| Conditions | 101 |
| Total Lines | 386 |
| Code Lines | 269 |
| 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 ige.ospace.ISystem.ISystem.processBATTLEPhase() 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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| 260 | @public(Const.AL_ADMIN) |
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| 261 | def processBATTLEPhase(self, tran, obj, data): |
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| 262 | system = obj |
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| 263 | #@log.debug('ISystem', 'BATTLE - system', obj.oid) |
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| 264 | # we are processing fleets, planets, ... |
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| 265 | objects = obj.planets[:] + obj.fleets[:] |
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| 266 | # shuffle them to prevent predetermined one-sided battles (temporary hack) |
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| 267 | random.shuffle(objects) |
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| 268 | # store owners of objects |
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| 269 | # find enemies and allies |
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| 270 | attack = {} |
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| 271 | allies = {} |
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| 272 | owners = {} |
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| 273 | ownerIDs = {} |
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| 274 | systemAtt = {} |
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| 275 | systemDef = {} |
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| 276 | hasMine = {} |
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| 277 | isOwnedObject = 0 |
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| 278 | for objID in objects: |
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| 279 | attack[objID] = [] |
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| 280 | allies[objID] = [] |
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| 281 | owner = tran.db[objID].owner |
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| 282 | owners[objID] = owner |
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| 283 | ownerIDs[owner] = owner |
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| 284 | if owner != Const.OID_NONE: |
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| 285 | isOwnedObject = 1 |
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| 286 | for owner in ownerIDs: |
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| 287 | tempAtt, tempDef = self.getSystemCombatBonuses(tran, system, owner) |
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| 288 | systemAtt[owner] = tempAtt |
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| 289 | systemDef[owner] = tempDef |
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| 290 | hasMine[owner] = self.getSystemMineSource(tran, system, owner) |
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| 291 | if not isOwnedObject: |
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| 292 | #@log.debug('ISystem', 'No combat') |
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| 293 | # reset combat counters |
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| 294 | system.combatCounter = 0 |
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| 295 | return |
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| 296 | # first - direct ones |
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| 297 | index = 1 |
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| 298 | for obj1ID in objects: |
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| 299 | obj1 = tran.db[obj1ID] |
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| 300 | if obj1.owner == Const.OID_NONE: |
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| 301 | index += 1 |
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| 302 | continue |
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| 303 | commander = tran.db[obj1.owner] |
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| 304 | # relationships |
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| 305 | #for obj2ID in objects[index:]: |
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| 306 | for obj2ID in objects: |
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| 307 | obj2 = tran.db[obj2ID] |
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| 308 | if obj2.owner == Const.OID_NONE or obj1 is obj2: |
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| 309 | continue |
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| 310 | if obj1.owner == obj2.owner: |
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| 311 | allies[obj1ID].append(obj2ID) |
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| 312 | allies[obj2ID].append(obj1ID) |
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| 313 | continue |
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| 314 | # planet and military object |
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| 315 | elif obj1.type == Const.T_PLANET and obj2.isMilitary and \ |
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| 316 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_MILITARY_SHIPS): |
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| 317 | #@log.debug("ISystem pl - mil", obj1ID, obj2ID) |
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| 318 | if obj2ID not in attack[obj1ID]: |
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| 319 | attack[obj1ID].append(obj2ID) |
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| 320 | if obj1ID not in attack[obj2ID]: |
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| 321 | attack[obj2ID].append(obj1ID) |
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| 322 | # planet and civilian object |
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| 323 | elif obj1.type == Const.T_PLANET and not obj2.isMilitary and \ |
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| 324 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_CIVILIAN_SHIPS): |
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| 325 | #@log.debug("ISystem pl - civ", obj1ID, obj2ID) |
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| 326 | if obj2ID not in attack[obj1ID]: |
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| 327 | attack[obj1ID].append(obj2ID) |
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| 328 | if obj1ID not in attack[obj2ID]: |
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| 329 | attack[obj2ID].append(obj1ID) |
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| 330 | # military and military object |
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| 331 | elif obj1.isMilitary and obj2.isMilitary and \ |
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| 332 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_MILITARY_SHIPS): |
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| 333 | #@log.debug("ISystem mil - mil", obj1ID, obj2ID) |
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| 334 | if obj2ID not in attack[obj1ID]: |
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| 335 | attack[obj1ID].append(obj2ID) |
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| 336 | if obj1ID not in attack[obj2ID]: |
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| 337 | attack[obj2ID].append(obj1ID) |
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| 338 | # military and civilian object |
