits from this list afterwards, shuffle it to randomize the order of the orbits random.shuffle(free_orbits_map) # add the requested number of planets while num_planets > 0: # get the next free orbit from the list we just compiled system, orbit = free_orbits_map.pop() # check the star type of the system containing the orbit we got star_type = fo.sys_get_star_type(system) if star_type in [fo.starType.noStar, fo.starType.blackHole]: # if it is a black hole or has no star, change the star type # pick a star type, continue until we get a real star # don't accept neutron, black hole or no star print "...system picked to add a planet has star type", star_type while star_type not in star_types_real: star_type = pick_star_type(gsd.age) print "...change that to", star_type fo.sys_set_star_type(system, star_type) # pick a planet size, continue until we get a size that matches the HS_ACCEPTABLE_PLANET_SIZES option planet_size = fo.planetSize.unknown while planet_size not in HS_ACCEPTABLE_PLANET_SIZES: planet_size = calc_planet_size(star_type, orbit, fo.galaxySetupOption.high, gsd.shape) # pick an according planet type planet_type = calc_planet_type(star_type, orbit, planet_size) # finally, create the planet in the system and orbit we got print "...adding", planet_size, planet_type, "planet to system", system if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): report_error( "Python add_planets_to_vicinity: create planet in system %d failed" % system) # continue with next planet num_planets -= 1
def compile_home_system_list(num_home_systems, systems): """ Compiles a list with a requested number of home systems. """ print "Compile home system list:", num_home_systems, "systems requested" # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: report_error("Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems # Don't let min_jumps be larger than 10, because a larger number is really not at all needed and with large # galaxies an excessive amount of time can be used in failed attempts min_jumps = min(10, max(int(float(len(systems)) / float(num_home_systems * 2)), 5)) # home systems must have a certain minimum of systems in their near vicinity # we will try to select our home systems from systems that match this criteria, if that fails, we will select our # home systems from all systems and add the missing number planets to the systems in their vicinity afterwards # the minimum planet limit and the jump range that defines the "near vicinity" are controlled by the # HS_* option constants in options.py (see there) # lets start by filtering out all systems from the pool we got passed into this function that match the criteria filtered_pool = [s for s in systems if has_min_planets_in_vicinity(s)] print "Filtering out systems that meet the minimum planets in the near vicinity condition yielded",\ len(filtered_pool), "systems" print "Using this as the preferred pool for home system selection" # now try to pick the requested number of home systems by calling find_home_systems # this function takes two pools, a "complete" pool and one with preferred systems # it will try to pick the home systems from the preferred pool first, so pass our filtered pool as preferred pool home_systems = find_home_systems(num_home_systems, systems, filtered_pool, min_jumps) # check if the selection process delivered a list with enough home systems # if not, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: report_error("Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # check if we got more home systems than we requested if len(home_systems) > num_home_systems: # yes: calculate the number of planets in the near vicinity of each system # and store that value with each system in a map hs_planets_in_vicinity_map = {s: count_planets_in_systems(get_systems_within_jumps(s, HS_VICINITY_RANGE)) for s in home_systems} # sort the home systems by the number of planets in their near vicinity using the map # now only pick the number of home systems we need, taking those with the highest number of planets home_systems = sorted(home_systems, key=hs_planets_in_vicinity_map.get, reverse=True)[:num_home_systems] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type(home_system) not in star_types_real: star_type = random.choice(star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet(random.choice(planet_sizes_real), random.choice(planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): report_error("Python generate_home_system_list: couldn't create planet in home system") return [] # finally, check again if all home systems meet the criteria of having the required minimum number of planets # within their near vicinity, if not, add the missing number of planets print "Checking if home systems have the required minimum of planets within the near vicinity..." for home_system in home_systems: # calculate the number of missing planets, and add them if this number is > 0 systems_in_vicinity = get_systems_within_jumps(home_system, HS_VICINITY_RANGE) num_systems_in_vicinity = len(systems_in_vicinity) num_planets_in_vicinity = count_planets_in_systems(systems_in_vicinity) num_planets_to_add = min_planets_in_vicinity_limit(num_systems_in_vicinity) - num_planets_in_vicinity print "Home system", home_system, "has", num_systems_in_vicinity, "systems and", num_planets_in_vicinity,\ "planets in the near vicinity, required minimum:", min_planets_in_vicinity_limit(num_systems_in_vicinity) if num_planets_to_add > 0: systems_in_vicinity.remove(home_system) # don't add planets to the home system, so remove it from the list add_planets_to_vicinity(systems_in_vicinity, num_planets_to_add) # as we've sorted the home system list before, lets shuffle it to ensure random order and return random.shuffle(home_systems) return home_systems
