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# Copyright 2001 - 2016 Ludek Smid [http://www.ospace.net/] |
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# |
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# This file is part of Outer Space. |
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# |
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# Outer Space is free software; you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation; either version 2 of the License, or |
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# (at your option) any later version. |
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# |
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# Outer Space is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Outer Space; if not, write to the Free Software |
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# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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# |
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import copy |
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import math |
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import random |
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import re |
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import Const |
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import Rules |
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import ShipUtils |
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import Utils |
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from ige import GameException, log |
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from ige.IObject import IObject, public |
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from ige.IDataHolder import IDataHolder |
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class IFleet(IObject): |
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typeID = Const.T_FLEET |
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def init(self, obj): |
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IObject.init(self, obj) |
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# |
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obj.x = 0.0 |
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obj.y = 0.0 |
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obj.oldX = 0.0 |
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obj.oldY = 0.0 |
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obj.orbiting = Const.OID_NONE |
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obj.closeSystem = Const.OID_NONE |
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obj.speed = 0.0 |
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obj.maxSpeed = 0.0 |
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obj.signature = 0 |
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obj.eta = 0.0 |
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obj.target = Const.OID_NONE |
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# |
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obj.operEn = 0 |
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obj.storEn = 0 |
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obj.maxEn = 0 |
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obj.operProd = 0.0 |
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obj.ships = [] |
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# action |
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obj.actions = [] |
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obj.actionIndex = 0 |
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obj.actionWaitCounter = 1 |
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# |
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obj.speedBoost = 1.0 |
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obj.combatPwr = 0 |
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obj.isMilitary = 0 |
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obj.scannerPwr = 0 |
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obj.origScannerPwr = 0 |
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obj.scannerOn = True |
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obj.combatExp = 0 |
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obj.combatCounter = 0 |
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obj.combatRetreatWait = 0 |
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obj.lastUpgrade = 0 |
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# |
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obj.customname = None |
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obj.allowmerge = 1 #states: 0: no merge; 1: normal merging; 2: fleets can merge with this fleet, but this fleet cannot merge with others |
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def create(self, tran, obj, refObj, owner): |
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obj.owner = owner |
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obj.x = refObj.x |
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obj.y = refObj.y |
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if refObj.type == Const.T_SYSTEM: |
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obj.orbiting = refObj.oid |
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obj.closeSystem = refObj.oid |
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refObj.fleets.append(obj.oid) |
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refObj.closeFleets.append(obj.oid) |
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obj.target = Const.OID_NONE |
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elif refObj.type == Const.T_FLEET: |
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obj.oldX = refObj.oldX |
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obj.oldY = refObj.oldY |
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obj.orbiting = Const.OID_NONE |
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obj.closeSystem = refObj.closeSystem |
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obj.actions = copy.deepcopy(refObj.actions) |
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obj.actionIndex = refObj.actionIndex |
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obj.actionWaitCounter = refObj.actionWaitCounter |
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system = tran.db[obj.closeSystem] |
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system.closeFleets.append(obj.oid) |
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obj.target = refObj.target |
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# collect used names |
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names = {} |
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for fleetID in tran.db[owner].fleets: |
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names[tran.db[fleetID].name] = None |
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# create name |
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counter = 1 |
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name = u'Fleet %d' % counter |
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while True: |
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name = u'Fleet %d' % counter |
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counter += 1 |
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if name not in names: |
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break |
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obj.name = name |
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obj.customname = None |
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obj.allowmerge = 1 |
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# insert fleet into owner's fleets |
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tran.db[obj.owner].fleets.append(obj.oid) |
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def addNewShip(self, tran, obj, designID): |
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spec = tran.db[obj.owner].shipDesigns[designID] |
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obj.ships.append([designID, spec.maxHP, spec.shieldHP, 0]) |
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# new ship has full tanks |
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obj.storEn += spec.storEn |
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# update fleet info |
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self.cmd(obj).update(tran, obj) |
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@public(Const.AL_OWNER) |
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def removeShips(self, tran, obj, ships): |
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for ship in ships: |
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obj.ships.remove(ship) |
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if not obj.ships: |
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log.debug('IFleet', 'removeShips removed last ship') |
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self.cmd(obj).disbandFleet(tran, obj) |
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else: |
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self.cmd(obj).update(tran, obj) |
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return obj |
