from direct.directnotify.DirectNotifyGlobal import * from direct.distributed import DistributedObjectAI from direct.task import Task import random import DistributedSuitAI import SuitDNA import SuitPlannerBase import SuitTimings from otp.ai.AIBaseGlobal import * from toontown.battle import BattleManagerAI from toontown.battle import SuitBattleGlobals from toontown.building import HQBuildingAI from toontown.building import SuitBuildingGlobals from toontown.dna.DNAParser import DNASuitPoint from toontown.hood import ZoneUtil from toontown.suit.SuitInvasionGlobals import IFSkelecog, IFWaiter, IFV2 from libpandadna import * from toontown.toon import NPCToons from toontown.toonbase import ToontownBattleGlobals from toontown.toonbase import ToontownGlobals class DistributedSuitPlannerAI(DistributedObjectAI.DistributedObjectAI, SuitPlannerBase.SuitPlannerBase): notify = directNotify.newCategory('DistributedSuitPlannerAI') CogdoPopFactor = config.GetFloat('cogdo-pop-factor', 1.5) CogdoRatio = min(1.0, max(0.0, config.GetFloat('cogdo-ratio', 0.5))) MAX_SUIT_TYPES = 6 POP_UPKEEP_DELAY = 10 POP_ADJUST_DELAY = 300 PATH_COLLISION_BUFFER = 5 TOTAL_MAX_SUITS = 50 MIN_PATH_LEN = 40 MAX_PATH_LEN = 300 MIN_TAKEOVER_PATH_LEN = 2 SUITS_ENTER_BUILDINGS = 1 SUIT_BUILDING_NUM_SUITS = 1.5 SUIT_BUILDING_TIMEOUT = [ None, None, None, None, None, None, 72, 60, 48, 36, 24, 12, 6, 3, 1, 0.5 ] TOTAL_SUIT_BUILDING_PCT = 18 * CogdoPopFactor BUILDING_HEIGHT_DISTRIBUTION = [14, 18, 25, 23, 20] defaultSuitName = simbase.config.GetString('suit-type', 'random') if defaultSuitName == 'random': defaultSuitName = None def __init__(self, air, zoneId): DistributedObjectAI.DistributedObjectAI.__init__(self, air) SuitPlannerBase.SuitPlannerBase.__init__(self) self.air = air self.zoneId = zoneId self.canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId) if simbase.air.wantCogdominiums: if not hasattr(self.__class__, 'CogdoPopAdjusted'): self.__class__.CogdoPopAdjusted = True for index in xrange(len(self.SuitHoodInfo)): SuitBuildingGlobals[self.zoneId][0] = int(0.5 + self.CogdoPopFactor * SuitBuildingGlobals[self.zoneId][0]) SuitBuildingGlobals[self.zoneId][1] = int(0.5 + self.CogdoPopFactor * SuitBuildingGlobals[self.zoneId][1]) self.hoodInfoIdx = -1 for index in xrange(len(self.SuitHoodInfo)): currHoodInfo = self.SuitHoodInfo[index] if currHoodInfo[self.SUIT_HOOD_INFO_ZONE] == self.canonicalZoneId: self.hoodInfoIdx = index self.currDesired = None self.baseNumSuits = ( self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MIN] + self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_MAX]) / 2 self.targetNumSuitBuildings = SuitBuildingGlobals.buildingMinMax[self.zoneId][0] if ZoneUtil.isWelcomeValley(self.zoneId): self.targetNumSuitBuildings = 0 self.pendingBuildingTracks = [] self.pendingBuildingHeights = [] self.suitList = [] self.numFlyInSuits = 0 self.numBuildingSuits = 0 self.numAttemptingTakeover = 0 self.zoneInfo = {} self.zoneIdToPointMap = None self.cogHQDoors = [] self.battleList = [] self.battleMgr = BattleManagerAI.BattleManagerAI(self.air) self.setupDNA() if self.notify.getDebug(): self.notify.debug('Creating a building manager AI in zone' + str(self.zoneId)) self.buildingMgr = self.air.buildingManagers.get(self.zoneId) if self.buildingMgr: (blocks, hqBlocks, gagshopBlocks, petshopBlocks, kartshopBlocks, bankBlocks, libraryBlocks, animBldgBlocks) = self.buildingMgr.getDNABlockLists() for currBlock in blocks: bldg = self.buildingMgr.getBuilding(currBlock) bldg.setSuitPlannerExt(self) for currBlock in animBldgBlocks: bldg = self.buildingMgr.getBuilding(currBlock) bldg.setSuitPlannerExt(self) self.dnaStore.resetBlockNumbers() self.initBuildingsAndPoints() numSuits = simbase.config.GetInt('suit-count', -1) if numSuits >= 0: self.currDesired = numSuits suitHood = simbase.config.GetInt('suits-only-in-hood', -1) if suitHood >= 0: if self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_ZONE] != suitHood: self.currDesired = 0 self.suitCountAdjust = 0 def cleanup(self): taskMgr.remove(self.taskName('sptUpkeepPopulation')) taskMgr.remove(self.taskName('sptAdjustPopulation')) for suit in self.suitList: suit.stopTasks() if suit.isGenerated(): self.zoneChange(suit, suit.zoneId) suit.requestDelete() self.suitList = [] self.numFlyInSuits = 0 self.numBuildingSuits = 0 self.numAttemptingTakeover = 0 def delete(self): self.cleanup() DistributedObjectAI.DistributedObjectAI.delete(self) SuitPlannerBase.SuitPlannerBase.delete(self) def initBuildingsAndPoints(self): if not self.buildingMgr: return if self.notify.getDebug(): self.notify.debug('Initializing building points') self.buildingFrontDoors = {} self.buildingSideDoors = {} for p in self.frontdoorPointList: blockNumber = p.getLandmarkBuildingIndex() if blockNumber < 0: self.notify.debug('No landmark building for (%s) in zone %s' % (str(p), self.zoneId)) continue if blockNumber in self.buildingFrontDoors: self.notify.debug('Multiple front doors for building %s in zone %s' % (blockNumber, self.zoneId)) continue self.buildingFrontDoors[blockNumber] = p for p in self.sidedoorPointList: blockNumber = p.getLandmarkBuildingIndex() if blockNumber < 0: self.notify.debug('No landmark building for (%s) in zone %s' % (str(p), self.zoneId)) continue if blockNumber in self.buildingSideDoors: self.buildingSideDoors[blockNumber].append(p) continue self.buildingSideDoors[blockNumber] = [p] for bldg in self.buildingMgr.getBuildings(): if isinstance(bldg, HQBuildingAI.HQBuildingAI): continue blockNumber = bldg.getBlock()[0] if blockNumber not in self.buildingFrontDoors: self.notify.debug('No front door for building %s in zone %s' % (blockNumber, self.zoneId)) if blockNumber not in self.buildingSideDoors: self.notify.debug('No side door for building %s in zone %s' % (blockNumber, self.zoneId)) def countNumSuitsPerTrack(self, count): for suit in self.suitList: if suit.track in count: count[suit.track] += 1 continue count[suit.track] = 1 def countNumBuildingsPerTrack(self, count): if not self.buildingMgr: return for building in self.buildingMgr.getBuildings(): if building.isSuitBuilding(): if building.track in count: count[building.track] += 1 else: count[building.track] = 1 def countNumBuildingsPerHeight(self, count): if not self.buildingMgr: return for building in self.buildingMgr.getBuildings(): if building.isSuitBuilding(): height = building.numFloors - 1 if height in count: count[height] += 1 else: count[height] = 1 def formatNumSuitsPerTrack(self, count): result = ' ' for (track, num) in count.items(): result += ' %s:%s' % (track, num) return result[2:] def calcDesiredNumFlyInSuits(self): if self.currDesired is not None: return 0 return self.baseNumSuits + self.suitCountAdjust def calcDesiredNumBuildingSuits(self): if self.currDesired is not None: return self.currDesired if not self.buildingMgr: return 0 suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() return int(len(suitBuildings) * self.SUIT_BUILDING_NUM_SUITS) def getZoneIdToPointMap(self): if self.zoneIdToPointMap is not None: return self.zoneIdToPointMap self.zoneIdToPointMap = {} for point in self.streetPointList: points = self.dnaStore.getAdjacentPoints(point) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 zoneId = self.dnaStore.getSuitEdgeZone(point.getIndex(), p.getIndex()) if zoneId in self.zoneIdToPointMap: self.zoneIdToPointMap[zoneId].append(point) continue self.zoneIdToPointMap[zoneId] = [point] return self.zoneIdToPointMap def getStreetPointsForBuilding(self, blockNumber): pointList = [] if blockNumber in self.buildingSideDoors: for doorPoint in self.buildingSideDoors[blockNumber]: points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) point = self.pointIndexes[pi] if point.getPointType() == DNASuitPoint.STREET_POINT: pointList.append(point) i -= 1 if blockNumber in self.buildingFrontDoors: doorPoint = self.buildingFrontDoors[blockNumber] points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) pointList.append(self.pointIndexes[pi]) i -= 1 return pointList def createNewSuit(self, blockNumbers, streetPoints, toonBlockTakeover=None, cogdoTakeover=None, minPathLen=None, maxPathLen=None, buildingHeight=None, suitLevel=None, suitType=None, suitTrack=None, suitName=None, skelecog=None, revives=None, waiter=None): startPoint = None blockNumber = None if self.notify.getDebug(): self.notify.debug('Choosing origin from %d+%d possibles.' % (len(streetPoints), len(blockNumbers))) while startPoint == None and