def setup_empire(empire, empire_name, home_system, starting_species, player_name): """ Sets up various aspects of an empire, like empire name, homeworld, etc. """ # set empire name, if no one is given, pick one randomly if not empire_name: print "No empire name set for player", player_name, ", picking one randomly" empire_name = next(empire_name_generator) fo.empire_set_name(empire, empire_name) print "Empire name for player", player_name, "is", empire_name # check starting species, if no one is given, pick one randomly if starting_species == "RANDOM" or not starting_species: print "Picking random starting species for player", player_name starting_species = next(starting_species_pool) print "Starting species for player", player_name, "is", starting_species statistics.empire_species[starting_species] += 1 # pick a planet from the specified home system as homeworld planet_list = fo.sys_get_planets(home_system) # if the system is empty, report an error and return false, indicating failure if not planet_list: report_error("Python setup_empire: got home system with no planets") return False homeworld = random.choice(planet_list) # set selected planet as empire homeworld with selected starting species fo.empire_set_homeworld(empire, homeworld, starting_species) # set homeworld focus # check if the preferred focus for the starting species is among # the foci available on the homeworld planet available_foci = fo.planet_available_foci(homeworld) preferred_focus = fo.species_preferred_focus(starting_species) if preferred_focus in available_foci: # if yes, set the homeworld focus to the preferred focus print "Player", player_name, ": setting preferred focus", preferred_focus, "on homeworld" fo.planet_set_focus(homeworld, preferred_focus) elif len(available_foci) > 0: # if no, and there is at least one available focus, # just take the first of the list if preferred_focus == "": print "Player", player_name, ": starting species", starting_species, "has no preferred focus, using",\ available_foci[0], "instead" else: print "Player", player_name, ": preferred focus", preferred_focus, "for starting species",\ starting_species, "not available on homeworld, using", available_foci[0], "instead" fo.planet_set_focus(homeworld, available_foci[0]) else: # if no focus is available on the homeworld, don't set any focus print "Player", player_name, ": no available foci on homeworld for starting species", starting_species # give homeworld starting buildings # use the list provided in scripting/starting_unlocks/buildings.inf print "Player", player_name, ": add starting buildings to homeworld" for building in load_string_list(os.path.join(fo.get_resource_dir(), "scripting/starting_unlocks/buildings.inf")): fo.create_building(building, homeworld, empire) # unlock starting techs, buildings, hulls, ship parts, etc. # use default content file print "Player", player_name, ": add unlocked items" for item in fo.load_item_spec_list(): fo.empire_unlock_item(empire, item.type, item.name) # add premade ship designs to empire print "Player", player_name, ": add premade ship designs" for ship_design in fo.design_get_premade_list(): fo.empire_add_ship_design(empire, ship_design) # add starting fleets to empire # use default content file print "Player", player_name, ": add starting fleets" fleet_plans = fo.load_fleet_plan_list() for fleet_plan in fleet_plans: # first, create the fleet fleet = fo.create_fleet(fleet_plan.name(), home_system, empire) # if the fleet couldn't be created, report an error and try to continue with the next fleet plan if fleet == fo.invalid_object(): report_error("Python setup empire: couldn't create fleet %s" % fleet_plan.name()) continue # second, iterate over the list of ship design names in the fleet plan for ship_design in fleet_plan.ship_designs(): # create a ship in the fleet # if the ship couldn't be created, report an error and try to continue with the next ship design if fo.create_ship("", ship_design, starting_species, fleet) == fo.invalid_object(): report_error("Python setup empire: couldn't create ship %s for fleet %s" % (ship_design, fleet_plan.name())) return True