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| 339 | elif obj1.isMilitary and not obj2.isMilitary and \ |
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| 340 | not self.cmd(commander).isPactActive(tran, commander, obj2.owner, Const.PACT_ALLOW_CIVILIAN_SHIPS): |
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| 341 | #@log.debug("ISystem mil - civ", obj1ID, obj2ID) |
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| 342 | if obj2ID not in attack[obj1ID]: |
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| 343 | attack[obj1ID].append(obj2ID) |
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| 344 | if obj1ID not in attack[obj2ID]: |
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| 345 | attack[obj2ID].append(obj1ID) |
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| 346 | # planet and fleet |
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| 347 | #elif obj1.type == Const.T_PLANET and obj2.type == Const.T_FLEET and \ |
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| 348 | # self.cmd(commander).isPactActive(tran, commander, obj2.owner, PACT_MUTUAL_DEFENCE): |
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| 349 | # allies[obj1ID].append(obj2ID) |
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| 350 | # allies[obj2ID].append(obj1ID) |
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| 351 | # fleet and fleet |
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| 352 | #elif obj1.type == Const.T_FLEET and obj2.type == Const.T_FLEET and \ |
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| 353 | # self.cmd(commander).isPactActive(tran, commander, obj2.owner, PACT_MUTUAL_OFFENCE): |
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| 354 | # allies[obj1ID].append(obj2ID) |
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| 355 | # allies[obj2ID].append(obj1ID) |
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| 356 | # asteroid |
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| 357 | if obj2.type == Const.T_ASTEROID: |
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| 358 | attack[obj1ID].append(obj2ID) |
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| 359 | attack[obj2ID].append(obj1ID) |
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| 360 | index += 1 |
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| 361 | #@log.debug('ISystem', 'Targets:', targets) |
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| 362 | #@log.debug('ISystem', 'Allies:', allies) |
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| 363 | # find indirect a/e |
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| 364 | #for objID in objects: |
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| 365 | # iTargets = [] |
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| 366 | # iAllies = [] |
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| 367 | # # find indirect a/e |
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| 368 | # todo = allies[objID][:] |
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| 369 | # while todo: |
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| 370 | # id = todo.pop(0) |
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| 371 | # iTargets.extend(targets[id]) |
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| 372 | # for tmpID in allies[id]: |
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| 373 | # if tmpID not in iAllies: |
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| 374 | # todo.append(tmpID) |
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| 375 | # iAllies.append(tmpID) |
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| 376 | # # remove allies from targets |
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| 377 | # for id in iAllies: |
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| 378 | # if id in iTargets: |
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| 379 | # iTargets.remove(id) |
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| 380 | # # IMPORTATNT preffer NOT to fire at possible allies |
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| 381 | # # add my targets |
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| 382 | # #for id in targets[objID]: |
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| 383 | # # if id not in iTargets: |
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| 384 | # # iTargets.append(id) |
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| 385 | # # that's all folks |
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| 386 | # for id in iTargets: |
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| 387 | # if objID not in attack[id]: |
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| 388 | # attack[id].append(objID) |
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| 389 | # if id not in attack[objID]: |
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| 390 | # attack[objID].append(id) |
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| 391 | # NOT VALID: objects with action ACTION_ATTACK will attack only their targets |
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| 392 | # check, if there are any targets |
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| 393 | isCombat = 0 |
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| 394 | for objID in objects: |
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| 395 | if attack[objID]: |
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| 396 | isCombat = 1 |
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| 397 | break #end loop |
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| 398 | if not isCombat: |
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| 399 | #@log.debug('ISystem', 'No combat') |
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| 400 | # reset combat counters |
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| 401 | system.combatCounter = 0 |
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| 402 | for fleetID in system.fleets: |
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| 403 | tran.db[fleetID].combatCounter = 0 |
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| 404 | return |
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| 405 | # increase combat counters |
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| 406 | system.combatCounter += 1 |
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| 407 | for fleetID in system.fleets: |
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| 408 | tran.db[fleetID].combatCounter += 1 |
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| 409 | # debug |
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| 410 | log.debug('ISystem', 'Final attacks in system %d:' % system.oid, attack) |
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| 411 | # mines detonate before battle |
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| 412 | shots = {} |
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| 413 | targets = {} |
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| 414 | firing = {} |
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| 415 | damageCaused = {} |
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| 416 | killsCaused = {} |
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| 417 | damageTaken = {} |
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| 418 | shipsLost = {} |
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| 419 | minesTriggered = {} |
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| 420 | fleetOwners = {} |
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| 421 | isCombat = False |