len(blockNumbers) > 0: bn = random.choice(blockNumbers) blockNumbers.remove(bn) if bn in self.buildingSideDoors: for doorPoint in self.buildingSideDoors[bn]: points = self.dnaStore.getAdjacentPoints(doorPoint) i = points.getNumPoints() - 1 while blockNumber == None and i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 startTime = SuitTimings.fromSuitBuilding startTime += self.dnaStore.getSuitEdgeTravelTime(doorPoint.getIndex(), pi, self.suitWalkSpeed) if not self.pointCollision(p, doorPoint, startTime): startTime = SuitTimings.fromSuitBuilding startPoint = doorPoint blockNumber = bn while startPoint == None and len(streetPoints) > 0: p = random.choice(streetPoints) streetPoints.remove(p) if not self.pointCollision(p, None, SuitTimings.fromSky): startPoint = p startTime = SuitTimings.fromSky continue if startPoint == None: return None newSuit = DistributedSuitAI.DistributedSuitAI(simbase.air, self) newSuit.startPoint = startPoint if blockNumber != None: newSuit.buildingSuit = 1 if suitTrack == None: suitTrack = self.buildingMgr.getBuildingTrack(blockNumber) else: newSuit.flyInSuit = 1 newSuit.attemptingTakeover = self.newSuitShouldAttemptTakeover() if newSuit.attemptingTakeover: if suitTrack == None and len(self.pendingBuildingTracks) > 0: suitTrack = self.pendingBuildingTracks[0] del self.pendingBuildingTracks[0] self.pendingBuildingTracks.append(suitTrack) if buildingHeight == None and len(self.pendingBuildingHeights) > 0: buildingHeight = self.pendingBuildingHeights[0] del self.pendingBuildingHeights[0] self.pendingBuildingHeights.append(buildingHeight) if suitName is None: suitDeptIndex, suitTypeIndex, flags = self.air.suitInvasionManager.getInvadingCog() if flags & IFSkelecog: skelecog = 1 if flags & IFWaiter: waiter = True if flags & IFV2: revives = 1 if suitDeptIndex is not None: suitTrack = SuitDNA.suitDepts[suitDeptIndex] if suitTypeIndex is not None: suitName = self.air.suitInvasionManager.getSuitName() else: suitName = self.defaultSuitName if (suitType is None) and (suitName is not None): suitType = SuitDNA.getSuitType(suitName) suitTrack = SuitDNA.getSuitDept(suitName) if (suitLevel is None) and (buildingHeight is not None): suitLevel = self.chooseSuitLevel(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_LVL], buildingHeight) (suitLevel, suitType, suitTrack) = self.pickLevelTypeAndTrack(suitLevel, suitType, suitTrack) newSuit.setupSuitDNA(suitLevel, suitType, suitTrack) newSuit.buildingHeight = buildingHeight gotDestination = self.chooseDestination(newSuit, startTime, toonBlockTakeover = toonBlockTakeover, cogdoTakeover = cogdoTakeover, minPathLen = minPathLen, maxPathLen = maxPathLen) if not gotDestination: self.notify.debug("Couldn't get a destination in %d!" % self.zoneId) newSuit.doNotDeallocateChannel = None newSuit.delete() return None newSuit.initializePath() self.zoneChange(newSuit, None, newSuit.zoneId) if skelecog: newSuit.setSkelecog(skelecog) newSuit.generateWithRequired(newSuit.zoneId) if revives is not None: newSuit.b_setSkeleRevives(revives) if waiter: newSuit.b_setWaiter(1) newSuit.d_setSPDoId(self.doId) newSuit.moveToNextLeg(None) self.suitList.append(newSuit) if newSuit.flyInSuit: self.numFlyInSuits += 1 if newSuit.buildingSuit: self.numBuildingSuits += 1 if newSuit.attemptingTakeover: self.numAttemptingTakeover += 1 return newSuit def countNumNeededBuildings(self): if not self.buildingMgr: return False numSuitBuildings = len(self.buildingMgr.getSuitBlocks()) if (random.random() * 100) < SuitBuildingGlobals.buildingChance[self.zoneId]: bmax = SuitBuildingGlobals.buildingMinMax[self.zoneId][1] if ZoneUtil.isWelcomeValley(self.zoneId): bmax = 0 numNeeded = bmax - numSuitBuildings else: numNeeded = self.targetNumSuitBuildings - numSuitBuildings return numNeeded def newSuitShouldAttemptTakeover(self): if not self.SUITS_ENTER_BUILDINGS: return False numNeeded = self.countNumNeededBuildings() if self.numAttemptingTakeover >= numNeeded: self.pendingBuildingTracks = [] return False self.notify.debug('DSP %s is planning a takeover attempt in zone %s' % (self.getDoId(), self.zoneId)) return True def chooseDestination(self, suit, startTime, toonBlockTakeover=None, cogdoTakeover=None, minPathLen=None, maxPathLen=None): possibles = [] backup = [] if cogdoTakeover is None: cogdoTakeover = False if toonBlockTakeover is not None: suit.attemptingTakeover = 1 blockNumber = toonBlockTakeover if blockNumber in self.buildingFrontDoors: possibles.append((blockNumber, self.buildingFrontDoors[blockNumber])) elif suit.attemptingTakeover: for blockNumber in self.buildingMgr.getToonBlocks(): building = self.buildingMgr.getBuilding(blockNumber) (extZoneId, intZoneId) = building.getExteriorAndInteriorZoneId() if not NPCToons.isZoneProtected(intZoneId): if blockNumber in self.buildingFrontDoors: possibles.append((blockNumber, self.buildingFrontDoors[blockNumber])) elif self.buildingMgr: for blockNumber in self.buildingMgr.getSuitBlocks(): track = self.buildingMgr.getBuildingTrack(blockNumber) if (track == suit.track) and (blockNumber in self.buildingSideDoors): for doorPoint in self.buildingSideDoors[blockNumber]: possibles.append((blockNumber, doorPoint)) backup = [] for p in self.streetPointList: backup.append((None, p)) if self.notify.getDebug(): self.notify.debug('Choosing destination point from %s+%s possibles.' % (len(possibles), len(backup))) if len(possibles) == 0: possibles = backup backup = [] if minPathLen is None: if suit.attemptingTakeover: minPathLen = self.MIN_TAKEOVER_PATH_LEN else: minPathLen = self.MIN_PATH_LEN if maxPathLen is None: maxPathLen = self.MAX_PATH_LEN retryCount = 0 while (len(possibles) > 0) and (retryCount < 50): p = random.choice(possibles) possibles.remove(p) if len(possibles) == 0: possibles = backup backup = [] path = self.genPath(suit.startPoint, p[1], minPathLen, maxPathLen) if path and (not self.pathCollision(path, startTime)): suit.endPoint = p[1] suit.minPathLen = minPathLen suit.maxPathLen = maxPathLen suit.buildingDestination = p[0] suit.buildingDestinationIsCogdo = cogdoTakeover suit.setPath(path) return 1 retryCount += 1 return 0 def pathCollision(self, path, elapsedTime): i = 0 pi = path.getPointIndex(i) point = self.pointIndexes[pi] adjacentPoint = self.pointIndexes[path.getPointIndex(i + 1)] while (point.getPointType() == DNASuitPoint.FRONT_DOOR_POINT) or ( point.getPointType() == DNASuitPoint.SIDE_DOOR_POINT): i += 1 lastPi = pi pi = path.getPointIndex(i) adjacentPoint = point point = self.pointIndexes[pi] elapsedTime += self.dnaStore.getSuitEdgeTravelTime(lastPi, pi, self.suitWalkSpeed) result = self.pointCollision(point, adjacentPoint, elapsedTime) return result def pointCollision(self, point, adjacentPoint, elapsedTime): for suit in self.suitList: if suit.pointInMyPath(point, elapsedTime): return 1 if adjacentPoint is not None: return self.battleCollision(point, adjacentPoint) else: points = self.dnaStore.getAdjacentPoints(point) i = points.getNumPoints() - 1 while i >= 0: pi = points.getPointIndex(i) p = self.pointIndexes[pi] i -= 1 if self.battleCollision(point, p): return 1 return 0 def battleCollision(self, point, adjacentPoint): zoneId = self.dnaStore.getSuitEdgeZone(point.getIndex(), adjacentPoint.getIndex()) return self.battleMgr.cellHasBattle(zoneId) def removeSuit(self, suit): self.zoneChange(suit, suit.zoneId) if self.suitList.count(suit) > 0: self.suitList.remove(suit) if suit.flyInSuit: self.numFlyInSuits -= 1 if suit.buildingSuit: self.numBuildingSuits -= 1 if suit.attemptingTakeover: self.numAttemptingTakeover -= 1 suit.requestDelete() def countTakeovers(self): count = 0 for suit in self.suitList: if suit.attemptingTakeover: count += 1 return count def __waitForNextUpkeep(self): t = random.random() * 2.0 + self.POP_UPKEEP_DELAY taskMgr.doMethodLater(t, self.upkeepSuitPopulation, self.taskName('sptUpkeepPopulation')) def __waitForNextAdjust(self): t = random.random() * 10.0 + self.POP_ADJUST_DELAY taskMgr.doMethodLater(t, self.adjustSuitPopulation, self.taskName('sptAdjustPopulation')) def upkeepSuitPopulation(self, task): targetFlyInNum = self.calcDesiredNumFlyInSuits() targetFlyInNum = min(targetFlyInNum, self.TOTAL_MAX_SUITS - self.numBuildingSuits) streetPoints = self.streetPointList[:] flyInDeficit = ((targetFlyInNum - self.numFlyInSuits) + 3) / 4 while flyInDeficit > 0: if not self.createNewSuit([], streetPoints): break flyInDeficit -= 1 if self.buildingMgr: suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() else: suitBuildings = [] if self.currDesired != None: targetBuildingNum = max(0, self.currDesired - self.numFlyInSuits) else: targetBuildingNum = int(len(suitBuildings) * self.SUIT_BUILDING_NUM_SUITS) targetBuildingNum += flyInDeficit targetBuildingNum = min(targetBuildingNum, self.TOTAL_MAX_SUITS - self.numFlyInSuits) buildingDeficit = ((targetBuildingNum - self.numBuildingSuits) + 3) / 4 while buildingDeficit > 0: if not self.createNewSuit(suitBuildings, streetPoints): break buildingDeficit -= 1 if self.notify.getDebug() and self.currDesired == None: self.notify.debug('zone %d has %d of %d fly-in and %d of %d building suits.' % (self.zoneId, self.numFlyInSuits, targetFlyInNum, self.numBuildingSuits, targetBuildingNum)) if buildingDeficit != 0: self.notify.debug('remaining deficit is %d.' % buildingDeficit) if self.buildingMgr: suitBuildings = self.buildingMgr.getEstablishedSuitBlocks() timeoutIndex = min(len(suitBuildings), len(self.SUIT_BUILDING_TIMEOUT) - 1) timeout = self.SUIT_BUILDING_TIMEOUT[timeoutIndex] if timeout != None: timeout *= 3600.0 oldest = None oldestAge = 0 now = time.time() for b in suitBuildings: building = self.buildingMgr.getBuilding(b) if hasattr(building, 'elevator'): if building.elevator.fsm.getCurrentState().getName() == 'waitEmpty': age = now - building.becameSuitTime if age > oldestAge: oldest = building oldestAge = age if oldestAge > timeout: self.notify.info('Street %d has %d buildings; reclaiming %0.2f-hour-old building.' % (self.zoneId, len(suitBuildings), oldestAge / 3600.0)) oldest.b_setVictorList([0, 0, 0, 0]) oldest.updateSavedBy(None) oldest.toonTakeOver() self.__waitForNextUpkeep() return Task.done def adjustSuitPopulation(self, task): hoodInfo = self.SuitHoodInfo[self.hoodInfoIdx] if hoodInfo[self.SUIT_HOOD_INFO_MAX] == 0: self.__waitForNextAdjust() return Task.done min = hoodInfo[self.SUIT_HOOD_INFO_MIN] max = hoodInfo[self.SUIT_HOOD_INFO_MAX] adjustment = random.choice((-2, -1, -1, 0, 0, 0, 1, 1, 2)) self.suitCountAdjust += adjustment desiredNum = self.calcDesiredNumFlyInSuits() if desiredNum < min: self.suitCountAdjust = min - self.baseNumSuits elif desiredNum > max: self.suitCountAdjust = max - self.baseNumSuits self.__waitForNextAdjust() return Task.done def suitTakeOver(self, blockNumber, suitTrack, difficulty, buildingHeight): if self.pendingBuildingTracks.count(suitTrack) > 0: self.pendingBuildingTracks.remove(suitTrack) if self.pendingBuildingHeights.count(buildingHeight) > 0: self.pendingBuildingHeights.remove(buildingHeight) building = self.buildingMgr.getBuilding(blockNumber) if building is None: return building.suitTakeOver(suitTrack, difficulty, buildingHeight) def cogdoTakeOver(self, blockNumber, difficulty, buildingHeight): if self.pendingBuildingHeights.count(buildingHeight) > 0: self.pendingBuildingHeights.remove(buildingHeight) building = self.buildingMgr.getBuilding(blockNumber) building.cogdoTakeOver(difficulty, buildingHeight) def recycleBuilding(self): bmin = SuitBuildingGlobals.buildingMinMax[self.zoneId][0] current = len(self.buildingMgr.getSuitBlocks()) if (self.targetNumSuitBuildings > bmin) and (current <= self.targetNumSuitBuildings): self.targetNumSuitBuildings -= 1 self.assignSuitBuildings(1) def createInitialSuitBuildings(self): if self.buildingMgr is None: return # If we aren't at our minimum number of buildings, let's spawn some! suitBlockCount = len(self.buildingMgr.getSuitBlocks()) if suitBlockCount < self.targetNumSuitBuildings: for _ in xrange(self.targetNumSuitBuildings - suitBlockCount): blockNumber = random.choice(self.buildingMgr.getToonBlocks()) building = self.buildingMgr.getBuilding(blockNumber) if building is None: continue if NPCToons.isZoneProtected(building.getExteriorAndInteriorZoneId()[1]): continue suitName = self.air.suitInvasionManager.getInvadingCog()[0] if suitName is None: suitName = self.defaultSuitName suitType = None suitTrack = None if suitName is not None: suitType = SuitDNA.getSuitType(suitName) suitTrack = SuitDNA.getSuitDept(suitName) (suitLevel, suitType, suitTrack) = self.pickLevelTypeAndTrack(None, suitType, suitTrack) building.suitTakeOver(suitTrack, suitLevel, None) # Save the building manager's state: self.buildingMgr.save() def