本文整理汇总了Python中personalitymanager.PersonalityManager类的典型用法代码示例。如果您正苦于以下问题:Python PersonalityManager类的具体用法?Python PersonalityManager怎么用?Python PersonalityManager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PersonalityManager类的3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: __init__
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_feeder_island = False
self.personality_manager = PersonalityManager(self)
self.__init()
Scheduler().add_new_object(Callback(self.finish_init), self, run_in = 0)
示例2: _load
def _load(self, db, worldid):
super(AIPlayer, self)._load(db, worldid)
self.personality_manager = PersonalityManager.load(db, self)
self.__init()
self.need_more_ships, self.need_feeder_island, remaining_ticks = \
db("SELECT need_more_ships, need_feeder_island, remaining_ticks FROM ai_player WHERE rowid = ?", worldid)[0]
Scheduler().add_new_object(Callback(self.tick), self, run_in = remaining_ticks)
示例3: 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
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_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 i in xrange(len(self.world.players)):
player = self.world.players[i]
if isinstance(player, AIPlayer):
if player is self:
position = ai_players
ai_players += 1
Scheduler().add_new_object(Callback(self.tick), self, run_in = self.tick_interval * position / ai_players + 1)
def finish_init(self):
# initialise the things that couldn't be initialised 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
self.need_more_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.settlement_expansions = [] # [(coords, settlement)]
self.goals = [DoNothingGoal(self)]
self.special_domestic_trade_manager = SpecialDomesticTradeManager(self)
self.international_trade_manager = InternationalTradeManager(self)
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 %s calls for saving %s: %s" % (len(calls), current_callback, calls)
remaining_ticks = max(calls.values()[0], 1)
db("INSERT INTO ai_player(rowid, need_more_ships, need_feeder_island, remaining_ticks) VALUES(?, ?, ?, ?)", \
self.worldid, self.need_more_ships, self.need_feeder_island, remaining_ticks)
# save the ships
for ship, state in self.ships.iteritems():
#.........这里部分代码省略.........