本文整理汇总了Python中horizons.ai.aiplayer.behavior.BehaviorManager类的典型用法代码示例。如果您正苦于以下问题:Python BehaviorManager类的具体用法?Python BehaviorManager怎么用?Python BehaviorManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了BehaviorManager类的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: finish_loading
def finish_loading(self, db):
""" This is called separately because most objects are loaded after the player. """
# load the ships
for ship_id, state_id in db("SELECT rowid, state FROM ai_ship WHERE owner = ?", self.worldid):
ship = WorldObject.get_object_by_id(ship_id)
self.ships[ship] = self.shipStates[state_id]
# load unit manager
self.unit_manager = UnitManager.load(db, self)
# load combat manager
self.combat_manager = CombatManager.load(db, self)
# load strategy manager
self.strategy_manager = StrategyManager.load(db, self)
# load BehaviorManager
self.behavior_manager = BehaviorManager.load(db, self)
# load the land managers
for (worldid,) in db("SELECT rowid FROM ai_land_manager WHERE owner = ?", self.worldid):
land_manager = LandManager.load(db, self, worldid)
self.islands[land_manager.island.worldid] = land_manager
# load the settlement managers and settlement foundation missions
for land_manager in self.islands.itervalues():
db_result = db("SELECT rowid FROM ai_settlement_manager WHERE land_manager = ?", land_manager.worldid)
if db_result:
settlement_manager = SettlementManager.load(db, self, db_result[0][0])
self.settlement_managers.append(settlement_manager)
self._settlement_manager_by_settlement_id[settlement_manager.settlement.worldid] = settlement_manager
# load the foundation ship preparing missions
db_result = db("SELECT rowid FROM ai_mission_prepare_foundation_ship WHERE settlement_manager = ?",
settlement_manager.worldid)
for (mission_id,) in db_result:
self.missions.add(PrepareFoundationShip.load(db, mission_id, self.report_success, self.report_failure))
else:
mission_id = db("SELECT rowid FROM ai_mission_found_settlement WHERE land_manager = ?", land_manager.worldid)[0][0]
self.missions.add(FoundSettlement.load(db, mission_id, self.report_success, self.report_failure))
for settlement_manager in self.settlement_managers:
# load the domestic trade missions
db_result = db("SELECT rowid FROM ai_mission_domestic_trade WHERE source_settlement_manager = ?", settlement_manager.worldid)
for (mission_id,) in db_result:
self.missions.add(DomesticTrade.load(db, mission_id, self.report_success, self.report_failure))
# load the special domestic trade missions
db_result = db("SELECT rowid FROM ai_mission_special_domestic_trade WHERE source_settlement_manager = ?", settlement_manager.worldid)
for (mission_id,) in db_result:
self.missions.add(SpecialDomesticTrade.load(db, mission_id, self.report_success, self.report_failure))
# load the international trade missions
db_result = db("SELECT rowid FROM ai_mission_international_trade WHERE settlement_manager = ?", settlement_manager.worldid)
for (mission_id,) in db_result:
self.missions.add(InternationalTrade.load(db, mission_id, self.report_success, self.report_failure))
示例2: __init
def __init(self):
self._enabled = True # whether this player is enabled (currently disabled at the end of the game)
self.world = self.session.world
self.islands = {}
self.settlement_managers = []
self._settlement_manager_by_settlement_id = {}
self.missions = set()
self.fishers = []
self.settlement_founder = SettlementFounder(self)
self.unit_builder = UnitBuilder(self)
self.unit_manager = UnitManager(self)
self.combat_manager = CombatManager(self)
self.strategy_manager = StrategyManager(self)
self.behavior_manager = BehaviorManager(self)
self.settlement_expansions = [] # [(coords, settlement)]
self.goals = [DoNothingGoal(self)]
self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
self.international_trade_manager = InternationalTradeManager(self)
示例3: finish_loading
def finish_loading(self, db):
# load ships one by one from db (ship instances themselves are loaded already, but
# we have to use them here)
for ship_id, state_id in db("SELECT rowid, state FROM pirate_ships"):
state = self.shipStates[state_id]
ship = WorldObject.get_object_by_id(ship_id)
self.ships[ship] = state
# load unit manager
self.unit_manager = UnitManager.load(db, self)
# load combat manager
self.combat_manager = PirateCombatManager.load(db, self)
# load strategy manager
self.strategy_manager = PirateStrategyManager.load(db, self)
# load BehaviorManager
self.behavior_manager = BehaviorManager.load(db, self)
示例4: AIPlayer
class AIPlayer(GenericAI):
"""This is the AI that builds settlements."""
