当前位置: 首页>>代码示例>>Python>>正文


Python BehaviorManager.save方法代码示例

本文整理汇总了Python中horizons.ai.aiplayer.behavior.BehaviorManager.save方法的典型用法代码示例。如果您正苦于以下问题:Python BehaviorManager.save方法的具体用法?Python BehaviorManager.save怎么用?Python BehaviorManager.save使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在horizons.ai.aiplayer.behavior.BehaviorManager的用法示例。


在下文中一共展示了BehaviorManager.save方法的2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: AIPlayer

# 需要导入模块: from horizons.ai.aiplayer.behavior import BehaviorManager [as 别名]
# 或者: from horizons.ai.aiplayer.behavior.BehaviorManager import save [as 别名]

#.........这里部分代码省略.........

	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

		self.missions.remove(mission)
		if mission.ship and mission.ship in self.ships:
			self.ships[mission.ship] = self.shipStates.idle
		if isinstance(mission, FoundSettlement):
			del self.islands[mission.land_manager.island.worldid]

	def save(self, db):
		super(AIPlayer, self).save(db)

		# save the player
		db("UPDATE player SET client_id = 'AIPlayer' WHERE rowid = ?", self.worldid)

		current_callback = Callback(self.tick)
		calls = Scheduler().get_classinst_calls(self, current_callback)
		assert len(calls) == 1, "got {0!s} calls for saving {1!s}: {2!s}".format(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 {0!s} calls for saving {1!s}: {2!s}".format(len(calls), current_callback_long, calls)
		remaining_ticks_long = max(calls.values()[0], 1)

		db("INSERT INTO ai_player(rowid, need_more_ships, need_more_combat_ships, need_feeder_island, remaining_ticks, remaining_ticks_long) VALUES(?, ?, ?, ?, ?, ?)",
			self.worldid, self.need_more_ships, self.need_more_combat_ships, self.need_feeder_island, remaining_ticks, remaining_ticks_long)

		# save the ships
		for ship, state in self.ships.iteritems():
			db("INSERT INTO ai_ship(rowid, owner, state) VALUES(?, ?, ?)", ship.worldid, self.worldid, state.index)

		# save the land managers
		for land_manager in self.islands.itervalues():
			land_manager.save(db)

		# save the settlement managers
		for settlement_manager in self.settlement_managers:
			settlement_manager.save(db)

		# save the missions
		for mission in self.missions:
开发者ID:cpdef,项目名称:unknown-horizons,代码行数:70,代码来源:__init__.py

示例2: Pirate

# 需要导入模块: from horizons.ai.aiplayer.behavior import BehaviorManager [as 别名]
# 或者: from horizons.ai.aiplayer.behavior.BehaviorManager import save [as 别名]
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.........
开发者ID:ErwinJunge,项目名称:unknown-horizons,代码行数:103,代码来源:pirate.py


注:本文中的horizons.ai.aiplayer.behavior.BehaviorManager.save方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。