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def deleteDesign(self, tran, obj, designID): |
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# remove design |
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obj.ships = [ship for ship in obj.ships if ship[0] != designID] |
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self.cmd(obj).update(tran, obj) |
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@public(Const.AL_FULL) |
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def disbandFleet(self, tran, obj): |
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log.debug('IFleet', 'disbanding fleet', obj.oid, 'of player', obj.owner) |
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# remove from player's fleets |
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try: |
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if obj.owner != Const.OID_NONE: |
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tran.db[obj.owner].fleets.remove(obj.oid) |
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except Exception: |
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log.warning('IFleet', 'disbandFleet: cannot remove fleet from owner\'s fleet') |
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pass |
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# remove from orbit |
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# remove from index if necessary |
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if obj.orbiting != Const.OID_NONE: |
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try: |
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if tran.db.has_key(obj.orbiting): |
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tran.db[obj.orbiting].fleets.remove(obj.oid) |
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except Exception: |
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log.warning('IFleet', 'disbandFleet: cannot remove fleet from system.') |
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pass |
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# remove from close fleets |
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if obj.closeSystem != Const.OID_NONE: |
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try: |
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if tran.db.has_key(obj.closeSystem): |
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tran.db[obj.closeSystem].closeFleets.remove(obj.oid) |
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except Exception: |
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log.warning("IFleet", "disbandFleet: cannot remove fleet from the close system.") |
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# delete from database |
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try: |
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tran.db.delete(obj.oid) |
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except KeyError: |
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log.warning('IFleet', 'disbandFleet: cannot remove fleet from database.') |
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@public(Const.AL_FULL) |
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def joinFleet(self, tran, obj, fleetID, force=False): |
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if obj.orbiting == Const.OID_NONE: |
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# we are in space |
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return |
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if obj.allowmerge != 1: |
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# owner has turned off auto-joins (join self with other) |
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return |
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if fleetID == Const.OID_NONE: |
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raiseExps = False |
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# find suitable fleet |
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system = tran.db[obj.orbiting] |
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player = tran.db[obj.owner] |
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for tmpID in system.fleets: |
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if tmpID == obj.oid: |
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continue |
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fleet = tran.db[tmpID] |
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if fleet.allowmerge == 0 and not force: |
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# owner has turned off auto-joins (join other with self) |
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continue |
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rel = self.cmd(player).getRelationTo(tran, player, fleet.owner) |
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if rel == Const.REL_UNITY and Utils.isIdleFleet(fleet): |
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fleetID = tmpID |
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break |
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else: |
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raiseExps = True |
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if fleetID == Const.OID_NONE: |
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return |
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# join to selected fleet |
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fleet = tran.db[fleetID] |
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# if the fleet was specified from a client call, validate it: |
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if not fleet.owner == obj.owner: |
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if raiseExps: |
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raise GameException("Fleets do not have the same owner.") |
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return |
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if not fleet.orbiting == obj.orbiting: |
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if raiseExps: |
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raise GameException("Fleets are not in the same system.") |
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return |
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if fleet.allowmerge == 0 and not force: |
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# owner has turned off auto-joins (join other with self) |
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return |
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fleet.ships.extend(obj.ships) |
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# transfer resources |
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fleet.storEn += obj.storEn |
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# update fleet's data |
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self.cmd(fleet).update(tran, fleet) |
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# disband this fleet |
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log.debug('IFleet joinFleet, removing old fleet: source fleet',obj.oid,'; target fleet',fleet.oid) |
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self.cmd(obj).disbandFleet(tran, obj) |
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@public(Const.AL_FULL) |
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def splitFleet(self, tran, obj, ships, mEn): |
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if not len(ships): |
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raise GameException('No ships in the new fleet.') |
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if len(ships) == len(obj.ships): |
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raise GameException('No ships in the original fleet.') |
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# check ships |
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tmpShips = obj.ships[:] |
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for ship in ships: |
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if ship not in tmpShips: |
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raise GameException("No such ship(s) in the original fleet.") |
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tmpShips.remove(ship) |
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# create new fleet |
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fleet = self.new(Const.T_FLEET) |
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tran.db.create(fleet) |
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log.debug(obj.oid, "FLEET -- split fleet, new fleet is", fleet.oid) |
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if obj.orbiting != Const.OID_NONE: |
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refObj = tran.db[obj.orbiting] |
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else: |
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refObj = obj |
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self.cmd(fleet).create(tran, fleet, refObj, obj.owner) |
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# move ships |
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for ship in ships: |
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# use server data |
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idx = obj.ships.index(ship) |
