| Conditions | 39 |
| Total Lines | 144 |
| Code Lines | 117 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 0 | ||
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
Complex classes like AIs.ais_mutant.systemManager() often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
| 1 | # |
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| 35 | def _system_worthiness(self, system, weights): |
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| 36 | """ Scans system, and based on planetary composition and weights returns constant. |
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| 37 | Weights are expected to be quadruplet of numbers, for [gaia, terrestial, marginal, rest] |
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| 38 | """ |
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| 39 | worth = 0 |
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| 40 | for planet_id in self.data.myPlanets & set(system.planets): |
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| 41 | planet = self.db[planet_id] |
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| 42 | if planet.plType == u"I": # gaia |
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| 43 | worth += weights[0] |
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| 44 | elif planet.plType == u"E": # terrestial |
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| 45 | worth += weights[1] |
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| 46 | elif planet.plType == u"M": # marginal |
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| 47 | worth += weights[2] |
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| 48 | else: # junk |
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| 49 | worth += weights[3] |
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| 50 | return worth |
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| 51 | |||
| 52 | def _create_gaia_blueprint(self, space): |
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| 53 | # preserve minefield position, and in case there is no |
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| 54 | # minefield in the system, try to place it on the first planet |
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| 55 | # available |
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| 56 | power_plants = math.ceil(max(space - 1, 0) / 6.0) |
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| 57 | factories = space - power_plants |
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| 58 | return {Rules.Tech.MUTANTBASE4:1, |
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| 59 | Rules.Tech.MUTANTPP2:power_plants, |
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| 60 | Rules.Tech.MUTANTFACT2:factories} |
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| 61 | |||
| 62 | def _create_terrestial_blueprint(self, space): |
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| 63 | # preserve minefield position, and in case there is no |
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| 64 | # minefield in the system, try to place it on the first planet |
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| 65 | # available |
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| 66 | power_plants = math.ceil(max(space - 1, 0) / 5.0) |
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| 67 | factories = space - power_plants |
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| 68 | return {Rules.Tech.MUTANTBASE3:1, |
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| 69 | Rules.Tech.MUTANTPP2:power_plants, |
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| 70 | Rules.Tech.MUTANTFACT2:factories} |
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| 71 | |||
| 72 | def _create_marginal_blueprint(self, space): |
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| 73 | # preserve minefield position, and in case there is no |
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| 74 | # minefield in the system, try to place it on the first planet |
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| 75 | # available |
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| 76 | power_plants = math.ceil(max(space - 1, 0) / 7.0) |
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| 77 | factories = space - power_plants |
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| 78 | return {Rules.Tech.MUTANTBASE2:1, |
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| 79 | Rules.Tech.MUTANTPP2:power_plants, |
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| 80 | Rules.Tech.MUTANTFACT1:factories} |
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| 81 | |||
| 82 | def _create_submarginal_blueprint(self, space): |
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| 83 | # preserve minefield position, and in case there is no |
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| 84 | # minefield in the system, try to place it on the first planet |
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| 85 | # available |
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| 86 | power_plants = math.ceil(max(space - 1, 0) / 5.0) |
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| 87 | factories = space - power_plants |
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| 88 | return {Rules.Tech.MUTANTBASE:1, |
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| 89 | Rules.Tech.MUTANTPP1:power_plants, |
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| 90 | Rules.Tech.MUTANTFACT1:factories} |
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| 91 | |||
| 92 | def _insert_minefield(self, system, system_blueprint): |
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| 93 | # pick worst possible planet to put minefield on, don't waste |
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| 94 | # precious gaia space if possible |
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| 95 | # also ignore actual state - don't be afraid to rebuild if planet is |
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| 96 | # promoted |
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| 97 | for avoided_types in [(u"I", u"E", u"M"), (u"I", u"E"), (u"I",), ()]: |
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| 98 | # sorting, to avoid rebuilds between equivalent planets |
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| 99 | for planet_id in sorted(system_blueprint): |
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| 100 | planet = self.db[planet_id] |
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| 101 | if planet.plType in avoided_types or planet.plSlots == 1: |
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| 102 | continue |
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| 103 | if Rules.Tech.MUTANTFACT1 in system_blueprint[planet_id]: |
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| 104 | assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] > 0 |
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| 105 | system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] -= 1 |
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| 106 | elif Rules.Tech.MUTANTFACT2 in system_blueprint[planet_id]: |