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| 422 | isMineCombat = False |
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| 423 | for owner in ownerIDs: |
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| 424 | if owner not in hasMine: # no planets |
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| 425 | continue |
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| 426 | if not hasMine[owner]: # no planet with control structure |
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| 427 | continue |
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| 428 | controlPlanetID = hasMine[owner][0] # there is list returned, all planets have same effect |
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| 429 | if len(self.getMines(system, owner)) == 0: |
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| 430 | continue # no mines, something broke |
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| 431 | if len(attack[controlPlanetID]) == 0: |
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| 432 | continue # no targets |
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| 433 | isMineFired = True |
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| 434 | mineTargets = copy.copy(attack[controlPlanetID]) |
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| 435 | while isMineFired: |
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| 436 | while len(mineTargets) > 0: |
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| 437 | targetID = random.choice(mineTargets) # select random target |
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| 438 | targetobj = tran.db.get(targetID, None) |
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| 439 | try: |
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| 440 | if targetobj.type == Const.T_FLEET: |
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| 441 | fleetOwners[targetID] = targetobj.owner |
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| 442 | break # target found |
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| 443 | mineTargets.remove(targetID) # remove an object type that a mine can't hit from the temporary targets list |
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| 444 | except: |
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| 445 | mineTargets.remove(targetID) # remove a dead fleet from the temporary targets list |
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| 446 | |||
| 447 | if len(mineTargets) == 0: |
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| 448 | break # no fleet targets for mines |
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| 449 | temp, temp, firing[targetID] = self.cmd(targetobj).getPreCombatData(tran, targetobj) # fix firing for "surrender to" section |
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| 450 | damage, att, ignoreshield, mineID = self.cmd(obj).fireMine(system, owner) |
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| 451 | if not damage: # no more mines |
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| 452 | isMineFired = False |
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| 453 | break |
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| 454 | log.debug('ISystem', 'Mine Shooting (damage, att, ignore shield):', damage, att, ignoreshield) |
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| 455 | isMineCombat = True |
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| 456 | minesTriggered[mineID] = minesTriggered.get(mineID, 0) + 1 |
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| 457 | # Process Combat |
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| 458 | # for now we assume only one ship can be destroyed by one mine |
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| 459 | dmg, destroyed = self.cmd(targetobj).applyMine(tran, targetobj, att, damage, ignoreshield) |
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| 460 | #log.debug('ISystem-Mines', 'Actual Damage Done:',dmg) |
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| 461 | if dmg > 0: |
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| 462 | damageTaken[targetID] = damageTaken.get(targetID, 0) + dmg |
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| 463 | shipsLost[targetID] = shipsLost.get(targetID, 0) + destroyed |
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| 464 | killsCaused[mineID] = killsCaused.get(mineID, 0) + destroyed |
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| 465 | if dmg > 0: |
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| 466 | damageCaused[mineID] = damageCaused.get(mineID, 0) + dmg |
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| 467 | # send messages about mine effects to the owner of the minefield |
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| 468 | # collect hit players |
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| 469 | players = {} |
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| 470 | for triggerID in firing.keys(): |
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| 471 | players[owners[triggerID]] = None |
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| 472 | controllerPlanet = tran.db.get(controlPlanetID, None) |
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| 473 | damageCausedSum = 0 |
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| 474 | killsCausedSum = 0 |
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| 475 | for mineID in damageCaused.keys(): |
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| 476 | damageCausedSum = damageCausedSum + damageCaused.get(mineID, 0) |
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| 477 | killsCausedSum = killsCausedSum + killsCaused.get(mineID, 0) |
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| 478 | Utils.sendMessage(tran, controllerPlanet, Const.MSG_MINES_OWNER_RESULTS, system.oid, (players.keys(),(damageCaused, killsCaused, minesTriggered),damageCausedSum,killsCausedSum)) |
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| 479 | # send messages to the players whose fleets got hit by minefields |
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| 480 | for targetID in damageTaken.keys(): |
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| 481 | targetFleet = tran.db.get(targetID, None) |
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| 482 | if targetFleet: |
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| 483 | Utils.sendMessage(tran, targetFleet, Const.MSG_MINES_FLEET_RESULTS, system.oid, (damageTaken[targetID], shipsLost[targetID])) |
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| 484 | else: |
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| 485 | targetFleet = IDataHolder() |
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| 486 | targetFleet.oid = fleetOwners[targetID] |
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| 487 | Utils.sendMessage(tran, targetFleet, Const.MSG_MINES_FLEET_RESULTS, system.oid, (damageTaken[targetID], shipsLost[targetID])) |
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| 488 | Utils.sendMessage(tran, targetFleet, Const.MSG_DESTROYED_FLEET, system.oid, ()) |
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| 489 | damageCaused = {} |
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| 490 | killsCaused = {} |
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| 491 | damageTaken = {} |
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| 492 | shipsLost = {} |
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| 493 | # now to battle |