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ship = obj.ships.pop(idx) |
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fleet.ships.append(ship) |
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# update fleet |
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self.cmd(fleet).update(tran, fleet) |
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# move en |
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move = max(min(mEn, fleet.maxEn, obj.storEn), 0) |
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fleet.storEn += move |
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obj.storEn -= move |
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# share speed boost |
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fleet.speedBoost = obj.speedBoost |
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# update fleets |
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self.cmd(obj).update(tran, obj) |
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self.cmd(fleet).update(tran, fleet) |
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# return new fleet, old fleet and player's fleets |
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return fleet, obj, tran.db[obj.owner].fleets |
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@public(Const.AL_FULL) |
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def renameFleet(self, tran, obj, name): |
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if not Utils.isCorrectName(name): |
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raise GameException('Invalid name. Only characters, digits, space, dot and dash permitted, max. length is 30 characters.') |
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if re.match("/^Fleet \d+$/",name): |
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raise GameException('Invalid name. You cannot use the format "Fleet ##" for a custom name.') |
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names = {} |
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for fleetID in tran.db[obj.owner].fleets: |
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names[tran.db[fleetID].customname] = None |
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if name in names and name != obj.customname: |
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raise GameException('Name already in use.') |
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obj.customname = name |
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return obj.customname |
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@public(Const.AL_FULL) |
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def removeFleetName(self, tran, obj): |
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obj.customname = None |
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return obj.name |
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@public(Const.AL_FULL) |
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def setMergeState(self, tran, obj, state): |
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if not state in [0,1,2]: |
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raise GameException('Bad join fleet state.') #should we log this? Probably don't need to. |
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obj.allowmerge = state |
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return obj.allowmerge |
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def update(self, tran, obj): |
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# if there are no ships -> disband fleet |
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if not len(obj.ships) or obj.owner == Const.OID_NONE: |
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log.warning(obj.oid, "FLEET - no ships in the fleet -- disbanding") |
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self.cmd(obj).disbandFleet(tran, obj) |
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return |
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obj.origScannerPwr = 0 |
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obj.operEn = 0 |
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obj.operProd = 0.0 |
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obj.maxEn = 0 |
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obj.maxSpeed = 999999.9 |
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obj.combatPwr = 0 |
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obj.isMilitary = 0 |
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#ships = {} |
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# find |
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player = tran.db.get(obj.owner, None) |
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if not player or player.type not in Const.PLAYER_TYPES or obj.oid not in player.fleets: |
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# disband fleet when owner is invalid |
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log.warning(obj.oid, "Disbanding fleet - invalid owner", obj) |
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self.cmd(obj).disbandFleet(tran, obj) |
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return |
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obj.signature = 0 |
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remove = [] |
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idx = 0 |
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for designID, hp, shield, exp in obj.ships: |
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if designID in player.shipDesigns: |
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tech = player.shipDesigns[designID] |
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obj.origScannerPwr = max(tech.scannerPwr, obj.origScannerPwr) |
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obj.operEn += tech.operEn |
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obj.operProd += tech.buildProd * Rules.operProdRatio |
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obj.maxEn += tech.storEn |
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obj.maxSpeed = min(obj.maxSpeed, tech.speed) |
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obj.signature += tech.signature |
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obj.combatPwr += int(tech.combatPwr * float(hp + shield) / (tech.maxHP + tech.shieldHP)) |
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obj.isMilitary = obj.isMilitary or tech.isMilitary |
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#ships[tech.signature] = ships.get(tech.signature, 0) + 1 |
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if obj.ships[idx][1] > tech.maxHP: |
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log.debug(obj.oid, "Too high maxHP for ship, player", obj.owner) |
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obj.ships[idx][1] = min(obj.ships[idx][1], tech.maxHP) |
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else: |
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# TODO track this problem |
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log.warning("Player has not this designID", player.oid, designID) |
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remove.append([designID, hp, shield, exp]) |
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idx += 1 |
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# delete ships intended for removal |
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for shipSpec in remove: |
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obj.ships.remove(shipSpec) |
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# misc |
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obj.signature = min(obj.signature, Rules.maxSignature) |
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|
|
obj.signature = max(obj.signature,1) #require fleet signature to be at least 1 now that we removed that from a per-ship basis |
340
|
|
|
obj.speed = obj.maxSpeed |
341
|
|
|
# storage |
342
|
|
|
obj.storEn = min(obj.storEn, obj.maxEn) |
343
|
|
|
# sort ships only when there is no combat |
344
|
|
|
# this prevents resorting fleets in combat |
345
|
|
|
if obj.combatCounter == 0: |
346
|
|
|
obj.ships = ShipUtils.sortShips(obj.ships) |
347
|
|
|
else: |
348
|
|
|
log.debug("Skipping ship (re)sorting [fleet in combat]", obj.oid) |
349
|
|
|
# closest system |
350
|
|
|
if not tran.db.has_key(obj.closeSystem) or tran.db[obj.closeSystem].type not in (Const.T_SYSTEM, Const.T_WORMHOLE): |
351
|
|
|
if obj.orbiting == Const.OID_NONE: |
352
|
|
|
log.debug("No close system for fleet", obj.oid) |
353
|
|
|
# select any system |
354
|
|
|
systemID = tran.db[tran.db[Const.OID_UNIVERSE].galaxies[0]].systems[0] |
355
|
|
|
obj.closeSystem = systemID |
356
|
|
|
log.debug(obj.oid, "Setting NULL close system to", systemID) |
357
|
|
|
else: |
358
|
|
|
log.debug(obj.oid, "Generating close system from orbiting", obj.orbiting) |
359
|
|
|
obj.closeSystem = obj.orbiting |
360
|
|
|
system = tran.db[obj.closeSystem] |
361
|
|
|
if obj.oid not in system.closeFleets: |
362
|
|
|
system.closeFleets.append(obj.oid) |
363
|
|
|
# verify close system |
364
|
|
|
if tran.db.has_key(obj.closeSystem): |
365
|
|
|
system = tran.db[obj.closeSystem] |
366
|
|
|
if system.type in (Const.T_SYSTEM, Const.T_WORMHOLE): |
367
|
|
|
if obj.oid not in system.closeFleets: |