def compile_home_system_list(num_home_systems, systems, gsd): """ Compiles a list with a requested number of home systems. """ print "Compile home system list:", num_home_systems, "systems requested" # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: report_error("Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems # don't let min_jumps be either: # a.) larger than a defined limit, because an unreasonably large number is really not at all needed, # and with large galaxies an excessive amount of time can be used in failed attempts # b.) lower than the minimum jump distance limit that should be considered high priority (see options.py), # otherwise no attempt at all would be made to enforce the other requirements for home systems (see below) min_jumps = min(HS_MAX_JUMP_DISTANCE_LIMIT, max(int(float(len(systems)) / float(num_home_systems * 2)), HS_MIN_DISTANCE_PRIORITY_LIMIT)) # home systems must have a certain minimum of systems and planets in their near vicinity # we will try to select our home systems from systems that match this criteria, if that fails, we will select our # home systems from all systems and add the missing number planets to the systems in their vicinity afterwards # the minimum system and planet limit and the jump range that defines the "near vicinity" are controlled by the # HS_* option constants in options.py (see there) # we start by building two additional pools of systems: one that contains all systems that match the criteria # completely (meets the min systems and planets limit), and one that contains all systems that match the criteria # at least partially (meets the min systems limit) pool_matching_sys_and_planet_limit = [] pool_matching_sys_limit = [] for system in systems: systems_in_vicinity = get_systems_within_jumps(system, HS_VICINITY_RANGE) if len(systems_in_vicinity) >= HS_MIN_SYSTEMS_IN_VICINITY: pool_matching_sys_limit.append(system) if count_planets_in_systems(systems_in_vicinity) >= min_planets_in_vicinity_limit(len(systems_in_vicinity)): pool_matching_sys_and_planet_limit.append(system) print len(pool_matching_sys_and_planet_limit), "systems meet the min systems and planets in the near vicinity limit" print len(pool_matching_sys_limit), "systems meet the min systems in the near vicinity limit" # now try to pick the requested number of home systems # we will do this by calling find_home_systems, which takes a list of tuples defining the pools from which to pick # the home systems; it will use the pools in the order in which they appear in the list, so put better pools first # we will make two attempts: the first one with the filtered pools we just created, and tell find_home_systems # to start with the min_jumps jumps distance we calculated above, but not to go lower than # HS_MIN_DISTANCE_PRIORITY_LIMIT print "First attempt: trying to pick home systems from the filtered pools of preferred systems" pool_list = [ # the better pool is of course the one where all systems meet BOTH the min systems and planets limit (pool_matching_sys_and_planet_limit, "pool of systems that meet both the min systems and planets limit"), # next the less preferred pool where all systems at least meets the min systems limit # specify 0 as number of requested home systems to pick as much systems as possible (pool_matching_sys_limit, "pool of systems that meet at least the min systems limit"), ] home_systems = find_home_systems(num_home_systems, pool_list, min_jumps, HS_MIN_DISTANCE_PRIORITY_LIMIT) # check if the first attempt delivered a list with enough home systems # if not, we make our second attempt, this time disregarding the filtered pools and using all systems, starting # again with the min_jumps jump distance limit and specifying 0 as number of required home systems to pick as much # systems as possible if len(home_systems) < num_home_systems: print "Second attempt: trying to pick home systems from all systems" home_systems = find_home_systems(num_home_systems, [(systems, "complete pool")], min_jumps, 1) # check if the selection process delivered a list with enough home systems # if not, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: report_error("Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # check if we got more home systems than we requested if len(home_systems) > num_home_systems: # yes: calculate the number of planets in the near vicinity of each system # and store that value with each system in a map hs_planets_in_vicinity_map = {s: count_planets_in_systems(get_systems_within_jumps(s, HS_VICINITY_RANGE)) for s in home_systems} # sort the home systems by the number of planets in their near vicinity using the map # now only pick the number of home systems we need, taking those with the highest number of planets home_systems = sorted(home_systems, key=hs_planets_in_vicinity_map.get, reverse=True)[:num_home_systems] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type(home_system) not in star_types_real: star_type = random.choice(star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet(random.choice(planet_sizes_real), random.choice(planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): report_error("Python generate_home_system_list: couldn't create planet in home system") return [] # finally, check again if all home systems meet the criteria of having the required minimum number of planets # within their near vicinity, if not, add the missing number of planets print "Checking if home systems have the required minimum of planets within the near vicinity..." for home_system in home_systems: # calculate the number of missing planets, and add them if this number is > 0 systems_in_vicinity = get_systems_within_jumps(home_system, HS_VICINITY_RANGE) num_systems_in_vicinity = len(systems_in_vicinity) num_planets_in_vicinity = count_planets_in_systems(systems_in_vicinity) num_planets_to_add = min_planets_in_vicinity_limit(num_systems_in_vicinity) - num_planets_in_vicinity print "Home system", home_system, "has", num_systems_in_vicinity, "systems and", num_planets_in_vicinity,\ "planets in the near vicinity, required minimum:", min_planets_in_vicinity_limit(num_systems_in_vicinity) if num_planets_to_add > 0: systems_in_vicinity.remove(home_system) # don't add planets to the home system, so remove it from the list add_planets_to_vicinity(systems_in_vicinity, num_planets_to_add, gsd) # as we've sorted the home system list before, lets shuffle it to ensure random order and return random.shuffle(home_systems) return home_systems
