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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 random |
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import Const |
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import Rules |
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import Utils |
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from ige import GameException |
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from ige import log |
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from ige.IDataHolder import IDataHolder |
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def makeShipMinSpec(player, name, hullID, eqIDs, improvements, |
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raiseExs = True): |
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ship = makeShipFullSpec(player, name, hullID, eqIDs, improvements, raiseExs) |
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# make 'real' ship spec |
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spec = IDataHolder() |
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spec.type = Const.T_SHIP |
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spec.name = ship.name |
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spec.hullID = ship.hullID |
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spec.level = ship.level |
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spec.eqIDs = ship.eqIDs |
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spec.improvements = ship.improvements |
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spec.combatClass = ship.combatClass |
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spec.signature = ship.signature |
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spec.scannerPwr = ship.scannerPwr |
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spec.speed = ship.speed |
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spec.battleSpeed = ship.battleSpeed |
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spec.maxHP = ship.maxHP |
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spec.shieldHP = ship.shieldHP |
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spec.combatAtt = ship.combatAtt |
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spec.combatDef = ship.combatDef |
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spec.missileDef = ship.missileDef |
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spec.storEn = ship.storEn |
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spec.operEn = ship.operEn |
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spec.buildProd = ship.buildProd |
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spec.buildSRes = ship.buildSRes |
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spec.weaponIDs = ship.weaponIDs |
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spec.deployStructs = ship.deployStructs |
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spec.deployHandlers = ship.deployHandlers |
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spec.built = 0 |
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spec.buildTurns = 1 |
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spec.upgradeTo = 0 |
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spec.isMilitary = ship.isMilitary |
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spec.baseExp = ship.baseExp |
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spec.combatPwr = ship.combatPwr |
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spec.autoRepairFix = ship.autoRepairFix |
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spec.autoRepairPerc = ship.autoRepairPerc |
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spec.shieldRechargeFix = ship.shieldRechargeFix |
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spec.shieldRechargePerc = ship.shieldRechargePerc |
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spec.hardShield = ship.hardShield |
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spec.combatAttMultiplier = ship.combatAttMultiplier |
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spec.damageAbsorb = ship.damageAbsorb |
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return spec |
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def _checkValidity(ship, tech, installations, equipCounter, raiseExs): |
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# check min hull req |
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if tech.minHull > ship.combatClass and raiseExs: |
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log.warning("Cannot add tech", tech.id, tech.name) |
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raise GameException("Minimum hull requirement not satisfied.") |
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# check max hull req |
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if tech.maxHull < ship.combatClass and raiseExs: |
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log.warning("Cannot add tech", tech.id, tech.name) |
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raise GameException("Maximum hull requirement not satisfied.") |
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# check maximum installations |
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if tech.maxInstallations and installations[tech.id] > tech.maxInstallations and raiseExs: |
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raise GameException("Maximum number of equipment installations exceeded.") |
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#check maximum type installations |
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if tech.subtype == "seq_mod" and tech.equipType in Rules.maxEquipType and raiseExs: |
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if tech.equipType in equipCounter: |