368
|
|
|
log.debug("Adding fleet", obj.oid, "into closeFleets of", system.oid) |
369
|
|
|
system.closeFleets.append(obj.oid) |
370
|
|
|
else: |
371
|
|
|
log.debug(obj.oid, "Close system is not a system") |
372
|
|
|
obj.closeSystem = Const.OID_NONE |
373
|
|
|
else: |
374
|
|
|
log.debug(obj.oid, "Close system does not exists") |
375
|
|
|
obj.closeSystem = Const.OID_NONE |
376
|
|
|
# compute scanner pwr |
377
|
|
|
if obj.closeSystem: |
378
|
|
|
system = tran.db[obj.closeSystem] |
379
|
|
|
emrLevel = tran.db[system.compOf].emrLevel |
380
|
|
|
obj.scannerPwr = min(int(obj.origScannerPwr * (2.0 - emrLevel)), Rules.scannerMaxPwr) |
381
|
|
|
# replace obsolete commands |
382
|
|
|
for actionTuple in obj.actions[:]: |
383
|
|
|
try: |
384
|
|
|
action, target, actionData = actionTuple |
385
|
|
|
except: |
386
|
|
|
log.warning(obj.oid, "Removing action", actionTuple) |
387
|
|
|
obj.actions.remove(actionTuple) |
388
|
|
|
index = 0 |
389
|
|
|
for action, target, actionData in obj.actions: |
390
|
|
|
if action == Const.FLACTION_DEPLOY and actionData not in player.shipDesigns: |
391
|
|
|
# deployment of scrapped ship |
392
|
|
|
log.debug(obj.oid, "invalid ship to deploy") |
393
|
|
|
obj.actions[index] = (Const.FLACTION_NONE, None, None) |
394
|
|
|
index += 1 |
395
|
|
|
|
396
|
|
|
def getScanInfos(self, tran, obj, scanPwr, player): |
397
|
|
|
if obj.owner == player.oid: |
398
|
|
|
return [] |
399
|
|
|
if scanPwr >= Rules.level1InfoScanPwr: |
400
|
|
|
result = IDataHolder() |
401
|
|
|
result._type = Const.T_SCAN |
402
|
|
|
result.scanPwr = scanPwr |
403
|
|
|
result.oid = obj.oid |
404
|
|
|
result.x = obj.x |
405
|
|
|
result.y = obj.y |
406
|
|
|
result.oldX = obj.oldX |
407
|
|
|
result.oldY = obj.oldY |
408
|
|
|
result.eta = obj.eta |
409
|
|
|
result.signature = obj.signature |
410
|
|
|
result.type = obj.type |
411
|
|
|
result.orbiting = obj.orbiting |
412
|
|
|
if obj.orbiting == Const.OID_NONE and obj.actionIndex < len(obj.actions): |
413
|
|
|
target = obj.actions[obj.actionIndex][1] |
414
|
|
|
targetObj = tran.db[target] |
415
|
|
|
if targetObj.type == Const.T_PLANET: |
416
|
|
|
result.target = targetObj.compOf |
417
|
|
|
else: |
418
|
|
|
result.target = target |
419
|
|
|
else: |
420
|
|
|
return [] |
421
|
|
|
if scanPwr >= Rules.level2InfoScanPwr: |
422
|
|
|
result.owner = obj.owner |
423
|
|
|
if obj.customname: |
424
|
|
|
result.name = obj.customname |
425
|
|
|
else: |
426
|
|
|
result.name = obj.name |
427
|
|
|
if scanPwr >= Rules.level3InfoScanPwr: |
428
|
|
|
result.isMilitary = obj.isMilitary |
429
|
|
|
result.combatPwr = obj.combatPwr |
430
|
|
|
if scanPwr >= Rules.level4InfoScanPwr: |
431
|
|
|
# provide less information |
432
|
|
|
result.shipScan = {} |
433
|
|
|
owner = tran.db[obj.owner] |
434
|
|
|
for designID, hp, shield, exp in obj.ships: |
435
|
|
|
tech = owner.shipDesigns[designID] |
436
|
|
|
key = tech.name, tech.combatClass, tech.isMilitary |
437
|
|
|
result.shipScan[key] = result.shipScan.get(key, 0) + 1 |
438
|
|
|
if scanPwr >= Rules.partnerScanPwr: |
439
|
|
|
result.scannerPwr = obj.scannerPwr |
440
|
|
|
result.allowmerge = obj.allowmerge |
441
|
|
|
result.customname = obj.customname |
442
|
|
|
result.name = obj.name |
443
|
|
|
return [result] |
444
|
|
|
|
445
|
|
|
@public(Const.AL_FULL) |
446
|
|
|
def addAction(self, tran, obj, index, action, targetID, aData): |
447
|
|
|
# check if target is valid |
448
|
|
|
if action == Const.FLACTION_REDIRECT: |
449
|
|
|
if targetID != Const.OID_NONE: |
450
|
|
|
raise GameException("This command has no target.") |
451
|
|
|
elif action == Const.FLACTION_WAIT or action == Const.FLACTION_REPEATFROM: |
452
|
|
|
if targetID != Const.OID_NONE: |
453
|
|
|
raise GameException("This command has no target.") |
454
|
|
|
aData = int(aData) |
455
|
|
|
if aData < 0: |
456
|
|
|
raise GameException("Number equal or larger than 1 must be specified.") |
457
|
|
|
elif action == Const.FLACTION_DECLAREWAR: |
458
|
|
|
if targetID != Const.OID_NONE: |
459
|
|
|
raise GameException("This command has no target.") |
460
|
|
|
if aData == Const.OID_NONE or aData == obj.owner: |
461
|
|
|
raise GameException("Invalid commander.") |
462
|
|
|
else: |
463
|
|
|
target = tran.db[targetID] |
464
|
|
|
if target.type not in (Const.T_SYSTEM, Const.T_WORMHOLE, Const.T_PLANET): |
465
|
|
|
raise GameException('Can target wormholes, systems or planets only.') |
466
|
|
|
if action == Const.FLACTION_ENTERWORMHOLE and target.type != Const.T_WORMHOLE: |
467
|
|
|
raise GameException('Can only traverse wormholes.') |
468
|
|
|
if action == Const.FLACTION_DEPLOY and target.type != Const.T_PLANET: |
469
|
|
|
raise GameException('Can build on/colonize planets only.') |
470
|
|
|
if len(obj.actions) + 1 > Rules.maxCmdQueueLen: |
471
|
|
|
raise GameException('Too many commands in the queue.') |
472
|
|
|
#validate that the target is in the fleet owner's galaxy |
473
|
|
|
if target.type == Const.T_PLANET: |
474
|
|
|
systemID = target.compOf |
475
|
|
|
else: |
476
|
|
|
systemID = targetID |
477
|
|
|
owner = tran.db[obj.owner] |
478
|
|
|
targetSystem = tran.db[systemID] |
479
|
|
|
# validate that the player has actually scanned this system |
480
|
|
|
if systemID not in owner.validSystems: |
481
|
|
|
raise GameException('You cannot find this system (never scanned).') |
482
|
|
|
if not owner.galaxy: |
483
|
|
|
raise GameException('The fleet owner is not in a galaxy.') |
484
|
|
|
galaxy = tran.db[owner.galaxy] |
485
|
|
|
if systemID not in galaxy.systems: |
486
|
|
|
raise GameException('The target system is not in your galaxy.') |
487
|
|
|
# because of universal visibility, fleets cannot target black holes |
488
|
|
|
# it would make exploration too easy |
489
|
|
|
if targetSystem.starClass[0] == 'b': |
490
|
|
|
raise GameException('It would be too dangerous to go there.') |
491
|
|
|
|
492
|
|
|
obj.actions.insert(index, (action, targetID, aData)) |
493
|
|
|
if index <= obj.actionIndex: |
494
|
|
|
obj.actionIndex += 1 |
495
|
|
|
if obj.actionIndex >= len(obj.actions) or obj.actionIndex < 0: |
496
|
|
|
obj.actionIndex = min(index, len(obj.actions) - 1) |
497
|
|
|
return obj.actions, obj.actionIndex |
498
|
|
|
|
499
|
|
|
@public(Const.AL_FULL) |
500
|
|
|
def deleteAction(self, tran, obj, index): |
501
|
|
|
if index >= len(obj.actions) or index < 0: |
502
|
|
|
raise GameException('Index out of bounds.') |
503
|
|
|
if index == obj.actionIndex and obj.orbiting == Const.OID_NONE: |
504
|
|
|
if obj.actions[index][0] == Const.FLACTION_MOVE: |
505
|
|
|
raise GameException('Move command in progress cannot be deleted.') |
506
|
|
|
else: |
507
|
|
|
# convert action to the move command |
508
|
|
|
action, targetID, aData = obj.actions[index] |
509
|
|
|
obj.actions[index] = (Const.FLACTION_MOVE, targetID, aData) |
510
|
|
|
return obj.actions, obj.actionIndex |
511
|
|
|
if index == obj.actionIndex and obj.actions[index][0] == Const.FLACTION_WAIT: |
512
|
|
|
# reset wait counters |
513
|
|
|
obj.actionWaitCounter = 1 |
514
|
|
|
del obj.actions[index] |
515
|
|
|
if index <= obj.actionIndex and obj.actionIndex > 0: |
516
|
|
|
obj.actionIndex -= 1 |
517
|
|
|
return obj.actions, obj.actionIndex |
518
|
|
|
|
519
|
|
|
@public(Const.AL_FULL) |
520
|
|
|
def setActionIndex(self, tran, obj, index): |
521
|
|
|
if index >= len(obj.actions) or index < 0: |
522
|
|
|
raise GameException('Index out of bounds.') |
523
|
|
|
if obj.orbiting == Const.OID_NONE: |
524
|
|
|
raise GameException('Move command in progress cannot be changed.') |
525
|
|
|
obj.actionIndex = index |
526
|
|
|
return obj.actionIndex |
527
|
|
|
|
528
|
|
|
@public(Const.AL_FULL) |
529
|
|
|
def moveAction(self, tran, fleet, index, rel): |
530
|
|
|
if index >= len(fleet.actions): |
531
|
|
|
raise GameException('No such item in the command list.') |
532
|
|
|
if index + rel < 0 or index + rel >= len(fleet.actions): |
533
|
|
|
raise GameException('Cannot move.') |
534
|
|
|
if index == fleet.actionIndex: |
535
|
|
|
raise GameException('Cannot move active command.') |
536
|
|
|
if index < fleet.actionIndex: |
537
|
|
|
raise GameException('Cannot move processed command.') |
538
|
|
|
if index + rel <= fleet.actionIndex: |
539
|
|
|
raise GameException('Cannot move before active command.') |
540
|
|
|
action = fleet.actions[index] |
541
|
|
|
del fleet.actions[index] |
542
|
|
|
fleet.actions.insert(index + rel, action) |
543
|
|
|
return fleet.actions |
544
|
|
|
|
545
|
|
|
@public(Const.AL_FULL) |
546
|
|
|
def clearProcessedActions(self, tran, fleet): |
547
|
|
|
if fleet.actionIndex <= 0: |
548
|
|
|
return (fleet.actions, fleet.actionIndex) |
549
|
|
|
|
550
|
|
|
for actionIdx in range(0, fleet.actionIndex): |
551
|
|
|
del fleet.actions[0] |
552
|
|
|
|
553
|
|
|
fleet.actionIndex = 0 |
554
|
|
|
|
555
|
|
|
return (fleet.actions, fleet.actionIndex) |
556
|
|
|
|
557
|
|
|
@public(Const.AL_ADMIN) |
558
|
|
|
def processACTIONPhase(self, tran, obj, data): |
559
|
|
|
#@log.debug("Fleet", obj.oid, "ACTION") |
560
|
|
|
# update fleet data |
561
|
|
|
self.cmd(obj).update(tran, obj) |
562
|
|
|
# consume support |
563
|
|
|
if obj.storEn >= obj.operEn: |
564
|
|
|
obj.storEn -= obj.operEn |
565
|
|
|
# refuel |
566
|
|
|
refuelled = self.cmd(obj).refuelAndRepairAndRecharge(tran, obj) |
567
|
|
|
else: |
568
|
|
|
# try to refuel fleet |
569
|
|
|
refuelled = self.cmd(obj).refuelAndRepairAndRecharge(tran, obj) |