assignInitialSuitBuildings(self): totalBuildings = 0 targetSuitBuildings = 0 actualSuitBuildings = 0 for sp in self.air.suitPlanners.values(): totalBuildings += len(sp.frontdoorPointList) targetSuitBuildings += sp.targetNumSuitBuildings if sp.buildingMgr: actualSuitBuildings += len(sp.buildingMgr.getSuitBlocks()) wantedSuitBuildings = int((totalBuildings*self.TOTAL_SUIT_BUILDING_PCT) / 100) self.notify.debug('Want %s out of %s total suit buildings; we currently have %s assigned, %s actual.' % (wantedSuitBuildings, totalBuildings, targetSuitBuildings, actualSuitBuildings)) if actualSuitBuildings > 0: numReassigned = 0 for sp in self.air.suitPlanners.values(): if sp.buildingMgr: numBuildings = len(sp.buildingMgr.getSuitBlocks()) else: numBuildings = 0 if numBuildings > sp.targetNumSuitBuildings: more = numBuildings - sp.targetNumSuitBuildings sp.targetNumSuitBuildings += more targetSuitBuildings += more numReassigned += more if numReassigned > 0: self.notify.debug('Assigned %s buildings where suit buildings already existed.' % numReassigned) if wantedSuitBuildings > targetSuitBuildings: additionalBuildings = wantedSuitBuildings - targetSuitBuildings self.assignSuitBuildings(additionalBuildings) elif wantedSuitBuildings < targetSuitBuildings: extraBuildings = targetSuitBuildings - wantedSuitBuildings self.unassignSuitBuildings(extraBuildings) def assignSuitBuildings(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT totalWeightPerTrack = self.TOTAL_BWEIGHT_PER_TRACK[:] totalWeightPerHeight = self.TOTAL_BWEIGHT_PER_HEIGHT[:] numPerTrack = { 'c': 0, 'l': 0, 'm': 0, 's': 0 } for sp in self.air.suitPlanners.values(): sp.countNumBuildingsPerTrack(numPerTrack) numPerTrack['c'] += sp.pendingBuildingTracks.count('c') numPerTrack['l'] += sp.pendingBuildingTracks.count('l') numPerTrack['m'] += sp.pendingBuildingTracks.count('m') numPerTrack['s'] += sp.pendingBuildingTracks.count('s') numPerHeight = { 0: 0, 1: 0, 2: 0, 3: 0, 4: 0 } for sp in self.air.suitPlanners.values(): sp.countNumBuildingsPerHeight(numPerHeight) numPerHeight[0] += sp.pendingBuildingHeights.count(0) numPerHeight[1] += sp.pendingBuildingHeights.count(1) numPerHeight[2] += sp.pendingBuildingHeights.count(2) numPerHeight[3] += sp.pendingBuildingHeights.count(3) numPerHeight[4] += sp.pendingBuildingHeights.count(4) while numToAssign > 0: smallestCount = None smallestTracks = [] for trackIndex in xrange(4): if totalWeightPerTrack[trackIndex]: track = SuitDNA.suitDepts[trackIndex] count = numPerTrack[track] if (smallestCount is None) or (count < smallestCount): smallestTracks = [track] smallestCount = count elif count == smallestCount: smallestTracks.append(track) if not smallestTracks: self.notify.info('No more room for buildings, with %s still to assign.' % numToAssign) return buildingTrack = random.choice(smallestTracks) buildingTrackIndex = SuitDNA.suitDepts.index(buildingTrack) smallestCount = None smallestHeights = [] for height in xrange(5): if totalWeightPerHeight[height]: count = float(numPerHeight[height]) / float(self.BUILDING_HEIGHT_DISTRIBUTION[height]) if (smallestCount is None) or (count < smallestCount): smallestHeights = [height] smallestCount = count elif count == smallestCount: smallestHeights.append(height) if not smallestHeights: self.notify.info('No more room for buildings, with %s still to assign.' % numToAssign) return buildingHeight = random.choice(smallestHeights) self.notify.info('Existing buildings are (%s, %s), choosing from (%s, %s), chose %s, %s.' % (self.formatNumSuitsPerTrack(numPerTrack), self.formatNumSuitsPerTrack(numPerHeight), smallestTracks, smallestHeights, buildingTrack, buildingHeight)) repeat = 1 while repeat and (buildingTrack is not None) and (buildingHeight is not None): if len(hoodInfo) == 0: self.notify.warning('No more streets can have suit buildings, with %s buildings unassigned!' % numToAssign) return repeat = 0 currHoodInfo = self.chooseStreetWithPreference(hoodInfo, buildingTrackIndex, buildingHeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numTarget = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numTarget = 0 numTotalBuildings = 0 if numTarget >= SuitBuildingGlobals.buildingMinMax[self.zoneId][1] or numTarget >= numTotalBuildings: self.notify.info('Zone %s has enough buildings.' % zoneId) hoodInfo.remove(currHoodInfo) weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] tracks = currHoodInfo[self.SUIT_HOOD_INFO_TRACK] heights = currHoodInfo[self.SUIT_HOOD_INFO_HEIGHTS] totalWeight -= weight totalWeightPerTrack[0] -= weight * tracks[0] totalWeightPerTrack[1] -= weight * tracks[1] totalWeightPerTrack[2] -= weight * tracks[2] totalWeightPerTrack[3] -= weight * tracks[3] totalWeightPerHeight[0] -= weight * heights[0] totalWeightPerHeight[1] -= weight * heights[1] totalWeightPerHeight[2] -= weight * heights[2] totalWeightPerHeight[3] -= weight * heights[3] totalWeightPerHeight[4] -= weight * heights[4] if totalWeightPerTrack[buildingTrackIndex] <= 0: buildingTrack = None if totalWeightPerHeight[buildingHeight] <= 0: buildingHeight = None repeat = 1 if (buildingTrack is not None) and (buildingHeight is not None): sp.targetNumSuitBuildings += 1 sp.pendingBuildingTracks.append(buildingTrack) sp.pendingBuildingHeights.append(buildingHeight) self.notify.info('Assigning building to zone %s, pending tracks = %s, pending heights = %s' % (zoneId, sp.pendingBuildingTracks, sp.pendingBuildingHeights)) numPerTrack[buildingTrack] += 1 numPerHeight[buildingHeight] += 1 numToAssign -= 1 def unassignSuitBuildings(self, numToAssign): hoodInfo = self.SuitHoodInfo[:] totalWeight = self.TOTAL_BWEIGHT while numToAssign > 0: repeat = 1 while repeat: if len(hoodInfo) == 0: self.notify.warning('No more streets can remove suit buildings, with %s buildings too many!' % numToAssign) return repeat = 0 currHoodInfo = self.chooseStreetNoPreference(hoodInfo, totalWeight) zoneId = currHoodInfo[self.SUIT_HOOD_INFO_ZONE] if zoneId in self.air.suitPlanners: sp = self.air.suitPlanners[zoneId] numTarget = sp.targetNumSuitBuildings numTotalBuildings = len(sp.frontdoorPointList) else: numTarget = 0 numTotalBuildings = 0 if numTarget <= SuitBuildingGlobals.buildingMinMax[self.zoneId][0]: self.notify.info("Zone %s can't remove any more buildings." % zoneId) hoodInfo.remove(currHoodInfo) totalWeight -= currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] repeat = 1 self.notify.info('Unassigning building from zone %s.' % zoneId) sp.targetNumSuitBuildings -= 1 numToAssign -= 1 def chooseStreetNoPreference(self, hoodInfo, totalWeight): c = random.random() * totalWeight t = 0 for currHoodInfo in hoodInfo: weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] t += weight if c < t: return currHoodInfo self.notify.warning('Weighted random choice failed! Total is %s, chose %s' % (t, c)) return random.choice(hoodInfo) def chooseStreetWithPreference(self, hoodInfo, buildingTrackIndex, buildingHeight): dist = [] for currHoodInfo in hoodInfo: weight = currHoodInfo[self.SUIT_HOOD_INFO_BWEIGHT] thisValue = weight * currHoodInfo[self.SUIT_HOOD_INFO_TRACK][buildingTrackIndex] * currHoodInfo[self.SUIT_HOOD_INFO_HEIGHTS][buildingHeight] dist.append(thisValue) totalWeight = sum(dist) c = random.random() * totalWeight t = 0 for i in xrange(len(hoodInfo)): t += dist[i] if c < t: return hoodInfo[i] self.notify.warning('Weighted random choice failed! Total is %s, chose %s' % (t, c)) return random.choice(hoodInfo) def chooseSuitLevel(self, possibleLevels, buildingHeight): choices = [] for level in possibleLevels: (minFloors, maxFloors) = SuitBuildingGlobals.SuitBuildingInfo[level - 1][0] if buildingHeight >= minFloors - 1 and buildingHeight <= maxFloors - 1: choices.append(level) return random.choice(choices) def initTasks(self): if self.air.wantCogbuildings: self.createInitialSuitBuildings() self.__waitForNextUpkeep() self.__waitForNextAdjust() def resyncSuits(self): for suit in self.suitList: suit.resync() def flySuits(self): for suit in self.suitList: if suit.pathState == 1: suit.flyAwayNow() def requestBattle(self, zoneId, suit, toonId): self.notify.debug('requestBattle() - zone: %s suit: %s toon: %s' % (zoneId, suit.doId, toonId)) canonicalZoneId = ZoneUtil.getCanonicalZoneId(zoneId) if canonicalZoneId not in self.battlePosDict: return 0 toon = self.air.doId2do.get(toonId) if toon.getBattleId() > 0: self.notify.warning('We tried to request a battle when the toon was already in battle') return 0 if toon: if hasattr(toon, 'doId'): toon.b_setBattleId(toonId) pos = self.battlePosDict[canonicalZoneId] interactivePropTrackBonus = -1 self.battleMgr.newBattle( zoneId, zoneId, pos, suit, toonId, self.