def add_planets_to_vicinity(vicinity, num_planets, gsd): """ Adds the specified number of planets to the specified systems. """ print "Adding", num_planets, "planets to the following systems:", vicinity # first, compile a list containing all the free orbits in the specified systems # begin with adding the free orbits of all systems that have a real star (that is, no neutron star, black hole, # and not no star), if that isn't enough, also one, by one, add the free orbits of neutron star, black hole and # no star systems (in that order) until we have enough free orbits # for that, we use this list of tuples # the first tuple contains all real star types, the following tuples the neutron, black hole and no star types, # so we can iterate over this list and only add the free orbits of systems that match the respective star types # each step # this way we can prioritize the systems we want to add planets to by star type acceptable_star_types_list = [ star_types_real, (fo.starType.noStar,), (fo.starType.neutron,), (fo.starType.blackHole,) ] # store the free orbits as a list of tuples of (system, orbit) free_orbits_map = [] # now, iterate over the list of acceptable star types for acceptable_star_types in acceptable_star_types_list: # check all systems in the list of systems we got passed into this function for system in vicinity: # if this system has a star type we want to accept in this step, add its free orbits to our list if fo.sys_get_star_type(system) in acceptable_star_types: free_orbits_map.extend([(system, orbit) for orbit in fo.sys_free_orbits(system)]) # check if we got enough free orbits after completing this step # we want 4 times as much free orbits as planets we want to add, that means each system shouldn't get more # than 2-3 additional planets on average if len(free_orbits_map) > (num_planets * 4): break # if we got less free orbits than planets that should be added, something is wrong # in that case abort and log an error if len(free_orbits_map) < num_planets: report_error("Python add_planets_to_vicinity: less free orbits than planets to add - cancelled") print "...free orbits available:", free_orbits_map # as we will pop the free orbits from this list afterwards, shuffle it to randomize the order of the orbits random.shuffle(free_orbits_map) # add the requested number of planets while num_planets > 0: # get the next free orbit from the list we just compiled system, orbit = free_orbits_map.pop() # check the star type of the system containing the orbit we got star_type = fo.sys_get_star_type(system) if star_type in [fo.starType.noStar, fo.starType.blackHole]: # if it is a black hole or has no star, change the star type # pick a star type, continue until we get a real star # don't accept neutron, black hole or no star print "...system picked to add a planet has star type", star_type while star_type not in star_types_real: star_type = pick_star_type(gsd.age) print "...change that to", star_type fo.sys_set_star_type(system, star_type) # pick a planet size, continue until we get a size that matches the HS_ACCEPTABLE_PLANET_SIZES option planet_size = fo.planetSize.unknown while planet_size not in HS_ACCEPTABLE_PLANET_SIZES: planet_size = calc_planet_size(star_type, orbit, fo.galaxySetupOption.high, gsd.shape) # pick an according planet type planet_type = calc_planet_type(star_type, orbit, planet_size) # finally, create the planet in the system and orbit we got print "...adding", planet_size, planet_type, "planet to system", system if fo.create_planet(planet_size, planet_type, system, orbit, "") == fo.invalid_object(): report_error("Python add_planets_to_vicinity: create planet in system %d failed" % system) # continue with next planet num_planets -= 1
def execute_turn_events(): print "Executing turn events for turn", fo.current_turn() # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 if random() < max(0.0003 * radius, 0.03): if random() < 0.4: field_type = "FLD_MOLECULAR_CLOUD" size = 5.0 else: field_type = "FLD_ION_STORM" size = 5.0 x = y = radius dist_from_center = 0.0 while (dist_from_center < radius) or any( hypot(fo.get_x(s) - x, fo.get_y(s) - y) < 50.0 for s in systems): angle = random() * 2.0 * pi dist_from_center = radius + uniform( min(max(radius * 0.02, 10), 50.0), min(max(radius * 0.05, 20), 100.0)) x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print "...creating new", field_type, "field, at distance", dist_from_center, "from center" if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print >> sys.stderr, "Turn events: couldn't create new field" # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 1/30 (= one monster per 30 systems) to 1/3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.01 = 0.05) if monster_freq > 0 and random() < len(systems) * monster_freq * 0.01: #only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [ s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0 ] if not candidates: print >> sys.stderr, "Turn events: unable to find system for monster spawn" else: system = choice(candidates) print "...creating new", monster_type, "at", fo.get_name(system) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create new monster fleet" else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print >> sys.stderr, "Turn events: unable to create monster in fleet" return True