570
|
|
|
# there is not enought support -> damage ships |
571
|
|
|
log.debug('IFleet', 'No support - damaging ships in fleet', obj.oid) |
572
|
|
|
index = 0 |
573
|
|
|
player = tran.db[obj.owner] |
574
|
|
|
destroyed = [] |
575
|
|
|
for designID, hp, shield, exp in obj.ships: |
576
|
|
|
spec = player.shipDesigns[designID] |
577
|
|
|
operEn = spec.operEn |
578
|
|
|
if obj.storEn >= spec.operEn: |
579
|
|
|
#@log.debug('IFleet', 'Ship SUPPORT OK', shipTechID) |
580
|
|
|
obj.storEn -= spec.operEn |
581
|
|
|
elif obj.storEn > 0: |
582
|
|
|
# consume remaining fuel |
583
|
|
|
obj.storEn = 0 |
584
|
|
|
else: |
585
|
|
|
# apply damage |
586
|
|
|
dmg = max(int(spec.maxHP * Rules.shipDecayRatio), 1) |
587
|
|
|
if dmg >= hp: |
588
|
|
|
destroyed.append(obj.ships[index]) |
589
|
|
|
else: |
590
|
|
|
obj.ships[index][Const.SHIP_IDX_HP] -= dmg |
591
|
|
|
index += 1 |
592
|
|
|
self.cmd(obj).removeShips(tran, obj, destroyed) |
593
|
|
|
# if fleet has been destroyed -> abort action processing and send message |
594
|
|
|
if not tran.db.has_key(obj.oid): |
595
|
|
|
if obj.orbiting: |
596
|
|
|
system = tran.db[obj.orbiting] |
597
|
|
|
Utils.sendMessage(tran, player, Const.MSG_FUEL_LOST_ORBITING, system.oid, (obj.name, system.oid)) |
598
|
|
|
else: |
599
|
|
|
action, target, actionData = obj.actions[obj.actionIndex] |
600
|
|
|
Utils.sendMessage(tran, player, Const.MSG_FUEL_LOST_FLYING, target, (obj.name, target)) |
601
|
|
|
log.debug('IFleet', obj.oid, 'fleet destroyed') |
602
|
|
|
return |
603
|
|
|
# upgrade ships |
604
|
|
|
if obj.orbiting != Const.OID_NONE: |
605
|
|
|
# autoRepair is part of serviceShips |
606
|
|
|
self.cmd(obj).serviceShips(tran, obj) |
607
|
|
|
# record scanner into system scanner overview |
608
|
|
|
system = tran.db[obj.orbiting] |
609
|
|
|
system.scannerPwrs[obj.owner] = max(obj.scannerPwr, system.scannerPwrs.get(obj.owner, 0)) |
610
|
|
|
# ACTIONS |
611
|
|
|
if Utils.isIdleFleet(obj): |
612
|
|
|
#@log.debug('IFleet', obj.oid, 'fleet idle') |
613
|
|
|
# reset retreat counter |
614
|
|
|
obj.combatRetreatWait = 0 |
615
|
|
|
# reset last position to current position |
616
|
|
|
obj.oldX = obj.x |
617
|
|
|
obj.oldY = obj.y |
618
|
|
|
# there is nothing to do - try to join other fleets |
619
|
|
|
self.cmd(obj).joinFleet(tran, obj, Const.OID_NONE) |
620
|
|
|
return |
621
|
|
|
#@log.debug('IFleet', obj.oid, 'processing action', action) |
622
|
|
|
while not Utils.isIdleFleet(obj): |
623
|
|
|
action, target, actionData = obj.actions[obj.actionIndex] |
624
|
|
|
if action == Const.FLACTION_NONE: |
625
|
|
|
obj.actionIndex += 1 |
626
|
|
|
elif action == Const.FLACTION_DEPLOY: |
627
|
|
|
if self.cmd(obj).actionDeploy(tran, obj): |
628
|
|
|
obj.actionIndex += 1 |
629
|
|
|
break |
630
|
|
|
elif action == Const.FLACTION_WAIT: |
631
|
|
|
if obj.actionWaitCounter >= actionData: |
632
|
|
|
obj.actionWaitCounter = 1 |
633
|
|
|
obj.actionIndex += 1 |
634
|
|
|
else: |
635
|
|
|
obj.actionWaitCounter += 1 |
636
|
|
|
break #wait should wait, not let move; deindented this to act for completed waits also --RC |
637
|
|
|
elif action == Const.FLACTION_MOVE: |
638
|
|
|
if self.cmd(obj).moveToTarget(tran, obj, target): |
639
|
|
|
# we are there |
640
|
|
|
obj.actionIndex += 1 |
641
|
|
|
break |
642
|
|
|
elif action == Const.FLACTION_ENTERWORMHOLE: |
643
|
|
|
if self.cmd(obj).moveToWormhole(tran, obj, target): |
644
|
|
|
# we are there |
645
|
|
|
obj.actionIndex += 1 |
646
|
|
|
break |
647
|
|
|
elif action == Const.FLACTION_DECLAREWAR: |
648
|
|
|
# switch off pact allow military ships |
649
|
|
|
player = tran.db[obj.owner] |
650
|
|
|
self.cmd(player).changePactCond(tran, player, actionData, |
651
|
|
|
Const.PACT_ALLOW_MILITARY_SHIPS, Const.PACT_OFF, [Const.PACT_ALLOW_MILITARY_SHIPS]) |
652
|
|
|
# next action |
653
|
|
|
obj.actionIndex +=1 |
654
|
|
|
elif action == Const.FLACTION_REFUEL: |
655
|
|
|
# check current refuel level |
656
|
|
|
if self.cmd(obj).moveToTarget(tran, obj, target) and refuelled: |
657
|
|
|
# next action |
658
|
|
|
obj.actionIndex += 1 |
659
|
|
|
else: |
660
|
|
|
break |
661
|
|
|
elif action == Const.FLACTION_REDIRECT: |
662
|
|
|
# ok, let's do some magic |
663
|
|
|
if self.cmd(obj).actionRedirect(tran, obj, refuelled): |
664
|
|
|
obj.actionIndex += 1 |
665
|
|
|
else: |
666
|
|
|
break |
667
|
|
|
elif action == Const.FLACTION_REPEATFROM: |
668
|
|
|
log.debug(obj.oid, "Setting action index to", data) |
669
|
|
|
if actionData != None: |
670
|
|
|
obj.actionIndex = actionData |
671
|
|
|
else: |
672
|
|
|
obj.actionIndex += 1 |
673
|
|
|
break # TODO fix me |
674
|
|
|
else: |
675
|
|
|
raise GameException('Unsupported action %d' % action) |
676
|
|
|
break |
677
|
|
|
# it there is nothing to do -> join other idle fleets |
678
|
|
|
# the fleet could joined with another fleet |
679
|
|
|
if tran.db.has_key(obj.oid) and Utils.isIdleFleet(obj): |
680
|
|
|
# reset retreat counter |
681
|
|
|
obj.combatRetreatWait = 0 |
682
|
|
|
# try to join some fleet |
683
|
|
|
self.cmd(obj).joinFleet(tran, obj, Const.OID_NONE) |
684
|
|
|
|
685
|
|
|
def actionRedirect(self, tran, obj, refuelled): |
686
|
|
|
if obj.orbiting != Const.OID_NONE: |
687
|
|
|
# try to find fleet with the redirect command (<10 ships) |
688
|
|
|
# and join it |
689
|
|
|
system = tran.db[obj.orbiting] |
690
|
|
|
for fleetID in system.fleets: |
691
|
|
|
fleet = tran.db[fleetID] |
692
|
|
|
if fleet.owner != obj.owner or obj.oid == fleetID: |
693
|
|
|
continue |
694
|
|
|
if Utils.isIdleFleet(fleet): |
695
|
|
|
continue |
696
|
|
|
action, target, actionData = fleet.actions[fleet.actionIndex] |
697
|
|
|
# same command, less than 20 ships in the resulting fleet |
698
|
|
|
if action == Const.FLACTION_REDIRECT and len(fleet.ships) + len(obj.ships) <= 20: |
699
|
|
|
# join it |
700
|
|
|
log.debug("JOINING", obj.oid, fleetID) |
701
|
|
|
self.cmd(obj).joinFleet(tran, obj, fleetID) |
702
|
|
|
# "join" targets |
703
|
|
|
fleet.actions[fleet.actionIndex] = ( |
704
|
|
|
action, |
705
|
|
|
max(obj.actions[obj.actionIndex][1], target), |
706
|
|
|
actionData, |
707
|
|
|
) |
708
|
|
|
return 0 |
709
|
|
|
# move? |
710
|
|
|
action, target, actionData = obj.actions[obj.actionIndex] |
711
|
|
|
if obj.orbiting == Const.OID_NONE or target != Const.OID_NONE: |
712
|
|
|
# ok, the target was already selected |
713
|
|
|
if not self.cmd(obj).moveToTarget(tran, obj, target): |
714
|
|
|
# keep moving |
715
|
|
|
return 0 |
716
|
|
|
# we are in the system - delete target |
717
|
|
|
obj.actions[obj.actionIndex] = (action, Const.OID_NONE, actionData) |
718
|
|
|
# check if current system has a redirection |
719
|
|
|
player = tran.db[obj.owner] |
720
|
|
|
if obj.orbiting not in player.shipRedirections: |
721
|
|
|
# there is no redirection, we are done |
722
|
|
|
return 1 |
723
|
|
|
# select a new target if tanks are full |
724
|
|
|
# departure every 6th turn |
725
|
|
|
turn = tran.db[Const.OID_UNIVERSE].turn |
726
|
|
|
if refuelled and turn % 6 == 0: |
727
|
|
|
obj.actions[obj.actionIndex] = (action, player.shipRedirections[obj.orbiting], actionData) |
728
|
|
|
return 0 |
729
|
|
|
|
730
|
|
|
# old code |
731
|
|
|
# check if current system has any redirection |
732
|
|
|
player = tran.db[obj.owner] |
733
|
|
|
if obj.orbiting not in player.shipRedirections: |
734
|
|
|
return 1 |
735
|
|
|
# form new command queue |
736
|
|
|
obj.actions = [ |
737
|
|
|
[Const.FLACTION_REFUEL, player.shipRedirections[obj.orbiting], None], |
738
|
|
|
[Const.FLACTION_REDIRECT, Const.OID_NONE, None], |
739
|
|
|
] |
740
|
|
|
obj.actionIndex = 0 |
741
|
|
|
return 0 |
742
|
|
|
|
743
|
|
|
def actionDeploy(self, tran, obj): |
744
|
|
|
action, target, actionData = obj.actions[obj.actionIndex] |
745
|
|
|
if not self.cmd(obj).moveToTarget(tran, obj, target): |
746
|
|
|
return 0 |
747
|
|
|
# deploy ship |
748
|
|
|
log.debug('IFleet', 'Deploying on planet - tech', actionData) |
749
|
|
|
planet = tran.db[target] |
750
|
|
|
player = tran.db[obj.owner] |
751
|
|
|
# find ship containing specified building |
752
|
|
|
for designID, hp, shield, exp in obj.ships: |
753
|
|
|
tech = player.shipDesigns[designID] |
754
|
|
|
if designID == actionData: |
755
|
|
|
removeShip = 0 |
756
|
|
|
for deployHandlerID in tech.deployHandlers: #do handlers first so that structures can deploy on new planets |
757
|
|
|
if not (type(deployHandlerID) in (str,int,long)): #just a double check... |
|
|
|
|
758
|
|
|
continue |
759
|
|
|
if not deployHandlerID.isdigit(): |
760
|
|
|
continue |
761
|
|
|
log.debug('IFleet -', 'Attempting deploy of',deployHandlerID) |
762
|
|
|
try: |
763
|
|
|
deployHandlerID = int(deployHandlerID) #just a double check... |
764
|
|
|
except: |
765
|
|
|
log.warning('IFleet -','Deployment failed: NAN') |
766
|
|
|
continue |
767
|
|
|
deployHandler = Rules.techs[deployHandlerID] |
768
|
|
|
if deployHandler.deployHandlerValidator(tran, obj, planet, deployHandler): |
769
|
|
|
try: |
770
|
|
|
deployHandler.deployHandlerFunction(tran, obj, planet, deployHandler) |
771
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_DEPLOY_HANDLER, planet.oid, deployHandlerID) |
772
|
|
|
removeShip = 1 |
773
|
|
|
except GameException, e: |
774
|
|
|
log.warning('IFleet -','Deploy handler error - internal error') |
775
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_CANNOTBUILD_SHLOST, planet.oid, None) |