__battleFinished, self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_SMAX], interactivePropTrackBonus) for currOther in self.zoneInfo[zoneId]: self.notify.debug('Found suit %s in this new battle zone %s' % (currOther.getDoId(), zoneId)) if currOther != suit: if currOther.pathState == 1 and currOther.legType == SuitLeg.TWalk: self.checkForBattle(zoneId, currOther) return 1 def __battleFinished(self, zoneId): self.notify.debug('DistSuitPlannerAI: battle in zone ' + str(zoneId) + ' finished') currBattleIdx = 0 while currBattleIdx < len(self.battleList): currBattle = self.battleList[currBattleIdx] if currBattle[0] == zoneId: self.notify.debug('DistSuitPlannerAI: battle removed') self.battleList.remove(currBattle) currBattleIdx = currBattleIdx + 1 def __suitCanJoinBattle(self, zoneId): battle = self.battleMgr.getBattle(zoneId) if len(battle.suits) >= 4: return 0 if battle: if simbase.config.GetBool('suits-always-join', 0): return 1 jChanceList = self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_JCHANCE] ratioIdx = (len(battle.toons) - battle.numSuitsEver) + 2 if ratioIdx >= 0: if ratioIdx < len(jChanceList): if random.randint(0, 99) < jChanceList[ratioIdx]: return 1 else: self.notify.warning('__suitCanJoinBattle idx out of range!') return 1 return 0 def checkForBattle(self, zoneId, suit): if self.battleMgr.cellHasBattle(zoneId): if self.__suitCanJoinBattle(zoneId) and self.battleMgr.requestBattleAddSuit(zoneId, suit): return 1 suit.flyAwayNow() return 1 else: return 0 def postBattleResumeCheck(self, suit): self.notify.debug('DistSuitPlannerAI:postBattleResumeCheck: suit ' + str(suit.getDoId()) + ' is leaving battle') battleIndex = 0 for currBattle in self.battleList: if suit.zoneId == currBattle[0]: self.notify.debug(' battle found' + str(suit.zoneId)) for currPath in currBattle[1]: for currPathPtSuit in xrange(suit.currWpt, suit.myPath.getNumPoints()): ptIdx = suit.myPath.getPointIndex(currPathPtSuit) if self.notify.getDebug(): self.notify.debug(' comparing' + str(ptIdx) + 'with' + str(currPath)) if currPath == ptIdx: if self.notify.getDebug(): self.notify.debug(' match found, telling' + 'suit to fly') return 0 battleIndex += 1 pointList = [] for currPathPtSuit in xrange(suit.currWpt, suit.myPath.getNumPoints()): ptIdx = suit.myPath.getPointIndex(currPathPtSuit) if self.notify.getDebug(): self.notify.debug(' appending point with index of' + str(ptIdx)) pointList.append(ptIdx) self.battleList.append([suit.zoneId, pointList]) return 1 def zoneChange(self, suit, oldZone, newZone=None): if (oldZone in self.zoneInfo) and (suit in self.zoneInfo[oldZone]): self.zoneInfo[oldZone].remove(suit) if newZone is not None: if newZone not in self.zoneInfo: self.zoneInfo[newZone] = [] self.zoneInfo[newZone].append(suit) def d_setZoneId(self, zoneId): self.sendUpdate('setZoneId', [self.getZoneId()]) def getZoneId(self): return self.zoneId def suitListQuery(self): suitIndexList = [] for suit in self.suitList: suitIndexList.append(SuitDNA.suitHeadTypes.index(suit.dna.name)) self.sendUpdateToAvatarId(self.air.getAvatarIdFromSender(), 'suitListResponse', [suitIndexList]) def buildingListQuery(self): buildingDict = {} self.countNumBuildingsPerTrack(buildingDict) buildingList = [0, 0, 0, 0] for dept in SuitDNA.suitDepts: if dept in buildingDict: buildingList[SuitDNA.suitDepts.index(dept)] = buildingDict[dept] self.sendUpdateToAvatarId(self.air.getAvatarIdFromSender(), 'buildingListResponse', [buildingList]) def pickLevelTypeAndTrack(self, level=None, type=None, track=None): if level is None: level = random.choice(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_LVL]) if type is None: typeChoices = range(max(level - 4, 1), min(level, self.MAX_SUIT_TYPES) + 1) type = random.choice(typeChoices) else: level = min(max(level, type), type + 4) if track is None: track = SuitDNA.suitDepts[SuitBattleGlobals.pickFromFreqList(self.SuitHoodInfo[self.hoodInfoIdx][self.SUIT_HOOD_INFO_TRACK])] self.notify.debug('pickLevelTypeAndTrack: %s %s %s' % (level, type, track)) return (level, type, track)