def generate_monsters(monster_freq, systems): """ Adds space monsters to systems. """ # first, calculate the basic chance for monster generation in a system # based on the monster frequency that has been passed # get the corresponding value for the specified monster frequency from the universe tables inverse_monster_chance = fo.monster_frequency(monster_freq) # as the value in the universe table is higher for a lower frequency, we have to invert it # exception: a value of 0 means no monsters, in this case return immediately if inverse_monster_chance <= 0: return basic_chance = 1.0 / float(inverse_monster_chance) print "Default monster spawn chance:", basic_chance expectation_tally = 0.0 actual_tally = 0 # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it # (a monster fleet with no monsters in it is pointless) and store them with a spawn counter in a dict # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned fleet_plans = { fp: fp.spawn_limit() for fp in fo.load_monster_fleet_plan_list( "space_monster_spawn_fleets.txt") if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs() } # map nests to monsters for ease of reporting nest_name_map = dict( zip([ "KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL", "JUGGERNAUT_NEST_SPECIAL" ], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"])) tracked_plan_tries = {name: 0 for name in nest_name_map.values()} tracked_plan_counts = {name: 0 for name in nest_name_map.values()} tracked_plan_valid_locations = { fp: 0 for fp, limit in fleet_plans.iteritems() if fp.name() in tracked_plan_counts } tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map} if not fleet_plans: return # dump a list of all monster fleets meeting these conditions and their properties to the log print "Monster fleets available for generation at game start:" for fleet_plan in fleet_plans: print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate( ), print "/ spawn limit", fleet_plan.spawn_limit(), print "/ effective chance", basic_chance * fleet_plan.spawn_rate(), if len(systems) < 1000: print "/ can be spawned at", len( [s for s in systems if fleet_plan.location(s)]), "systems" else: print # to terminate the print line if fleet_plan.name() in nest_name_map.values(): statistics.tracked_monsters_chance[ fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate() # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at # the system and which hasn't already been added too many times, then attempt to add that monster fleet by # testing the spawn rate chance for system in systems: # collect info for tracked monster nest valid locations for planet in fo.sys_get_planets(system): for nest in tracked_nest_valid_locations: #print "\t tracked monster check planet: %d size: %s for nest: %20s | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet)) if fo.special_location(nest, planet): tracked_nest_valid_locations[nest] += 1 # collect info for tracked monster valid locations for fp in tracked_plan_valid_locations: if fp.location(system): tracked_plan_valid_locations[fp] += 1 # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0 suitable_fleet_plans = [ fp for fp, counter in fleet_plans.iteritems() if counter and fp.location(system) ] # if there are no suitable monster fleets for this system, continue with the next if not suitable_fleet_plans: continue # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet expectation_tally += basic_chance * sum( [fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans) fleet_plan = random.choice(suitable_fleet_plans) if fleet_plan.name() in tracked_plan_tries: tracked_plan_tries[fleet_plan.name()] += 1 if random.random() > basic_chance * fleet_plan.spawn_rate(): print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % ( system, fleet_plan.name(), len(suitable_fleet_plans)) # no, test failed, continue with the next system continue actual_tally += 1 if fleet_plan.name() in tracked_plan_counts: tracked_plan_counts[fleet_plan.name()] += 1 # all prerequisites and the test have been met, now spawn this monster fleet in this system print "Spawn", fleet_plan.name(), "at", fo.get_name(system) # decrement counter for this monster fleet fleet_plans[fleet_plan] -= 1 # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error and try to continue with next system if monster_fleet == fo.invalid_object(): util.report_error( "Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) continue # add monsters to fleet for design in fleet_plan.ship_designs(): # create monster, if creation fails, report an error and try to continue with the next design if fo.create_monster(design, monster_fleet) == fo.invalid_object(): util.report_error( "Python generate_monsters: unable to create monster %s" % design) print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % ( actual_tally, expectation_tally) # finally, compile some statistics to be dumped to the log later statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in fleet_plans.iteritems()] statistics.tracked_monsters_tries.update(tracked_plan_tries) statistics.tracked_monsters_summary.update(tracked_plan_counts) statistics.tracked_monsters_location_summary.update([ (fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems() ]) statistics.tracked_nest_location_summary.update([ (nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items() ])