776
|
|
|
else: |
777
|
|
|
log.debug('IFleet -', 'Deploy handler - validation failed') |
778
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_CANNOTBUILD_SHLOST, planet.oid, None) |
779
|
|
|
|
780
|
|
|
for structTechID in tech.deployStructs: |
781
|
|
|
if not (type(structTechID) in (int,long)): #just a double check... |
782
|
|
|
continue |
783
|
|
|
structTech = Rules.techs[structTechID] |
784
|
|
|
# validate |
785
|
|
|
if structTech.validateConstrHandler(tran, obj, planet, structTech): |
786
|
|
|
# build it |
787
|
|
|
if len(planet.slots) < planet.plSlots: |
788
|
|
|
try: |
789
|
|
|
structTech.finishConstrHandler(tran, obj, planet, structTech) |
790
|
|
|
planet.slots.insert(0, Utils.newStructure(tran, structTechID, obj.owner, hpRatio = Rules.structFromShipHpRatio)) |
791
|
|
|
removeShip = 1 |
792
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_COMPLETED_STRUCTURE, planet.oid, structTech.id) |
793
|
|
|
except GameException, e: |
794
|
|
|
# cannot build (planet already occupied?) |
795
|
|
|
log.warning('IFleet -', 'Build on planet - cannot complete') |
796
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_CANNOTBUILD_SHLOST, planet.oid, None) |
797
|
|
|
else: |
798
|
|
|
# no free slot |
799
|
|
|
log.debug('IFleet -', 'Build on planet - no free slot') |
800
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_CANNOTBUILD_NOSLOT, planet.oid, None) |
801
|
|
|
else: |
802
|
|
|
# cannot build this here TODO report it |
803
|
|
|
log.debug('IFleet -', 'Build on planet - cannot build here (validation)') |
804
|
|
|
if removeShip: |
805
|
|
|
self.cmd(obj).removeShips(tran, obj, [[designID, hp, shield, exp]]) |
806
|
|
|
# ship has been deployed |
807
|
|
|
return 1 |
808
|
|
|
# no suitable ship in fleet TODO report it |
809
|
|
|
log.debug('IFleet -', 'Deploy ship - no suitable ship') |
810
|
|
|
return 1 |
811
|
|
|
|
812
|
|
|
def refuelAndRepairAndRecharge(self, tran, obj): |
813
|
|
|
if obj.orbiting == Const.OID_NONE: |
814
|
|
|
# we are in space |
815
|
|
|
return 0 |
816
|
|
|
# find ALLIED PLANETS |
817
|
|
|
system = tran.db[obj.orbiting] |
818
|
|
|
player = tran.db[obj.owner] |
819
|
|
|
refuelMax = 0 |
820
|
|
|
refuelInc = 0 |
821
|
|
|
repairShip = 0.0 |
822
|
|
|
for planetID in system.planets: |
823
|
|
|
planet = tran.db[planetID] |
824
|
|
|
if planet.owner == Const.OID_NONE: |
825
|
|
|
continue |
826
|
|
|
if planet.owner == player.oid: |
827
|
|
|
refuelMax = max(refuelMax, planet.refuelMax) |
828
|
|
|
refuelInc = max(refuelInc, planet.refuelInc) |
829
|
|
|
repairShip = max(repairShip, planet.repairShip) |
830
|
|
|
elif self.cmd(player).isPactActive(tran, player, planet.owner, Const.PACT_ALLOW_TANKING): |
831
|
|
|
refuelMax = max(refuelMax, planet.refuelMax) |
832
|
|
|
refuelInc = max(refuelInc, planet.refuelInc) |
833
|
|
|
repairShip = max(repairShip, planet.repairShip) |
834
|
|
|
# repair ships |
835
|
|
|
self.cmd(obj).autoRepairAndRecharge(tran, obj, forceRepairPerc = repairShip) |
836
|
|
|
# tank |
837
|
|
|
if refuelMax == 0: |
838
|
|
|
return 1 |
839
|
|
|
currentLevel = int(100.0 * obj.storEn / obj.maxEn) |
840
|
|
|
#@log.debug(obj.oid, "Refuel", currentLevel, refuelMax) |
841
|
|
|
if currentLevel >= refuelMax: |
842
|
|
|
# don't burn any fuel if you can refuel |
843
|
|
|
obj.storEn = min(obj.maxEn, obj.storEn + obj.operEn) |
844
|
|
|
return 1 |
845
|
|
|
obj.storEn = int(math.ceil(min( |
846
|
|
|
obj.maxEn * refuelInc / 100.0 + obj.operEn + obj.storEn, |
847
|
|
|
obj.maxEn * refuelMax / 100.0, |
848
|
|
|
obj.maxEn, |
849
|
|
|
))) |
850
|
|
|
#@log.debug("Refuelling", obj.oid, refuelInc, refuelMax) |
851
|
|
|
currentLevel = 100.0 * obj.storEn / obj.maxEn |
852
|
|
|
#@log.debug(obj.oid, "After refuel", currentLevel, refuelMax) |
853
|
|
|
#@log.debug(obj.oid, "Tanks after refuel", obj.storEn, "/", obj.maxEn) |
854
|
|
|
return currentLevel >= refuelMax |
855
|
|
|
|
856
|
|
|
def serviceShips(self, tran, obj): |
857
|
|
|
player = tran.db[obj.owner] |
858
|
|
|
# check conditions |
859
|
|
|
# no combat in the system |
860
|
|
|
system = tran.db[obj.orbiting] |
861
|
|
|
if system.combatCounter != 0: |
862
|
|
|
return |
863
|
|
|
# player's or ally's planet in the system and upgrade facility there |
864
|
|
|
# check for train facilities too |
865
|
|
|
upgrPlanets = [] |
866
|
|
|
trainPlanets = [] |
867
|
|
|
trainShipInc = 0.0 |
868
|
|
|
trainShipMax = 0 |
869
|
|
|
for planetID in system.planets: |
870
|
|
|
planet = tran.db[planetID] |
871
|
|
|
if planet.owner == player.oid and planet.upgradeShip > 0: |
872
|
|
|
upgrPlanets.append(planet) |
873
|
|
|
elif self.cmd(player).isPactActive(tran, player, planet.owner, Const.PACT_ALLOW_TANKING) and planet.upgradeShip > 0: |
874
|
|
|
upgrPlanets.append(planet) |
875
|
|
|
if planet.owner == player.oid and planet.trainShipInc > 0.0: |
876
|
|
|
trainShipInc = max(trainShipInc, planet.trainShipInc) |
877
|
|
|
trainShipMax = max(trainShipMax, planet.trainShipMax) |
878
|
|
|
# train ships |
879
|
|
|
if trainShipInc > 0: |
880
|
|
|
for index, ship in enumerate(obj.ships): |
881
|
|
|
spec = player.shipDesigns[ship[Const.SHIP_IDX_DESIGNID]] |
882
|
|
|
if ship[Const.SHIP_IDX_EXP] / spec.baseExp < trainShipMax and spec.isMilitary: |
883
|
|
|
ship[Const.SHIP_IDX_EXP] = min( |
884
|
|
|
spec.baseExp * trainShipMax, |
885
|
|
|
ship[Const.SHIP_IDX_EXP] + max(int(trainShipInc * spec.baseExp), 1), |
886
|
|
|
) |
887
|
|
|
if not upgrPlanets: |
888
|
|
|
# no service facility |
889
|
|
|
return |
890
|
|
|
upgraded = 0 |
891
|
|
|
# perform upgrade |
892
|
|
|
for designID in player.shipDesigns.keys(): |
893
|
|
|
spec = player.shipDesigns[designID] |
894
|
|
|
if spec.upgradeTo: |
895
|
|
|
#@log.debug("Upgrading design", designID, "to", spec.upgradeTo, "for player", player.oid) |
896
|
|
|
upgradeToSpec = player.shipDesigns[spec.upgradeTo] |
897
|
|
|
player.fleetUpgradeInProgress = 1 |
898
|
|
|
diff = max( |
899
|
|
|
Rules.shipMinUpgrade, |
900
|
|
|
int((upgradeToSpec.buildProd - spec.buildProd) * Rules.shipUpgradeMod), |
901
|
|
|
) |
902
|
|
|
if player.fleetUpgradePool < diff: |
903
|
|
|
continue |
904
|
|
|
# scan all ships for design |
905
|
|
|
designExists = 0 |
906
|
|
|
for index in xrange(0, len(obj.ships)): |
|
|
|
|
907
|
|
|
if obj.ships[index][Const.SHIP_IDX_DESIGNID] == designID: |
908
|
|
|
# find planet with free upgrade points |
909
|
|
|
needsUPts = Rules.shipUpgradePts[upgradeToSpec.combatClass] |
910
|
|
|
planet = None |
911
|
|
|
for tmpPlanet in upgrPlanets: |
912
|
|
|
if tmpPlanet.upgradeShip >= needsUPts: |
913
|
|
|
planet = tmpPlanet |
914
|
|
|
break |
915
|
|
|
if not planet: |
916
|
|
|
break |
917
|
|
|
# check strategic resources |
918
|
|
|
neededSR = {} |
919
|
|
|
# new design |
920
|
|
|
for sr in upgradeToSpec.buildSRes: |
921
|
|
|
if not sr in neededSR: |
922
|
|
|
neededSR[sr] = 0 |
923
|
|
|
neededSR[sr] += upgradeToSpec.buildSRes[sr] |
924
|
|
|
# old design |
925
|
|
|
for sr in spec.buildSRes: |
926
|
|
|
if not sr in neededSR: |
927
|
|
|
neededSR[sr] = 0 |
928
|
|
|
neededSR[sr] -= spec.buildSRes[sr] |
929
|
|
|
# check player's resources |
930
|
|
|
ok = 1 |
931
|
|
|
for sr in neededSR: |
932
|
|
|
if player.stratRes.get(sr, 0) < neededSR[sr]: |
933
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_CANNOT_UPGRADE_SR, obj.oid, (spec.name, upgradeToSpec.name, sr)) |
934
|
|
|
# skip this ship |
935
|
|
|
ok = 0 |
936
|
|
|
if not ok: |
937
|
|
|
# skip this ship |
938
|
|
|
break |
939
|
|
|
# consume strategic resources |
940
|
|
|
for sr in neededSR: |
941
|
|
|
player.stratRes[sr] -= neededSR[sr] |
942
|
|
|
# upgrade ship |
943
|
|
|
log.debug("Upgrading ship in fleet", obj.oid, needsUPts, planet.upgradeShip, planet.oid) |
944
|
|
|
maxHPRatio = max(0.01, 1.0 - max(upgradeToSpec.buildProd - spec.buildProd, 0) / float(upgradeToSpec.buildProd)) |
945
|
|
|
obj.ships[index][Const.SHIP_IDX_DESIGNID] = spec.upgradeTo |
946
|
|
|
obj.ships[index][Const.SHIP_IDX_HP] = max(1, min( |
947
|
|
|
obj.ships[index][1], |
948
|
|
|
int(upgradeToSpec.maxHP * maxHPRatio) |
949
|
|
|
)) |
950
|
|
|
obj.ships[index][Const.SHIP_IDX_SHIELDHP] = upgradeToSpec.shieldHP |
951
|
|
|
# cap max experience based on equivilent percentage of experience transfer (prevent high baseExp ship upgrading to low baseExp ships with a higher bonus) |
952
|
|
|
obj.ships[index][Const.SHIP_IDX_EXP] = min(obj.ships[index][Const.SHIP_IDX_EXP],int(1.0 * upgradeToSpec.baseExp / spec.baseExp * obj.ships[index][Const.SHIP_IDX_EXP])) |
953
|
|
|
upgraded += 1 |
954
|
|
|
#@log.debug("HP penalty", diff, upgradeToSpec.buildProd, maxHPRatio) |
955
|
|
|
player.fleetUpgradePool -= diff |
956
|
|
|
designExists = 1 |
957
|
|
|
# consume upgrade points |
958
|
|
|
planet.upgradeShip -= needsUPts |
959
|
|
|
# record last upgrade |
960
|
|
|
obj.lastUpgrade = tran.db[Const.OID_UNIVERSE].turn |
961
|
|
|
# send a message to the player |
962
|
|
|
# Utils.sendMessage(tran, obj, Const.MSG_UPGRADED_SHIP, obj.oid, (spec.name, player.shipDesigns[spec.upgradeTo].name)) |
963
|
|
|
if player.fleetUpgradePool < diff: |
964
|
|
|
break |
965
|
|
|
if player.fleetUpgradePool < diff: |
966
|
|
|
break |
967
|
|
|
# fix fleet stats |
968
|
|
|
if upgraded > 0: |
969
|
|
|
self.cmd(obj).update(tran, obj) |
970
|
|
|
|
971
|
|
|
def autoRepairAndRecharge(self, tran, obj, forceRepairPerc = 0.0): |
972
|
|
|
player = tran.db[obj.owner] |
973