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equipCounter[tech.equipType] += 1 |
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else: |
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equipCounter[tech.equipType] = 1 |
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if equipCounter[tech.equipType] > Rules.maxEquipType[tech.equipType]: |
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raise GameException("Maximum number of restricted type equipment installations exceeded: %s." % tech.equipType) |
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def _checkValidityWhole(ship, hull, counter, raiseExs): |
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if counter.get("seq_ctrl", 0) == 0 and raiseExs: |
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raise GameException("No control module in the ship.") |
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if counter.get("seq_ctrl", 0) > 1 and raiseExs: |
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raise GameException("Only one control module in the ship allowed.") |
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if ship.slots > hull.slots and raiseExs: |
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raise GameException("Hull does not have enough slots to hold specified equipment.") |
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if ship.weight > hull.maxWeight and raiseExs: |
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raise GameException("Ship is too heavy.") |
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if len(ship.improvements) > Rules.shipMaxImprovements and raiseExs: |
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raise GameException("Too many improvements.") |
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def _moduleSignature(ship, tech): |
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if tech.signature < 0 and not tech.subtype == "seq_eng": |
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ship.negsignature = min(tech.signature, ship.negsignature) |
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else: |
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ship.signature += tech.signature |
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ship.minSignature = max(ship.minSignature, tech.minSignature) |
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ship.signatureCloak = min(ship.signatureCloak, tech.signatureCloak) |
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ship.signatureDecloak = min(ship.signatureDecloak, tech.signatureDecloak) |
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def _finalizeSignature(ship, hull): |
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ship.signature += ship.negsignature |
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ship.signature *= ship.signatureCloak * ship.signatureDecloak |
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ship.signature = int(ship.signature) |
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ship.signature = max(hull.minSignature, ship.signature, ship.minSignature) |
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def _moduleCombat(ship, tech, techEff, combatExtra): |
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combatExtra += tech.addMP |
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if tech.subtype == "seq_mod": #not cumulative for equipment; pick best |
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ship.combatAtt = max(ship.combatAtt, tech.combatAtt * techEff) |
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ship.combatDef = max(ship.combatDef, tech.combatDef * techEff) |
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ship.missileDef = max(ship.missileDef, tech.missileDef * techEff) |
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else: |
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ship.combatDefBase += tech.combatDef * techEff |
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ship.missileDefBase += tech.missileDef * techEff |
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ship.combatAttBase += tech.combatAtt * techEff |
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#not cumulative; pick best |
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ship.combatAttMultiplier = max(ship.combatAttMultiplier, (tech.combatAttPerc-1.0) * techEff + 1.0) |
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ship.combatDefMultiplier = max(ship.combatDefMultiplier, (tech.combatDefPerc-1.0) * techEff + 1.0) |
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ship.missileDefMultiplier = max(ship.missileDefMultiplier, (tech.missileDefPerc-1.0) * techEff + 1.0) |
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# if weapon - register only |
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if tech.subtype == "seq_wpn": |
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ship.weaponIDs.append(tech.id) |
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ship.isMilitary = 1 |
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weapon = Rules.techs[tech.id] |
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ship.baseExp += (weapon.weaponDmgMin + weapon.weaponDmgMax) / 2 * weapon.weaponROF |
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def _finalizeCombat(ship): |
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# compute base attack/defence |
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ship.combatAtt += ship.combatAttBase |
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ship.combatAtt += int(ship.battleSpeed) |
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ship.combatDef = int((ship.combatDef + ship.combatDefBase) * ship.combatDefMultiplier) |
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ship.missileDef = int((ship.missileDef + ship.missileDefBase) * ship.missileDefMultiplier) |