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| 494 | for objID in objects: |
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| 495 | obj = tran.db.get(objID, None) |
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| 496 | # get shots from object, should be sorted by weaponClass |
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| 497 | # shots = [ shot, ...], shot = (combatAtt, weaponID) |
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| 498 | # get target classes and numbers |
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| 499 | # (class1, class2, class3, class4) |
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| 500 | # cls0 == fighters, cls1 == midships, cls2 == capital ships, cls3 == planet installations |
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| 501 | #@log.debug(objID, obj.name, "getting pre combat data") |
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| 502 | if obj: # source already destroyed; ignore |
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| 503 | shots[objID], targets[objID], firing[objID] = self.cmd(obj).getPreCombatData(tran, obj) |
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| 504 | if firing[objID]: |
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| 505 | isCombat = True |
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| 506 | if not isCombat and not isMineCombat: |
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| 507 | # no shots has been fired |
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| 508 | #@log.debug('ISystem', 'No combat') |
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| 509 | # reset combat counters |
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| 510 | system.combatCounter = 0 |
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| 511 | for fleetID in system.fleets: |
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| 512 | tran.db[fleetID].combatCounter = 0 |
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| 513 | return |
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| 514 | #@log.debug("Shots:", shots) |
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| 515 | #@log.debug("Targets", targets) |
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| 516 | if isCombat: |
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| 517 | for shotIdx in (3, 2, 1, 0): |
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| 518 | for objID in objects: |
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| 519 | # obj CAN be deleted at this point |
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| 520 | obj = tran.db.get(objID, None) |
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| 521 | if obj == None: |
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| 522 | continue # source already destroyed; move to next source |
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| 523 | # if object is fleet, then it's signature is max |
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| 524 | if obj and obj.type == Const.T_FLEET: |
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| 525 | obj.signature = Rules.maxSignature |
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| 526 | # target preselection |
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| 527 | totalClass = [0, 0, 0, 0] |
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| 528 | total = 0 |
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| 529 | for targetID in attack[objID]: |
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| 530 | totalClass[0] += targets[targetID][0] |
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| 531 | totalClass[1] += targets[targetID][1] |
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| 532 | totalClass[2] += targets[targetID][2] |
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| 533 | totalClass[3] += targets[targetID][3] |
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| 534 | total = totalClass[0] + totalClass[1] + totalClass[2] + totalClass[3] |
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| 535 | # process shots |
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| 536 | for combatAtt, weaponID in shots[objID][shotIdx]: |
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| 537 | weapon = Rules.techs[weaponID] |
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| 538 | weaponClass = weapon.weaponClass |
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| 539 | if total == 0: |
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| 540 | # there are no targets |
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| 541 | break |
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| 542 | #@log.debug('ISystem', 'Processing shot', objID, weapon.name, weaponClass) |
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| 543 | # process from weaponClass up |
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| 544 | # never shoot on smaller ships than weaponClass |
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| 545 | applied = 0 |
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| 546 | for tmpWpnClass in xrange(weaponClass, 4): |
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| 547 | #@log.debug('ISystem', 'Trying target class', tmpWpnClass, totalClass[tmpWpnClass]) |
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| 548 | # select target |
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| 549 | if totalClass[tmpWpnClass]: |
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| 550 | target = Utils.rand(0, totalClass[tmpWpnClass]) |
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| 551 | #@log.debug('ISystem', 'Target rnd num', target, totalClass[tmpWpnClass]) |
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| 552 | for targetID in attack[objID]: |
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| 553 | if target < targets[targetID][tmpWpnClass]: |
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| 554 | #@log.debug(objID, 'attacks', targetID, tmpWpnClass) |
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| 555 | # targetID can be deleted at this point |
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| 556 | anObj = tran.db.get(targetID, None) |
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| 557 | if anObj: |
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| 558 | dmg, destroyed, destroyedClass = self.cmd(anObj).applyShot(tran, anObj, systemDef[owners[targetID]], combatAtt + systemAtt[owners[objID]], weaponID, tmpWpnClass, target) |
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| 559 | #@log.debug("ISystem result", dmg, destroyed, destroyedClass, tmpWpnClass) |
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| 560 | #@print objID, 'dmg, destroyed', dmg, destroyed |
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| 561 | damageTaken[targetID] = damageTaken.get(targetID, 0) + dmg |
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| 562 | if destroyed > 0: |
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| 563 | shipsLost[targetID] = shipsLost.get(targetID, 0) + destroyed |
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| 564 | total -= destroyed |
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| 565 | totalClass[destroyedClass] -= destroyed |
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| 566 | if dmg > 0 and obj: |
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| 567 | obj.combatExp += dmg |
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| 568 | damageCaused[objID] = damageCaused.get(objID, 0) + dmg |