def compile_home_system_list(num_home_systems, systems): """ Compiles a list with a requested number of home systems. """ # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: util.report_error( "Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems min_jumps = max(int(float(len(systems)) / float(num_home_systems * 2)), 5) # try to find the home systems, decrease the min jumps until enough systems can be found, or the min jump distance # gets reduced to 0 (meaning we don't have enough systems to choose from at all) while min_jumps > 0: print "Trying to find", num_home_systems, "home systems that are at least", min_jumps, "jumps apart" # try to find home systems... home_systems = find_systems_with_min_jumps_between( num_home_systems, systems, min_jumps) # ...check if we got enough... if len(home_systems) >= num_home_systems: # ...yes, we got what we need, so let's break out of the loop break print "Home system min jump conflict: %d systems and %d empires, tried %d min jump and failed"\ % (len(systems), num_home_systems, min_jumps) # ...no, decrease the min jump distance and try again min_jumps -= 1 # check if the loop above delivered a list with enough home systems, or if it exited because the min jump distance # has been decreased to 0 without finding enough systems # in that case, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: util.report_error( "Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type( home_system) not in starsystems.star_types_real: star_type = random.choice(starsystems.star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet( random.choice(planets.planet_sizes_real), random.choice(planets.planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): util.report_error( "Python generate_home_system_list: couldn't create planet in home system" ) return [] return home_systems
def generate_monsters(monster_freq, systems): """ Adds space monsters to systems. """ # first, calculate the basic chance for monster generation in a system # based on the monster frequency that has been passed # get the corresponding value for the specified monster frequency from the universe tables basic_chance = universe_tables.MONSTER_FREQUENCY[monster_freq] # a value of 0 means no monsters, in this case return immediately if basic_chance <= 0: return print "Default monster spawn chance:", basic_chance expectation_tally = 0.0 actual_tally = 0 # get all monster fleets that have a spawn rate and limit both > 0 and at least one monster ship design in it # (a monster fleet with no monsters in it is pointless) and store them in a list fleet_plans = fo.load_monster_fleet_plan_list() # create a map where we store a spawn counter for each monster fleet # this counter will be set to the spawn limit initially and decreased every time the monster fleet is spawned # this map (dict) needs to be separate from the list holding the fleet plans because the order in which items # are stored in a dict is undefined (can be different each time), which would result in different distribution # even when using the same seed for the RNG spawn_limits = {fp: fp.spawn_limit() for fp in fleet_plans if fp.spawn_rate() > 0.0 and fp.spawn_limit() > 0 and fp.ship_designs()} # map nests to monsters for ease of reporting nest_name_map = dict(zip(["KRAKEN_NEST_SPECIAL", "SNOWFLAKE_NEST_SPECIAL", "JUGGERNAUT_NEST_SPECIAL"], ["SM_KRAKEN_1", "SM_SNOWFLAKE_1", "SM_JUGGERNAUT_1"])) tracked_plan_tries = {name: 0 for name in nest_name_map.values()} tracked_plan_counts = {name: 0 for name in nest_name_map.values()} tracked_plan_valid_locations = {fp: 0 for fp in fleet_plans if fp.name() in tracked_plan_counts} tracked_nest_valid_locations = {nest: 0 for nest in nest_name_map} if not fleet_plans: return # dump a list of all monster fleets meeting these conditions and their properties to the log print "Monster fleets available for generation at game start:" for fleet_plan in fleet_plans: print "...", fleet_plan.name(), ": spawn rate", fleet_plan.spawn_rate(), print "/ spawn limit", fleet_plan.spawn_limit(), print "/ effective chance", basic_chance * fleet_plan.spawn_rate(), if len(systems) < 1000: print "/ can be spawned at", len([s for s in systems if fleet_plan.location(s)]), "systems" else: print # to terminate the print line if fleet_plan.name() in nest_name_map.values(): statistics.tracked_monsters_chance[fleet_plan.name()] = basic_chance * fleet_plan.spawn_rate() # for each system in the list that has been passed to this function, find a monster fleet that can be spawned at # the system and which hasn't already been added too many times, then attempt to add that monster fleet by # testing the spawn rate chance for system in systems: # collect info for tracked monster nest valid locations for planet in fo.sys_get_planets(system): for nest in