|
|
|
idx = 0 |
974
|
|
|
for designID, hp, shields, exp in obj.ships: |
975
|
|
|
spec = player.shipDesigns[designID] |
976
|
|
|
if hp < spec.maxHP: |
977
|
|
|
if obj.storEn == 0: |
978
|
|
|
repairFix = 0 |
979
|
|
|
repairPerc = forceRepairPerc |
980
|
|
|
else: |
981
|
|
|
repairFix = spec.autoRepairFix |
982
|
|
|
repairPerc = max(spec.autoRepairPerc, forceRepairPerc) |
983
|
|
|
if repairFix > 0 or repairPerc > 0: |
984
|
|
|
#&log.debug("IFleet - repairing ship", obj.oid, designID, hp, repairFix, repairPerc) |
985
|
|
|
obj.ships[idx][Const.SHIP_IDX_HP] = int(math.ceil(min( |
986
|
|
|
spec.maxHP, |
987
|
|
|
hp + repairFix + max(1, spec.maxHP * repairPerc), |
988
|
|
|
))) |
989
|
|
|
if shields < spec.shieldHP and obj.storEn: |
990
|
|
|
#@log.debug("IFleet - recharging shields", designID, shields, spec.shieldRechargeFix, spec.shieldRechargePerc) |
991
|
|
|
obj.ships[idx][Const.SHIP_IDX_SHIELDHP] = int(math.ceil(min( |
992
|
|
|
spec.shieldHP, |
993
|
|
|
shields + spec.shieldRechargeFix + max(1, spec.shieldHP * spec.shieldRechargePerc), |
994
|
|
|
))) |
995
|
|
|
idx += 1 |
996
|
|
|
|
997
|
|
|
def moveToWormhole(self, tran, obj, targetID): |
998
|
|
|
origin = tran.db[targetID] |
999
|
|
|
if not (obj.x==origin.x and obj.y==origin.y): |
1000
|
|
|
if not self.cmd(obj).moveToTarget(tran, obj, targetID): |
1001
|
|
|
return 0 #ship hasn't arrived |
1002
|
|
|
# enter wormhole |
1003
|
|
|
if origin.type == Const.T_WORMHOLE: #is wormhole, now enter it! |
1004
|
|
|
destinationWormHole = tran.db[origin.destinationOid] |
1005
|
|
|
if destinationWormHole.oid == targetID: |
1006
|
|
|
return 1 |
1007
|
|
|
if obj.oid not in destinationWormHole.fleets: |
1008
|
|
|
destinationWormHole.fleets.append(obj.oid) |
1009
|
|
|
if obj.oid not in destinationWormHole.closeFleets: |
1010
|
|
|
destinationWormHole.closeFleets.append(obj.oid) |
1011
|
|
|
if obj.oid in origin.fleets: |
1012
|
|
|
origin.fleets.remove(obj.oid) |
1013
|
|
|
if obj.oid in origin.closeFleets: |
1014
|
|
|
origin.closeFleets.remove(obj.oid) |
1015
|
|
|
obj.closeSystem = destinationWormHole.oid |
1016
|
|
|
log.debug('IFleet', 'Entering Wormhole - destination ', destinationWormHole.oid) |
1017
|
|
|
obj.orbiting = destinationWormHole.oid |
1018
|
|
|
obj.x = destinationWormHole.x |
1019
|
|
|
obj.y = destinationWormHole.y |
1020
|
|
|
destinationWormHole.scannerPwrs[obj.owner] = max(obj.scannerPwr, destinationWormHole.scannerPwrs.get(obj.owner, 0)) |
1021
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_ENTERED_WORMHOLE, destinationWormHole.oid , (origin.name,destinationWormHole.name)) |
1022
|
|
|
arrived = 1 |
1023
|
|
|
else: #is not wormhole...how'd you ever execute this command? Or is there some weird "terraform wormhole" technology we never forsaw? |
1024
|
|
|
log.warning('IFleet', 'Cannot enter non-existant wormhole at location ', origin.oid) |
1025
|
|
|
#Utils.sendMessage(tran, obj, Const.MSG_ENTERED_WORMHOLE, destinationWormHole.oid , (origin.name,destinationWormHole.name)) |
1026
|
|
|
arrived = 1 #since the move part was successful, just ignore this problem for the player |
1027
|
|
|
return arrived |
1028
|
|
|
|
1029
|
|
|
def moveToTarget(self, tran, obj, targetID): #added action passthrough for wormhole move...needed |
1030
|
|
|
# DON'T move fleet with speed == 0 |
1031
|
|
|
if obj.speed <= 0: |
1032
|
|
|
# they cannot arive (never) |
1033
|
|
|
# reset retreat counter |
1034
|
|
|
obj.combatRetreatWait = 0 |
1035
|
|
|
return 1 |
1036
|
|
|
if targetID == Const.OID_NONE: |
1037
|
|
|
# reset retreat counter |
1038
|
|
|
obj.combatRetreatWait = 0 |
1039
|
|
|
return 1 |
1040
|
|
|
# reset/remember old values |
1041
|
|
|
obj.oldX = obj.x |
1042
|
|
|
obj.oldY = obj.y |
1043
|
|
|
obj.eta = 0.0 |
1044
|
|
|
target = tran.db[targetID] |
1045
|
|
|
obj.target = targetID |
1046
|
|
|
# MOVE to target |
1047
|
|
|
dx = target.x - obj.x |
1048
|
|
|
dy = target.y - obj.y |
1049
|
|
|
#if dx == 0 and dy == 0: |
1050
|
|
|
# return 1 |
1051
|
|
|
if obj.orbiting: |
1052
|
|
|
system = tran.db[obj.orbiting] |
1053
|
|
|
if system.combatCounter > 0: |
1054
|
|
|
# well, there is a combat there -> wait a while and reduce ROF |
1055
|
|
|
obj.combatRetreatWait += 1 |
1056
|
|
|
if obj.combatRetreatWait <= Rules.combatRetreatWait: |
1057
|
|
|
return 0 |
1058
|
|
|
# ok, we suffered enough, move away |
1059
|
|
|
# reset counter |
1060
|
|
|
obj.combatRetreatWait = 0 |
1061
|
|
|
# speed boost? |
1062
|
|
|
obj.speedBoost = Utils.getSpeedBoost(tran, tran.db[obj.owner], (system, target)) |
1063
|
|
|
# |
1064
|
|
|
try: |
1065
|
|
|
system.fleets.remove(obj.oid) |
1066
|
|
|
except ValueError: |
1067
|
|
|
log.warning('IFleet', 'Problem with removing fleet from system.') |
1068
|
|
|
obj.orbiting = Const.OID_NONE |
1069
|
|
|
# change close system to target one |
1070
|
|
|
if obj.closeSystem != Const.OID_NONE: # TODO remove condition in 0.6 |
1071
|
|
|
system = tran.db[obj.closeSystem] |
1072
|
|
|
try: |
1073
|
|
|
system.closeFleets.remove(obj.oid) |
1074
|
|
|
except ValueError: |
1075
|
|
|
log.warning("IFleet", "Problem with changing the close system.") |
1076
|
|
|
if target.type == Const.T_PLANET: |
1077
|
|
|
system = tran.db[target.compOf] |
1078
|
|
|
system.closeFleets.append(obj.oid) |
1079
|
|
|
obj.closeSystem = system.oid |
1080
|
|
|
elif target.type in (Const.T_SYSTEM, Const.T_WORMHOLE): |
1081
|
|
|
target.closeFleets.append(obj.oid) |
1082
|
|
|
obj.closeSystem = target.oid |
1083
|
|
|
else: |
1084
|
|
|
raise GameException('Unsupported type of target %d for move command.' % target.type) |
1085
|
|
|
dist = math.hypot(dx, dy) |
1086
|
|
|
maxDelta = obj.speed / Rules.turnsPerDay * obj.speedBoost |
1087
|
|
|
if not maxDelta: |
1088
|
|
|
obj.combatRetreatWait = 0 |
1089
|
|
|
return 0 |
1090
|
|
|
arrived = 0 |
1091
|
|
|
# 0.01 acceptable error |
1092
|
|
|
if dist <= maxDelta + 0.01: |
1093
|
|
|
# we are at destination |
1094
|
|
|
obj.x = target.x |
1095
|
|
|
obj.y = target.y |
1096
|
|
|
if target.type == Const.T_PLANET: |
1097
|
|
|
obj.orbiting = target.compOf |
1098
|
|
|
system = tran.db[obj.orbiting] |
1099
|
|
|
system.fleets.append(obj.oid) |
1100
|
|
|
arrived = 1 |
1101
|
|
|
elif target.type == Const.T_SYSTEM or target.type == Const.T_WORMHOLE: |
1102
|
|
|
#@log.debug('IFleet', obj.oid, 'is aproaching orbit of', targetID) |
1103
|
|
|
obj.orbiting = target.oid |
1104
|
|
|
system = tran.db[obj.orbiting] |
1105
|
|
|
system.fleets.append(obj.oid) |
1106
|
|
|
#@log.debug('IFleet', system.oid, 'system fleets', system.fleets) |
1107
|
|
|
arrived = 1 |
1108
|
|
|
else: |
1109
|
|
|
raise GameException('Unsupported type of target %d for move command.' % target.type) |
1110
|
|
|
else: |
1111
|
|
|
# move |
1112
|
|
|
obj.x += dx / dist * maxDelta |
1113
|
|
|
obj.y += dy / dist * maxDelta |
1114
|
|
|
# (already moved 1 x maxDelta) (0.01 is acceptable error) |
1115
|
|
|
obj.eta = math.ceil(dist / maxDelta - 1 - 0.01) |
1116
|
|
|
if arrived: |
1117
|
|
|
obj.target = Const.OID_NONE |
1118
|
|
|
# just make sure that this is reset |
1119
|
|
|
obj.combatRetreatWait = 0 |
1120
|
|
|
# turn scanner on |
1121
|
|
|
obj.scannerOn = True |
1122
|
|
|
# check the speed boost |
1123
|
|
|
speedBoost = Utils.getSpeedBoost(tran, tran.db[obj.owner], (system,)) |
|
|
|
|
1124
|
|
|
if speedBoost < obj.speedBoost: |
1125
|
|
|
# damage all ships in the fleet |
1126
|
|
|
# damage is based on percentual difference |
1127
|
|
|
percHull = 1.0 - Rules.starGateDamage * (obj.speedBoost / speedBoost - 1.0) |
1128
|
|
|
log.debug(obj.oid, "fleet speed boost too low - damaging ships", speedBoost, obj.speedBoost, percHull) |
1129
|
|
|
Utils.sendMessage(tran, obj, Const.MSG_DAMAGE_BY_SG, obj.orbiting, int((1.0 - percHull) * 100)) |
1130
|
|
|
for ship in obj.ships: |
1131
|
|
|
ship[Const.SHIP_IDX_HP] = max(1, int(ship[Const.SHIP_IDX_HP] * percHull)) |
1132
|
|
|
# TODO: send message to player |
1133
|
|
|
obj.speedBoost = 1.0 |
1134
|
|
|
# add ship to the scanner pwrs of the system |
1135
|
|
|
system.scannerPwrs[obj.owner] = max(obj.scannerPwr, system.scannerPwrs.get(obj.owner, 0)) |
1136
|
|
|
return arrived |
1137
|
|
|
|
1138
|
|
|
@public(Const.AL_ADMIN) |
1139
|
|
|
def processFINALPhase(self, tran, obj, data): |
1140
|
|
|
# stats |
1141
|
|
|
player = tran.db[obj.owner] |
1142
|
|
|
player.stats.fleetPwr += obj.combatPwr |
1143
|
|
|
player.stats.fleetSupportProd += obj.operProd |
1144
|
|
|
# |
1145
|
|
|
|
1146
|
|
|
## |
1147
|
|
|
## Combat related functions |
1148
|
|
|
## |
1149
|
|
|
|
1150
|
|
|
def getPreCombatData(self, tran, obj): |
1151
|
|
|
# compute data |
1152
|
|
|
shots = {0: [], 1: [], 2: [], 3: []} |
1153
|
|
|
targets = [0, 0, 0, 0] |
1154
|
|
|
player = tran.db[obj.owner] |
1155
|
|
|
desCount = {} |
1156
|
|
|
firing = False |
1157
|
|
|
rofMod = 1.0 |
1158
|
|
|
# limit number of shots per ship |
1159
|
|
|
obj.maxHits = {0: 0, 1: 0, 2: 0, 3: 0} |
1160
|
|
|
obj.hitCounters = {0: 0, 1: 0, 2: 0, 3: 0} |
1161
|
|
|
obj.lastHitClass = 3 |
1162
|
|
|
obj.hitMods = {0: 1.0, 1: 1.0, 2: 1.0, 3: 1.0} |
1163
|
|
|
|
1164
|
|
|
if obj.combatRetreatWait > 0: |
1165
|
|
|
# ROF penalty |
1166
|
|
|
#@log.debug(obj.oid, "Fleet inactive", obj.combatRetreatWait) |
1167
|
|
|
rofMod *= 0.33 |
1168
|
|
|
if obj.storEn == 0: |
1169
|
|
|
rofMod *= 0.33 |
1170
|
|
|
for designID, hp, shield, exp in obj.ships: |
1171
|
|
|
tech = player.shipDesigns[designID] |