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| 569 | applied = 1 |
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| 570 | else: |
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| 571 | continue # target already destroyed, move to next target |
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| 572 | break |
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| 573 | else: |
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| 574 | #@log.debug('ISystem', 'Lovering target by', targets[targetID][tmpWpnClass]) |
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| 575 | target -= targets[targetID][tmpWpnClass] |
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| 576 | if applied: |
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| 577 | break |
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| 578 | # send messages and modify diplomacy relations |
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| 579 | # distribute experience pts |
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| 580 | for objID in objects: |
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| 581 | obj = tran.db.get(objID, None) |
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| 582 | if obj: |
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| 583 | self.cmd(obj).distributeExp(tran, obj) |
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| 584 | if attack[objID]: |
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| 585 | source = obj or tran.db[owners[objID]] |
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| 586 | # collect players |
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| 587 | players = {} |
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| 588 | for attackerID in attack[objID]: |
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| 589 | players[owners[attackerID]] = None |
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| 590 | d1 = damageTaken.get(objID,0) |
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| 591 | d2 = damageCaused.get(objID,0) |
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| 592 | l = shipsLost.get(objID, 0) |
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| 593 | if d1 or d2 or l: |
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| 594 | # send only if damage is taken/caused |
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| 595 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_RESULTS, system.oid, (d1, d2, l, players.keys())) |
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| 596 | if not obj: |
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| 597 | # report DESTROYED status |
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| 598 | Utils.sendMessage(tran, source, Const.MSG_DESTROYED_FLEET, system.oid, ()) |
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| 599 | # modify diplomacy relations |
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| 600 | objOwner = tran.db[owners[objID]] |
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| 601 | for attackerID in attack[objID]: |
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| 602 | attOwner = tran.db.get(owners[attackerID], None) |
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| 603 | # owner of the fleet |
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| 604 | rel = self.cmd(objOwner).getDiplomacyWith(tran, objOwner, attOwner.oid) |
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| 605 | rel.relChng = Rules.relLostWhenAttacked |
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| 606 | # attacker |
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| 607 | rel = self.cmd(attOwner).getDiplomacyWith(tran, attOwner, objOwner.oid) |
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| 608 | rel.rechChng = Rules.relLostWhenAttacked |
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| 609 | # check if object surrenders |
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| 610 | for objID in objects: |
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| 611 | # object surrender IFF it and its allies had target and was not able |
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| 612 | # to fire at it, planet is not counted as ally in this case |
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| 613 | obj = tran.db.get(objID, None) |
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| 614 | if firing[objID] and obj: |
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| 615 | continue |
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| 616 | surrenderTo = [] |
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| 617 | for attID in attack[objID]: |
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| 618 | if firing[attID] and tran.db.has_key(attID): |
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| 619 | surrenderTo.append(tran.db[attID].owner) |
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| 620 | for allyID in allies[objID]: |
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| 621 | if not tran.db.has_key(allyID): |
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| 622 | continue |
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| 623 | ally = tran.db[allyID] |
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| 624 | if firing[allyID] and ally.type != Const.T_PLANET: |
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| 625 | surrenderTo = [] |
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| 626 | break |
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| 627 | if surrenderTo: |
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| 628 | index = Utils.rand(0, len(surrenderTo)) |
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| 629 | if obj: |
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| 630 | if self.cmd(obj).surrenderTo(tran, obj, surrenderTo[index]): |
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| 631 | winner = tran.db[surrenderTo[index]] |
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| 632 | source = tran.db.get(owners[objID], None) |
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| 633 | log.debug('ISystem', 'BATTLE - surrender', objID, surrenderTo[index], surrenderTo) |
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| 634 | if source: |
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| 635 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_LOST, system.oid, winner.oid) |
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| 636 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, source.oid) |
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| 637 | else: |
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| 638 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, obj.oid) |
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| 639 | else: |
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| 640 | winner = tran.db[surrenderTo[index]] |
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| 641 | source = tran.db[owners[objID]] |
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| 642 | log.debug('ISystem', 'BATTLE - surrender', objID, surrenderTo[index], surrenderTo) |
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| 643 | Utils.sendMessage(tran, source, Const.MSG_COMBAT_LOST, system.oid, winner.oid) |
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| 644 | Utils.sendMessage(tran, winner, Const.MSG_COMBAT_WON, system.oid, source.oid) |
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| 645 | return |
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| 646 | |||
| 907 |