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| 107 | assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] > 0 |
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| 108 | system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] -= 1 |
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| 109 | else: |
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| 110 | continue |
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| 111 | system_blueprint[planet_id][Rules.Tech.MUTANTMINES] = 1 |
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| 112 | return |
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| 113 | |||
| 114 | def _cleanup_dict(self, dict_): |
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| 115 | for key in dict_.keys(): |
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| 116 | if not dict_[key]: |
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| 117 | del dict_[key] |
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| 118 | |||
| 119 | def _create_system_blueprint(self, system): |
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| 120 | # create appropriate build plans |
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| 121 | system_blueprint = {} |
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| 122 | for planet_id in self.data.freePlanets & set(system.planets): |
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| 123 | system_blueprint[planet_id] = {Rules.Tech.MUTANTBASE:1} |
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| 124 | for planet_id in self.data.myPlanets & set(system.planets): |
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| 125 | planet = self.db[planet_id] |
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| 126 | space = planet.plSlots - 1 # the main building is there every time |
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| 127 | if planet.plType == u"I": # gaia |
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| 128 | system_blueprint[planet_id] = self._create_gaia_blueprint(space) |
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| 129 | continue |
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| 130 | elif planet.plType == u"E": # terrestial |
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| 131 | system_blueprint[planet_id] = self._create_terrestial_blueprint(space) |
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| 132 | continue |
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| 133 | elif planet.plType == u"M": # marginal |
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| 134 | system_blueprint[planet_id] = self._create_marginal_blueprint(space) |
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| 135 | continue |
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| 136 | else: # all sub-marginal types |
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| 137 | system_blueprint[planet_id] = self._create_submarginal_blueprint(space) |
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| 138 | continue |
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| 139 | self._cleanup_dict(system_blueprint) |
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| 140 | self._insert_minefield(system, system_blueprint) |
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| 141 | return system_blueprint |
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| 142 | |||
| 143 | def _system_manager(self): |
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| 144 | for planet_id in self.data.myPlanets: |
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| 145 | tool.sortStructures(self.client, self.db, planet_id) |
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| 146 | for system_id in self.data.mySystems: |
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| 147 | system = self.db[system_id] |
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| 148 | # creation of final system plans |
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| 149 | system_blueprint = self._create_system_blueprint(system) |
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| 150 | idle_planets = tool.buildSystem(self.data, self.client, self.db, system_id, self.data.myProdPlanets & set(system.planets), system_blueprint) |
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| 151 | # rest of the planets build ships |
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| 152 | # first get all our ships in the system |
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| 153 | system_fleet = {} |
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| 154 | for fleet_id in getattr(system, 'fleets', []): |
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| 155 | fleet = self.db[fleet_id] |
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| 156 | if getattr(fleet, 'owner', Const.OID_NONE) == self.player.oid: |
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| 157 | system_fleet = Utils.dictAddition(system_fleet, tool.getFleetSheet(fleet)) |
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| 158 | hasSeeders = False |
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| 159 | hasSeekers = False |
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| 160 | try: |
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| 161 | if system_fleet[2] >= 2: hasSeeders = True |
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| 162 | except KeyError: |
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| 163 | pass |
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| 164 | try: |
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| 165 | if system_fleet[3] >= 2: hasSeekers = True |
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| 166 | except KeyError: |
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| 167 | pass |
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| 168 | # this variable will gather how valuable system is in regards of fighter defense |
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| 169 | # in general, mutant has quite significant planetary defense, so our target is |
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| 170 | # to have only about 10 % production spend on support |
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| 171 | fighters_to_defend = self._system_worthiness(system, [15,8,5,3]) |
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| 172 | |||
| 173 | for planet_id in idle_planets: |
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| 174 | planet = self.db[planet_id] |
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| 175 | shipDraw = random.randint(1, 10) |
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| 176 | if (not hasSeeders or not hasSeekers) and shipDraw < 9: |
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| 177 | # there is 20% chance it won't build civilian ships, but military one |
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| 178 | if not hasSeeders: |
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| 179 | planet.prodQueue, self.player.stratRes = self.client.cmdProxy.startConstruction(planet_id, 2, 1, planet_id, True, False, Const.OID_NONE) |
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| 380 |