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ship.combatDef += int(ship.battleSpeed) |
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ship.missileDef += int(ship.battleSpeed / 2.0) |
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for i in ship.improvements: |
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if i == Const.SI_ATT: |
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ship.combatAtt *= Rules.shipImprovementMod |
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elif i == Const.SI_DEF: |
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ship.combatDef *= Rules.shipImprovementMod |
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ship.missileDef *= Rules.shipImprovementMod |
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ship.combatAtt = int(ship.combatAtt / (ship.combatClass + 1.0)) |
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ship.combatDef = int(ship.combatDef / (ship.combatClass + 1.0)) |
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ship.missileDef = int(ship.missileDef / (ship.combatClass + 1.0)) |
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ship.baseExp = int(ship.baseExp * Rules.shipBaseExpMod) + Rules.shipBaseExp[ship.combatClass] |
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def _moduleSturdiness(ship, tech, techEff, shieldPerc): |
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ship.maxHP += tech.maxHP * techEff |
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shieldPerc = max(shieldPerc, tech.shieldPerc * techEff) |
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ship.autoRepairFix = max(ship.autoRepairFix, tech.autoRepairFix * techEff) |
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ship.autoRepairPerc = max(ship.autoRepairPerc, tech.autoRepairPerc * techEff) |
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ship.shieldRechargeFix = max(ship.shieldRechargeFix, tech.shieldRechargeFix * techEff) |
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ship.shieldRechargePerc = max(ship.shieldRechargePerc, tech.shieldRechargePerc * techEff) |
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ship.hardShield = max(ship.hardShield,tech.hardShield * techEff) |
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ship.damageAbsorb = min(ship.damageAbsorb + tech.damageAbsorb, Rules.maxDamageAbsorb) |
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def _finalizeSturdiness(ship, shieldPerc): |
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# improvements |
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for i in ship.improvements: |
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if i == Const.SI_HP: |
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ship.maxHP *= Rules.shipImprovementMod |
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elif i == Const.SI_SHIELDS: |
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ship.shieldHP *= Rules.shipImprovementMod |
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# round values down |
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ship.maxHP = int(ship.maxHP) |
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ship.shieldHP = int(ship.maxHP * shieldPerc) |
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ship.hardShield = min(1.0,ship.hardShield) #don't allow this to be more than 100% blocking!! |
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def _moduleDeployables(ship, tech): |
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if tech.unpackStruct != Const.OID_NONE: |
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ship.deployStructs.append(tech.unpackStruct) |
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if tech.deployHandlerID != Const.OID_NONE: |
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#this calls another tech at execute time, so only need the ID |
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ship.deployHandlers.append(tech.deployHandlerID) |
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def _moduleBase(ship, tech, techEff): |
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ship.level = max(ship.level, tech.level) |
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ship.buildProd += tech.buildProd |
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ship.buildSRes = Utils.dictAddition(ship.buildSRes, tech.buildSRes) |
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ship.slots += tech.slots |
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ship.weight += tech.weight |
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ship.storEn += tech.storEn * techEff |
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ship.operEn += tech.operEn |
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ship.engPwr += tech.engPwr * techEff |
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ship.engStlPwr += tech.engStlPwr * techEff |
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ship.scannerPwr = max(ship.scannerPwr, tech.scannerPwr * techEff) |
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def _finalizeBase(ship, hull): |
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ship.weight = max(ship.weight, int(hull.weight / 2.0)) |
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ship.slots = max(ship.slots, 1) |
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ship.storEn = int(ship.storEn) |
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ship.scannerPwr = int(ship.scannerPwr) |
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ship.engPwr = int(ship.engPwr) |
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ship.engStlPwr = int(ship.engStlPwr) |
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ship.speed = float(ship.engPwr) / ship.weight |
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ship.battleSpeed = float(ship.engPwr + ship.engStlPwr) / ship.weight |