shipStates = Enum.get_extended(GenericAI.shipStates, 'on_a_mission',)
log = logging.getLogger("ai.aiplayer")
tick_interval = 32
tick_long_interval = 128
def __init__(self, session, id, name, color, clientid, difficulty_level, **kwargs):
super(AIPlayer, self).__init__(session, id, name, color, clientid, difficulty_level, **kwargs)
self.need_more_ships = False
self.need_more_combat_ships = True
self.need_feeder_island = False
self.personality_manager = PersonalityManager(self)
self.__init()
Scheduler().add_new_object(Callback(self.finish_init), self, run_in=0)
def start(self):
""" Start the AI tick process. Try to space out their ticks evenly. """
ai_players = 0
position = None
for player in self.world.players:
if isinstance(player, AIPlayer):
if player is self:
position = ai_players
ai_players += 1
run_in = self.tick_interval * position // ai_players + 1
Scheduler().add_new_object(Callback(self.tick), self, run_in=run_in)
run_in = self.tick_long_interval * position // ai_players + 1
Scheduler().add_new_object(Callback(self.tick_long), self, run_in=run_in)
def finish_init(self):
# initialize the things that couldn't be initialized before because of the loading order
self.refresh_ships()
self.start()
def refresh_ships(self):
""" called when a new ship is added to the fleet """
for ship in self.world.ships:
if ship.owner == self and ship.has_component(SelectableComponent) and ship not in self.ships:
self.log.info('%s Added %s to the fleet', self, ship)
self.ships[ship] = self.shipStates.idle
if isinstance(ship, MovingWeaponHolder):
ship.stance = NoneStance
if isinstance(ship, FightingShip):
self.combat_manager.add_new_unit(ship)
self.need_more_ships = False
self.need_more_combat_ships = False
def __init(self):
self._enabled = True # whether this player is enabled (currently disabled at the end of the game)
self.world = self.session.world
self.islands = {}
self.settlement_managers = []
self._settlement_manager_by_settlement_id = {}
self.missions = set()
self.fishers = []
self.settlement_founder = SettlementFounder(self)
self.unit_builder = UnitBuilder(self)
self.unit_manager = UnitManager(self)
self.combat_manager = CombatManager(self)
self.strategy_manager = StrategyManager(self)
self.behavior_manager = BehaviorManager(self)
self.settlement_expansions = [] # [(coords, settlement)]
self.goals = [DoNothingGoal(self)]
self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
self.international_trade_manager = InternationalTradeManager(self)
SettlementRangeChanged.subscribe(self._on_settlement_range_changed)
NewDisaster.subscribe(self.notify_new_disaster)
MineEmpty.subscribe(self.notify_mine_empty)
def get_random_profile(self, token):
return BehaviorProfileManager.get_random_player_profile(self, token)
def start_mission(self, mission):
self.ships[mission.ship] = self.shipStates.on_a_mission
self.missions.add(mission)
mission.start()
def report_success(self, mission, msg):
if not self._enabled:
return
self.missions.remove(mission)
if mission.ship and mission.ship in self.ships:
self.ships[mission.ship] = self.shipStates.idle
if isinstance(mission, FoundSettlement):
settlement_manager = SettlementManager(self, mission.land_manager)
self.settlement_managers.append(settlement_manager)
self._settlement_manager_by_settlement_id[settlement_manager.settlement.worldid] = settlement_manager
self.add_building(settlement_manager.settlement.warehouse)
if settlement_manager.feeder_island:
self.need_feeder_island = False
elif isinstance(mission, PrepareFoundationShip):
self.settlement_founder.tick()
def report_failure(self, mission, msg):
if not self._enabled:
return
#.........这里部分代码省略.........