tracked_nest_valid_locations: #print "\t tracked monster check planet: %d size: %s for nest: %20s | result: %s" % (planet, fo.planet_get_size(planet), nest, fo.special_location(nest, planet)) if fo.special_location(nest, planet): tracked_nest_valid_locations[nest] += 1 # collect info for tracked monster valid locations for fp in tracked_plan_valid_locations: if fp.location(system): tracked_plan_valid_locations[fp] += 1 # filter out all monster fleets whose location condition allows this system and whose counter hasn't reached 0 suitable_fleet_plans = [fp for fp in fleet_plans if spawn_limits[fp] and fp.location(system)] # if there are no suitable monster fleets for this system, continue with the next if not suitable_fleet_plans: continue # randomly select one monster fleet out of the suitable ones and then test if we want to add it to this system # by making a roll against the basic chance multiplied by the spawn rate of this monster fleet expectation_tally += basic_chance * sum([fp.spawn_rate() for fp in suitable_fleet_plans]) / len(suitable_fleet_plans) fleet_plan = random.choice(suitable_fleet_plans) if fleet_plan.name() in tracked_plan_tries: tracked_plan_tries[fleet_plan.name()] += 1 if random.random() > basic_chance * fleet_plan.spawn_rate(): print "\t\t At system %4d rejected monster fleet %s from %d suitable fleets" % (system, fleet_plan.name(), len(suitable_fleet_plans)) # no, test failed, continue with the next system continue actual_tally += 1 if fleet_plan.name() in tracked_plan_counts: tracked_plan_counts[fleet_plan.name()] += 1 # all prerequisites and the test have been met, now spawn this monster fleet in this system print "Spawn", fleet_plan.name(), "at", fo.get_name(system) # decrement counter for this monster fleet spawn_limits[fleet_plan] -= 1 # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error and try to continue with next system if monster_fleet == fo.invalid_object(): util.report_error("Python generate_monsters: unable to create new monster fleet %s" % fleet_plan.name()) continue # add monsters to fleet for design in fleet_plan.ship_designs(): # create monster, if creation fails, report an error and try to continue with the next design if fo.create_monster(design, monster_fleet) == fo.invalid_object(): util.report_error("Python generate_monsters: unable to create monster %s" % design) print "Actual # monster fleets placed: %d; Total Placement Expectation: %.1f" % (actual_tally, expectation_tally) # finally, compile some statistics to be dumped to the log later statistics.monsters_summary = [(fp.name(), fp.spawn_limit() - counter) for fp, counter in spawn_limits.iteritems()] statistics.tracked_monsters_tries.update(tracked_plan_tries) statistics.tracked_monsters_summary.update(tracked_plan_counts) statistics.tracked_monsters_location_summary.update([(fp.name(), count) for fp, count in tracked_plan_valid_locations.iteritems()]) statistics.tracked_nest_location_summary.update([(nest_name_map[nest], count) for nest, count in tracked_nest_valid_locations.items()])
def execute_turn_events(): print("Executing turn events for turn", fo.current_turn()) # creating fields systems = fo.get_systems() radius = fo.get_universe_width() / 2.0 field_types = [ "FLD_MOLECULAR_CLOUD", "FLD_ION_STORM", "FLD_NANITE_SWARM", "FLD_METEOR_BLIZZARD", "FLD_VOID_RIFT" ] if random() < max(0.00015 * radius, 0.03): field_type = choice(field_types) size = 5.0 x = y = radius dist_from_center = uniform(0.35, 1.0) * radius angle = random() * 2.0 * pi x = radius + (dist_from_center * sin(angle)) y = radius + (dist_from_center * cos(angle)) print("...creating new", field_type, "field, at distance", dist_from_center, "from center") if fo.create_field(field_type, x, y, size) == fo.invalid_object(): print("Turn events: couldn't create new field", file=sys.stderr) # creating monsters gsd = fo.get_galaxy_setup_data() monster_freq = MONSTER_FREQUENCY[gsd.monsterFrequency] # monster freq ranges from 1/30 (= one monster per 30 systems) to 1/3 (= one monster per 3 systems) # (example: low monsters and 150 Systems results in 150 / 30 * 0.01 = 0.05) if monster_freq > 0 and random() < len(systems) * monster_freq * 0.01: # only spawn Krill at the moment, other monsters can follow in the future if random() < 1: monster_type = "SM_KRILL_1" else: monster_type = "SM_FLOATER" # search for systems without planets or fleets candidates = [ s for s in systems if len(fo.sys_get_planets(s)) <= 0 and len(fo.sys_get_fleets(s)) <= 0 ] if not candidates: print("Turn events: unable to find system for monster spawn", file=sys.stderr) else: system = choice(candidates) print("...creating new", monster_type, "at", fo.get_name(system)) # create monster fleet monster_fleet = fo.create_monster_fleet(system) # if fleet creation fails, report an error if monster_fleet == fo.invalid_object(): print("Turn events: unable to create new monster fleet", file=sys.stderr) else: # create monster, if creation fails, report an error monster = fo.create_monster(monster_type, monster_fleet) if monster == fo.invalid_object(): print("Turn events: unable to create monster in fleet", file=sys.stderr) return True