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# improvements |
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for i in ship.improvements: |
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if i == Const.SI_SPEED: |
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ship.speed *= Rules.shipImprovementMod |
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ship.battleSpeed *= Rules.shipImprovementMod |
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elif i == Const.SI_TANKS: |
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ship.storEn *= Rules.shipImprovementMod |
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def _setCombatPower(ship, combatExtra): |
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attackPwr = 0.0 |
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refDefence = 10.0 |
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refAttack = 10.0 |
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refDmg = 10.0 |
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refSpeed = 5.0 #average speed of medium and large hulls |
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for weaponID in ship.weaponIDs: |
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weapon = Rules.techs[weaponID] |
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dmg = (weapon.weaponDmgMin + weapon.weaponDmgMax) / 2 * weapon.weaponROF |
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att = int((ship.combatAtt + weapon.weaponAtt) * ship.combatAttMultiplier) |
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sizeCompensation = max(1, weapon.weaponClass - 1) # reduce torps and bombs |
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attackPwr += (att / float(att + refDefence) * dmg) / sizeCompensation |
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hpEffect = ship.maxHP + ship.shieldHP |
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attDefEffect = refAttack / (refAttack + ship.combatDef) * refDmg |
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speedEffect = min(1.33, max(0.5, (ship.battleSpeed / refSpeed))) |
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combatExtra += ship.damageAbsorb * 1500 |
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ship.combatPwr = int(attackPwr * hpEffect / attDefEffect * speedEffect + combatExtra) |
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def makeShipFullSpec(player, name, hullID, eqIDs, improvements, raiseExs = True): |
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if not hullID: |
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raise GameException("Ship's hull must be specified.") |
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hull = Rules.techs[hullID] |
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if not hull.isShipHull: |
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raise GameException("Ship's hull must be specified.") |
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ship = IDataHolder() |
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ship.type = Const.T_SHIP |
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# initial values |
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hullTechEff = Rules.techImprEff[player.techs.get(hullID, Rules.techBaseImprovement)] |
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ship.name = name |
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ship.hullID = hullID |
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ship.eqIDs = eqIDs |
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ship.level = hull.level |
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ship.combatClass = hull.combatClass |
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ship.improvements = improvements |
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ship.buildProd = hull.buildProd |
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ship.buildSRes = copy.copy(hull.buildSRes) |
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# stats grouped as "Base" |
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ship.operEn = hull.operEn |
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ship.storEn = hull.storEn * hullTechEff |
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ship.weight = hull.weight |
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ship.slots = 0 |
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ship.scannerPwr = max(hull.scannerPwr * hullTechEff, Rules.scannerMinPwr) |
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ship.engPwr = 0 |
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ship.engStlPwr = 0 |
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ship.speed = 0.0 |
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ship.battleSpeed = 0.0 |
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# stats grouped as "Signature" |
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ship.signature = hull.signature |
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ship.negsignature = 0 |
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ship.minSignature = hull.minSignature |
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ship.signatureCloak = 1.0 |
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ship.signatureDecloak = 1.0 |
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# stats grouped as "Combat" |
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ship.combatAttBase = hull.combatAtt * hullTechEff |
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ship.combatAtt = 0 |
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ship.combatAttMultiplier = 1.0 |
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ship.combatDefBase = hull.combatDef * hullTechEff |
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ship.combatDef = 0 |