示例5: __init
def __init(self):
self.world = self.session.world
self.unit_manager = UnitManager(self)
self.combat_manager = PirateCombatManager(self)
self.strategy_manager = PirateStrategyManager(self)
self.behavior_manager = BehaviorManager(self)
示例6: Pirate
class Pirate(GenericAI):
"""A pirate ship moving randomly around. If another ship comes into the reach
of it, it will be followed for a short time."""
# TODO: Move on_a_mission to GenericAI
shipStates = Enum.get_extended(GenericAI.shipStates, 'on_a_mission', 'chasing_ship', 'going_home')
log = logging.getLogger("ai.pirate")
regular_player = False
caught_ship_radius = 5
home_radius = 2
ship_count = 1
tick_interval = 32
tick_long_interval = 128
def __init__(self, session, id, name, color, **kwargs):
super(Pirate, self).__init__(session, id, name, color, **kwargs)
# choose a random water tile on the coast and call it home
self.home_point = self.session.world.get_random_possible_coastal_ship_position()
# random sea tile if costal tile not found. Empty map?
if not self.home_point:
self.home_point = self.session.world.get_random_possible_ship_position()
self.log.debug("Pirate: home at (%d, %d), radius %d", self.home_point.x, self.home_point.y, self.home_radius)
self.__init()
# create a ship and place it randomly (temporary hack)
for i in xrange(self.ship_count):
self.create_ship_at_random_position()
Scheduler().add_new_object(Callback(self.tick), self, 1, -1, self.tick_interval)
Scheduler().add_new_object(Callback(self.tick_long), self, 1, -1, self.tick_long_interval)
def __init(self):
self.world = self.session.world
self.unit_manager = UnitManager(self)
self.combat_manager = PirateCombatManager(self)
self.strategy_manager = PirateStrategyManager(self)
self.behavior_manager = BehaviorManager(self)
@staticmethod
def get_nearest_player_ship(base_ship):
lowest_distance = None
nearest_ship = None
for ship in base_ship.find_nearby_ships():
if isinstance(ship, (PirateShip, TradeShip)) or not ship.has_component(SelectableComponent):
continue # don't attack these ships
distance = base_ship.position.distance(ship.position)
if lowest_distance is None or distance < lowest_distance:
lowest_distance = distance
nearest_ship = ship
return nearest_ship
def tick(self):
self.combat_manager.tick()
# Temporary function for pirates respawn
self.maintain_ship_count()
def tick_long(self):
self.strategy_manager.tick()
def get_random_profile(self, token):
return BehaviorProfileManager.get_random_pirate_profile(self, token)
def create_ship_at_random_position(self):
point = self.session.world.get_random_possible_ship_position()
ship = CreateUnit(self.worldid, UNITS.PIRATE_SHIP, point.x, point.y)(issuer=self.session.world.player)
self.ships[ship] = self.shipStates.idle
self.combat_manager.add_new_unit(ship)
def maintain_ship_count(self):
if len(self.ships.keys()) < self.ship_count:
self.create_ship_at_random_position()
def save(self, db):
super(Pirate, self).save(db)
db("UPDATE player SET is_pirate = 1 WHERE rowid = ?", self.worldid)
db("INSERT INTO pirate_home_point(x, y) VALUES(?, ?)", self.home_point.x, self.home_point.y)
current_callback = Callback(self.tick)
calls = Scheduler().get_classinst_calls(self, current_callback)
assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback, calls)
remaining_ticks = max(calls.values()[0], 1)
current_callback_long = Callback(self.tick_long)
calls = Scheduler().get_classinst_calls(self, current_callback_long)
assert len(calls) == 1, "got %s calls for saving %s: %s" % (len(calls), current_callback_long, calls)
remaining_ticks_long = max(calls.values()[0], 1)
db("INSERT INTO ai_pirate(rowid, remaining_ticks, remaining_ticks_long) VALUES(?, ?, ?)", self.worldid,
remaining_ticks, remaining_ticks_long)
for ship in self.ships:
ship_state = self.ships[ship]
db("INSERT INTO pirate_ships(rowid, state) VALUES(?, ?)",
ship.worldid, ship_state.index)
#.........这里部分代码省略.........