def compile_home_system_list(num_home_systems, systems): """ Compiles a list with a requested number of home systems. """ print "Compile home system list:", num_home_systems, "systems requested" # if the list of systems to choose home systems from is empty, report an error and return empty list if not systems: report_error( "Python generate_home_system_list: no systems to choose from") return [] # calculate an initial minimal number of jumps that the home systems should be apart, # based on the total number of systems to choose from and the requested number of home systems # Don't let min_jumps be larger than 10, because a larger number is really not at all needed and with large # galaxies an excessive amount of time can be used in failed attempts min_jumps = min( 10, max(int(float(len(systems)) / float(num_home_systems * 2)), 5)) # home systems must have a certain minimum of systems in their near vicinity # we will try to select our home systems from systems that match this criteria, if that fails, we will select our # home systems from all systems and add the missing number planets to the systems in their vicinity afterwards # the minimum planet limit and the jump range that defines the "near vicinity" are controlled by the # HS_* option constants in options.py (see there) # lets start by filtering out all systems from the pool we got passed into this function that match the criteria filtered_pool = [s for s in systems if has_min_planets_in_vicinity(s)] print "Filtering out systems that meet the minimum planets in the near vicinity condition yielded",\ len(filtered_pool), "systems" print "Using this as the preferred pool for home system selection" # now try to pick the requested number of home systems by calling find_home_systems # this function takes two pools, a "complete" pool and one with preferred systems # it will try to pick the home systems from the preferred pool first, so pass our filtered pool as preferred pool home_systems = find_home_systems(num_home_systems, systems, filtered_pool, min_jumps) # check if the selection process delivered a list with enough home systems # if not, our galaxy obviously is too crowded, report an error and return an empty list if len(home_systems) < num_home_systems: report_error( "Python generate_home_system_list: requested %d homeworlds in a galaxy with %d systems" % (num_home_systems, len(systems))) return [] # check if we got more home systems than we requested if len(home_systems) > num_home_systems: # yes: calculate the number of planets in the near vicinity of each system # and store that value with each system in a map hs_planets_in_vicinity_map = { s: count_planets_in_systems( get_systems_within_jumps(s, HS_VICINITY_RANGE)) for s in home_systems } # sort the home systems by the number of planets in their near vicinity using the map # now only pick the number of home systems we need, taking those with the highest number of planets home_systems = sorted(home_systems, key=hs_planets_in_vicinity_map.get, reverse=True)[:num_home_systems] # make sure all our home systems have a "real" star (that is, a star that is not a neutron star, black hole, # or even no star at all) and at least one planet in it for home_system in home_systems: # if this home system has no "real" star, change star type to a randomly selected "real" star if fo.sys_get_star_type(home_system) not in star_types_real: star_type = random.choice(star_types_real) print "Home system", home_system, "has star type", fo.sys_get_star_type(home_system),\ ", changing that to", star_type fo.sys_set_star_type(home_system, star_type) # if this home system has no planets, create one in a random orbit # we take random values for type and size, as these will be set to suitable values later if not fo.sys_get_planets(home_system): print "Home system", home_system, "has no planets, adding one" planet = fo.create_planet( random.choice(planet_sizes_real), random.choice(planet_types_real), home_system, random.randint(0, fo.sys_get_num_orbits(home_system) - 1), "") # if we couldn't create the planet, report an error and return an empty list if planet == fo.invalid_object(): report_error( "Python generate_home_system_list: couldn't create planet in home system" ) return [] # finally, check again if all home systems meet the criteria of having the required minimum number of planets # within their near vicinity, if not, add the missing number of planets print "Checking if home systems have the required minimum of planets within the near vicinity..." for home_system in home_systems: # calculate the number of missing planets, and add them if this number is > 0 systems_in_vicinity = get_systems_within_jumps(home_system, HS_VICINITY_RANGE) num_systems_in_vicinity = len(systems_in_vicinity) num_planets_in_vicinity = count_planets_in_systems(systems_in_vicinity) num_planets_to_add = min_planets_in_vicinity_limit( num_systems_in_vicinity) - num_planets_in_vicinity print "Home system", home_system, "has", num_systems_in_vicinity, "systems and", num_planets_in_vicinity,\ "planets in the near vicinity, required minimum:", min_planets_in_vicinity_limit(num_systems_in_vicinity) if num_planets_to_add > 0: systems_in_vicinity.remove( home_system ) # don't add planets to the home system, so remove it from the list add_planets_to_vicinity(systems_in_vicinity, num_planets_to_add) # as we've sorted the home system list before, lets shuffle it to ensure random order and return random.shuffle(home_systems) return home_systems