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ship.combatDefMultiplier = 1.0 |
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ship.missileDefBase = hull.missileDef * hullTechEff |
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ship.missileDef = 0 |
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ship.missileDefMultiplier = 1.0 |
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ship.weaponIDs = [] |
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ship.isMilitary = 0 |
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ship.baseExp = 0 |
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combatExtra = 0 |
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# stats grouped as "Sturdiness" |
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ship.autoRepairFix = hull.autoRepairFix |
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ship.autoRepairPerc = hull.autoRepairPerc |
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ship.shieldRechargeFix = hull.shieldRechargeFix |
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ship.shieldRechargePerc = hull.shieldRechargePerc |
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ship.hardShield = 0.0 |
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ship.shieldHP = 0 |
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ship.maxHP = int(hull.maxHP * hullTechEff) |
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ship.damageAbsorb = 0 |
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shieldPerc = 0.0 |
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# stats grouped as "Deployables" |
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ship.deployStructs = [] |
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ship.deployHandlers = [] |
301
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|
|
|
302
|
|
|
ship.upgradeTo = 0 |
303
|
|
|
counter = {} |
304
|
|
|
installations = {} |
305
|
|
|
equipCounter = {} |
306
|
|
|
for techID in eqIDs: |
307
|
|
|
tech = Rules.techs[techID] |
308
|
|
|
techEff = Rules.techImprEff[player.techs.get(techID, Rules.techBaseImprovement)] |
309
|
|
|
if eqIDs[techID] < 0 and raiseExs: |
310
|
|
|
raise GameException("Invalid equipment count (less than 0).") |
311
|
|
|
for i in xrange(0, eqIDs[techID]): |
|
|
|
|
312
|
|
|
counter[tech.subtype] = 1 + counter.get(tech.subtype, 0) |
313
|
|
|
installations[techID] = 1 + installations.get(techID, 0) |
314
|
|
|
_checkValidity(ship, tech, installations, equipCounter, raiseExs) |
315
|
|
|
# add values |
316
|
|
|
|
317
|
|
|
_moduleBase(ship, tech, techEff) |
318
|
|
|
_moduleSignature(ship, tech) |
319
|
|
|
_moduleCombat(ship, tech, techEff, combatExtra) |
320
|
|
|
_moduleSturdiness(ship, tech, techEff, shieldPerc) |
321
|
|
|
_moduleDeployables(ship, tech) |
322
|
|
|
|
323
|
|
|
_checkValidityWhole(ship, hull, counter, raiseExs) |
324
|
|
|
_finalizeBase(ship, hull) |
325
|
|
|
_finalizeSignature(ship, hull) |
326
|
|
|
_finalizeCombat(ship) |
327
|
|
|
_finalizeSturdiness(ship, shieldPerc) |
328
|
|
|
_setCombatPower(ship, combatExtra) |
329
|
|
|
return ship |
330
|
|
|
|
331
|
|
|
# ROF tables |
332
|
|
|
rofTable = {} |
333
|
|
|
for i in xrange(0, 100): |
|
|
|
|
334
|
|
|
line = [] |
335
|
|
|
level = i |
336
|
|
|
for j in xrange(0, 100): |
337
|
|
|
if level >= 100: |
338
|
|
|
line.append(1) |
339
|
|
|
level -= 100 |
340
|
|
|
else: |
341
|
|
|
line.append(0) |
342
|
|
|
level += i |
343
|
|
|
# check |
344
|
|
|
sum = 0 |
345
|
|
|
for e in line: |
346
|
|
|
sum += e |
347
|
|
|
#@log.debug("ROF %02d %2.2f" % (i, sum / 10.0), line) |
348
|
|
|
assert i == sum, "Bad ROF table sum for %d" % i |
349
|
|
|
rofTable[i] = line |
350
|
|
|
|
351
|
|
|
def getRounds(rof, counter): |
352
|
|
|
rof = int(rof * 100) |
353
|
|
|
return rof / 100 + rofTable[rof % 100][counter % 100] |
354
|
|
|
|
355
|
|
|
# damage |
356
|
|
|
def computeDamage(wpnCls, trgtCls, dmgMin, dmgMax, weaponEff): |
357
|
|
|
"""Compute damage that causes weapon to the target with specified combat |
358
|
|
|
class.""" |
359
|
|
|
assert trgtCls >= wpnCls |
360
|
|
|
dmgMin = int(dmgMin*weaponEff) |
361
|
|
|
dmgMax = int(dmgMax*weaponEff) |
362
|
|
|
dmg = 1.0 * random.randint(dmgMin, dmgMax) * Rules.weaponDmgDegrade[trgtCls - wpnCls] |
363
|
|
|
intDmg = int(round(dmg,0)) |
364
|
|
|
return intDmg |
365
|
|
|
|
366
|
|
|
def sortShips(ships): |
367
|
|
|
# TODO: remove in 0.6 |
368
|
|
|
origShips = ships[:] |
369
|
|
|
|
370
|
|
|
# split them |
371
|
|
|
types = {} |
372
|
|
|
for ship in ships: |
373
|
|
|
t = ship[Const.SHIP_IDX_DESIGNID] |
374
|
|
|
if t not in types: |
375
|
|
|
types[t] = [] |
376
|
|
|
types[t].append(ship) |
377
|
|
|
|
378
|
|
|
# sort them by HP, init counter |
379
|
|
|
incrs = {} |
380
|
|
|
counters = {} |
381
|
|
|
for t in types: |
382
|
|
|
# take shield into account |
383
|
|
|
types[t].sort(key=lambda a: a[Const.SHIP_IDX_HP] + a[Const.SHIP_IDX_SHIELDHP]) |
384
|
|
|
incrs[t] = 1.0 / (float(len(types[t])) / len(ships)) |
385
|
|
|
counters[t] = incrs[t] |
386
|
|
|
|
387
|
|
|
# rearrange them |
388
|
|
|
ships = [] |
389
|
|
|
|
390
|
|
|
while types: |
391
|
|
|
# find minimum |
392
|
|
|
minCounter = 1e100 |
393
|
|
|
minType = None |
394
|
|
|
for t in counters: |
395
|
|
|
if minCounter > counters[t]: |
396
|
|
|
minType = t |
397
|
|
|
minCounter = counters[t] |
398
|
|
|
# pick ship, increase counter |
399
|
|
|
ships.append(types[minType].pop(0)) |
400
|
|
|
counters[minType] += incrs[minType] |
401
|
|
|
if not types[minType]: |
402
|
|
|
del types[minType] |
403
|
|
|
del counters[minType] |
404
|
|
|
|
405
|
|
|
# check result |
406
|
|
|
# TODO: remove in 0.6 |
407
|
|
|
for ship in ships: |
408
|
|
|
origShips.remove(ship) |
409
|
|
|
assert origShips == [] |
410
|
|
|
|
411
|
|
|
return ships |
412
|
|
|
|