1172
|
|
|
targets[tech.combatClass] += 1 |
1173
|
|
|
desCount[designID] = desCount.get(designID, 0) + 1 |
1174
|
|
|
obj.maxHits[tech.combatClass] += 2 |
1175
|
|
|
wpnCount = {} |
1176
|
|
|
for weaponID in tech.weaponIDs: |
1177
|
|
|
firing = True |
1178
|
|
|
weapon = Rules.techs[weaponID] |
1179
|
|
|
wpnCount[weaponID] = wpnCount.get(weaponID, 0) + 1 |
1180
|
|
|
# |
1181
|
|
|
weaponEff = Rules.techImprEff[player.techs.get(weaponID, Rules.techBaseImprovement)] |
1182
|
|
|
# base attack |
1183
|
|
|
attack = (tech.combatAtt + int(weapon.weaponAtt * weaponEff)) * tech.combatAttMultiplier #added multiplier part |
1184
|
|
|
# correct using ship's level |
1185
|
|
|
level = Rules.shipExpToLevel.get(int(exp / tech.baseExp), Rules.shipDefLevel) |
1186
|
|
|
attack = int(attack * Rules.shipLevelEff[level]) |
1187
|
|
|
# because ALL counters starts at 1, subtract 3 |
1188
|
|
|
count = obj.combatCounter + desCount[designID] + wpnCount[weaponID] - 3 |
1189
|
|
|
# add to attacks |
1190
|
|
|
#@log.debug('IFleet', obj.oid, designID, "Count", count, 'Shots', weapon.name, ShipUtils.getRounds(weapon.weaponROF, count)) |
1191
|
|
|
for round in xrange(0, ShipUtils.getRounds(weapon.weaponROF * rofMod, count)): |
|
|
|
|
1192
|
|
|
shots[weapon.weaponClass].append((attack, weaponID)) |
1193
|
|
|
log.debug(obj.oid, "Combat limit settings", obj.maxHits) |
1194
|
|
|
return shots, targets, firing |
1195
|
|
|
|
1196
|
|
|
def applyMine(self, tran, obj, attack, damage, ignoreshield): |
1197
|
|
|
player = tran.db[obj.owner] |
1198
|
|
|
targetindex = random.randrange(0,len(obj.ships)) |
1199
|
|
|
designID, hp, shield, exp = obj.ships[targetindex] |
1200
|
|
|
targetShip = player.shipDesigns[designID] |
1201
|
|
|
level = Rules.shipExpToLevel.get(int(exp / targetShip.baseExp), Rules.shipDefLevel) |
1202
|
|
|
defense = int(targetShip.missileDef * Rules.shipLevelEff[level]) |
1203
|
|
|
#determine damage: |
1204
|
|
|
defenseBase = 4 #normal enemy defense to use as part of the ratio |
1205
|
|
|
damageRatio = min(max(1.0*(attack + defenseBase) / (attack + defense),0.25),1.25) #the better the defense, the less damage you take from the mine: 25% to 125% damage of normal mine |
1206
|
|
|
damage = int(damage * damageRatio) |
1207
|
|
|
if not damage: |
1208
|
|
|
return 0,0 #mine did no damage due to low ATT value on mine |
1209
|
|
|
#do damage: |
1210
|
|
|
destroyed = 0 |
1211
|
|
|
blocked = 0 |
1212
|
|
|
if not ignoreshield and shield > 0: |
1213
|
|
|
blocked = min(shield, damage) |
1214
|
|
|
obj.ships[targetindex][2] -= blocked |
1215
|
|
|
damage -= blocked |
1216
|
|
|
elif ignoreshield and targetShip.hardShield > 0 and shield > 0: |
1217
|
|
|
blocked = min(shield, int(damage*(ship.hardShield))) #hard shields also reduce penetrating weapons |
|
|
|
|
1218
|
|
|
obj.ships[targetindex][2] -= blocked |
1219
|
|
|
damage -= blocked |
1220
|
|
|
if shield: #mines never pierce shields at this time; possible future expansion of the tech |
1221
|
|
|
blocked = min(shield, damage) |
1222
|
|
|
damage -= blocked |
1223
|
|
|
obj.ships[targetindex][2] -= blocked |
1224
|
|
|
if damage > 0: |
1225
|
|
|
if hp < damage: |
1226
|
|
|
damage = hp |
1227
|
|
|
destroyed = 1 |
1228
|
|
|
self.cmd(obj).removeShips(tran, obj, [obj.ships[targetindex]]) |
1229
|
|
|
else: |
1230
|
|
|
obj.ships[targetindex][1] -= damage |
1231
|
|
|
return damage + blocked, destroyed |
1232
|
|
|
|
1233
|
|
|
def applyShot(self, tran, obj, defense, attack, weaponID, targetClass, target): |
1234
|
|
|
#@log.debug(obj.oid, 'IFleet', 'Apply shot', attack, weaponID, targetClass, target) |
1235
|
|
|
player = tran.db[obj.owner] |
1236
|
|
|
# find correct ship to hit |
1237
|
|
|
target = -1 |
1238
|
|
|
targetCiv = 0 |
1239
|
|
|
while target == -1: |
1240
|
|
|
index = 0 |
1241
|
|
|
found = 0 |
1242
|
|
|
for designID, hp, shield, exp in obj.ships: |
1243
|
|
|
design = player.shipDesigns[designID] |
1244
|
|
|
if design.combatClass == targetClass and (design.isMilitary or targetCiv): |
1245
|
|
|
found = 1 |
1246
|
|
|
if Utils.rand(1, 101) < Rules.shipTargetPerc[targetClass]: |
1247
|
|
|
target = index |
1248
|
|
|
break |
1249
|
|
|
index += 1 |
1250
|
|
|
if not targetCiv: |
1251
|
|
|
targetCiv = 1 |
1252
|
|
|
continue |
1253
|
|
|
if not found and targetCiv: |
1254
|
|
|
# no such target class - try to find another one |
1255
|
|
|
log.warning("No such target class in the fleet", obj.oid, targetClass) |
1256
|
|
|
targetClass = targetClass + 1 |
1257
|
|
|
targetCiv = 0 |
1258
|
|
|
if targetClass > 3: |
1259
|
|
|
return 0, 0, 0 |
1260
|
|
|
designID, hp, shield, exp = obj.ships[target] |
1261
|
|
|
ship = player.shipDesigns[designID] |
1262
|
|
|
# compute if ship has been hit |
1263
|
|
|
weapon = Rules.techs[weaponID] |
1264
|
|
|
level = Rules.shipExpToLevel.get(int(exp / ship.baseExp), Rules.shipDefLevel) |
1265
|
|
|
# add system defense bonus to ship inate defense |
1266
|
|
|
if weapon.weaponIsMissile: |
1267
|
|
|
defense += int(ship.missileDef * Rules.shipLevelEff[level]) |
1268
|
|
|
else: |
1269
|
|
|
defense += int(ship.combatDef * Rules.shipLevelEff[level]) |
1270
|
|
|
destroyed = 0 |
1271
|
|
|
destroyedClass = ship.combatClass |
1272
|
|
|
dmg = 0 |
1273
|
|
|
blocked = 0 |
1274
|
|
|
# limit number of shots |
1275
|
|
|
cClass = weapon.weaponClass |
1276
|
|
|
if cClass < obj.lastHitClass: |
1277
|
|
|
#@log.debug(obj.oid, "Different class", obj.lastHitClass, cClass, obj.maxHits) |
1278
|
|
|
for i in range(obj.lastHitClass - 1, cClass - 1, -1): |
1279
|
|
|
if obj.hitMods[cClass] >= 0.99: # == 1.0 |
1280
|
|
|
#@log.debug(obj.oid, "Adding to", i, int(Rules.combatHitXferMod * (obj.maxHits[i + 1] - obj.hitCounters[i + 1])), obj.hitCounters[i + 1]) |
1281
|
|
|
obj.maxHits[i] += int(Rules.combatHitXferMod * (obj.maxHits[i + 1] - obj.hitCounters[i + 1])) |
1282
|
|
|
else: |
1283
|
|
|
#@log.debug(obj.oid, "Not transfering hits") |
1284
|
|
|
pass |
1285
|
|
|
obj.maxHits[i + 1] = 0 |
1286
|
|
|
#@log.debug(obj.oid, "max hits", obj.maxHits) |
1287
|
|
|
obj.lastHitClass = cClass |
1288
|
|
|
elif cClass > obj.lastHitClass: |
1289
|
|
|
log.debug(obj.oid, "INCORRECT ORDER OF SHOTS", obj.lastHitClass, cClass) |
1290
|
|
|
if weapon.weaponROF > 1: |
1291
|
|
|
#@log.debug(obj.oid, "Increasing counter", cClass, 1.0 / weapon.weaponROF) |
1292
|
|
|
obj.hitCounters[cClass] += 1.0 / weapon.weaponROF |
1293
|
|
|
else: |
1294
|
|
|
#@log.debug(obj.oid, "Increasing counter", cClass, 1) |
1295
|
|
|
obj.hitCounters[cClass] += 1 |
1296
|
|
|
if obj.hitCounters[cClass] > obj.maxHits[cClass]: |
1297
|
|
|
obj.hitCounters[cClass] = 0 |
1298
|
|
|
obj.hitMods[cClass] *= Rules.combatShipHitMod |
1299
|
|
|
#@log.debug(obj.oid, "Increasing hit penalty", obj.hitMods[cClass], obj.maxHits[cClass], "class", cClass) |
1300
|
|
|
# |
1301
|
|
|
attackChance = obj.hitMods[cClass] * attack / (attack + defense) |
1302
|
|
|
#@log.debug(obj.oid, "Chance to attack", attackChance, obj.hitMods[cClass], |
1303
|
|
|
#@ obj.hitCounters[cClass], obj.maxHits[cClass], "without penalty:", float(attack) / (attack + defense)) |
1304
|
|
|
if random.random() <= attackChance: |
1305
|
|
|
player = tran.db[obj.owner] |
1306
|
|
|
weaponEff = Rules.techImprEff[player.techs.get(weaponID, Rules.techBaseImprovement)] |
1307
|
|
|
# HIT! -> apply damage |
1308
|
|
|
dmg = ShipUtils.computeDamage(weapon.weaponClass, ship.combatClass, weapon.weaponDmgMin, weapon.weaponDmgMax, weaponEff) |
1309
|
|
|
#@log.debug(obj.oid, 'HIT! att=%d vs def=%d, dmg=%d '% (attack, defense, dmg)) |
1310
|
|
|
# shield |
1311
|
|
|
if not weapon.weaponIgnoreShield and shield > 0: |
1312
|
|
|
blocked = min(shield, dmg) |
1313
|
|
|
obj.ships[target][2] -= blocked |
1314
|
|
|
dmg -= blocked |
1315
|
|
|
elif weapon.weaponIgnoreShield and ship.hardShield > 0 and shield > 0: |
1316
|
|
|
blocked = min(shield, int(dmg*(ship.hardShield))) #hard shields also reduce penetrating weapons |
1317
|
|
|
obj.ships[target][2] -= blocked |
1318
|
|
|
dmg -= blocked |
1319
|
|
|
#damage absorbsion by armor |
1320
|
|
|
if ship.damageAbsorb > 0 and dmg > 0: |
1321
|
|
|
dmg = max(0,dmg-ship.damageAbsorb) |
1322
|
|
|
# armour |
1323
|
|
|
if dmg >= hp: |
1324
|
|
|
destroyed = 1 |
1325
|
|
|
self.cmd(obj).removeShips(tran, obj, [obj.ships[target]]) |
1326
|
|
|
dmg = hp |
1327
|
|
|
else: |
1328
|
|
|
obj.ships[target][1] -= dmg |
1329
|
|
|
#@log.debug(obj.oid, "Damaged", dmg, blocked, destroyed) |
1330
|
|
|
return dmg + blocked, destroyed, destroyedClass |
1331
|
|
|
|
1332
|
|
|
def distributeExp(self, tran, obj): |
1333
|
|
|
# TODO improve |
1334
|
|
|
player = tran.db[obj.owner] |
1335
|
|
|
while obj.combatExp > 0: |
1336
|
|
|
haveMilitary = 0 |
1337
|
|
|
for ship in obj.ships: |
1338
|
|
|
# ignore civilian ships |
1339
|
|
|
if not player.shipDesigns[ship[0]].isMilitary: |
1340
|
|
|
continue |
1341
|
|
|
# add exp point |
1342
|
|
|
haveMilitary = 1 |
1343
|
|
|
ship[3] += 1 |
1344
|
|
|
obj.combatExp -= 1 |
1345
|
|
|
if obj.combatExp == 0: |
1346
|
|
|
break |
1347
|
|
|
if not haveMilitary: |
1348
|
|
|
break |
1349
|
|
|
del obj.maxHits |
1350
|
|
|
del obj.hitCounters |
1351
|
|
|
del obj.lastHitClass |
1352
|
|
|
del obj.hitMods |
1353
|
|
|
|
1354
|
|
|
def surrenderTo(self, tran, obj, newOwnerID): |
1355
|
|
|
# we've lost the battle - issue MOVE command to the nearest player's star |
1356
|
|
|
return 0 |
1357
|
|
|
|