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Planet.py
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Planet.py
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import math
import time
from bs4 import BeautifulSoup
from Building import Building
from Codes import Codes
from Fleet import Fleet
from Request import Request
from tasks.BuildingTask import BuildingTask
from UtilitiesFunctions import log
class Planet:
def __init__(self, id, name, position, player):
self.id = id # integer
self.name = name
self.pos = position
self.player = player
self.batiments = []
self.construction = []
self.metal = None
self.metalStorage = None
self.metalProduction = None
self.crystal = None
self.crystalStorage = None
self.crystalProduction = None
self.deut = None
self.deutStorage = None
self.deutProduction = None
self.energy = None
self.energyStorage = None
self.lastExtracedInfosDate = None
self.upgradingEnd = 0 #when the last upgrade will finish. Either 0 or time.time() + rest
self.upgradingBuildingsId = [] # List of (id, end) with id of the buildings being upgraded and end of the construction
self.isMoon = "(Lune)" in name
self.sizeUsed = None
self.sizeMax = None
self.ships = {}
self.customBuildOrder = None
self.lastKnownSystem = []
def __repr__(self):
return "Planet (id %i position %s)" % (self.id, self.getPosAsString())
def buildingById(self, id):
for b in self.batiments:
if b.id == id:
return b
return None
def buildingLevelById(self, id): #returns the level or 0 if the building isn't build yet
for b in self.batiments:
if b.id == id:
return b.level
return 0
def buildingByType(self, type):
for b in self.batiments:
if b.type == type:
return b
return None
def getNameWithSize(self):
return self.name + " (" + str(self.sizeUsed) + "/" + str(self.sizeMax) + ")"
def getSize(self):
reqP = Request(self.player.ia.overviewPage + "&cp=" + str(self.id), {})
self.player.ia.execRequest(reqP)
soup = BeautifulSoup(reqP.content, "html.parser")
#parse the size
self.sizeUsed = int(soup.find(attrs={"title": 'Cases occupées'}).text)
self.sizeMax = int(soup.find(attrs={"title": 'Cases max. disponibles'}).text)
def rename(self, name): #Returns true if renaming worked
reqP = Request(self.player.ia.renamingPage + name + "&cp=" + str(self.id), {})
response = self.player.ia.execRequest(reqP)
if reqP.response.status_code == 200:
self.name = name
return True
return False
def getTimeToWaitForResources(self, resourcesWanted):
resources = [x for x in resourcesWanted] # copy to not change original list
resources[0] = (resources[0] - self.metal) / self.metalProduction
resources[1] = (resources[1] - self.crystal) / self.crystalProduction
if self.deutProduction == 0:
resources[2] = 0 if (self.deut - resources[2]) >= 0 else math.inf
else:
resources[2] = (resources[2] - self.deut) / self.deutProduction
resources.append(0) #to ensure that the wait time is at least 0
timeToWait = max(resources)
return timeToWait
def planBuilding(self):
config = self.player.ia.config #to make lines smaller
buildingId = None
if config.activateCustomBuildOrders and self.customBuildOrder is not None:
building = self.customBuildOrder.nextBuilding(self) # the building to build
if building is None:
if self.customBuildOrder.options.get("useDefaultBuildPlanWhenEmpty", False):
buildingId = self.defaultPlanBuildingWithoutHangars()
else:
log(self, "No more building planned by the custom build order !")
return None
else:
buildingId = building.id
else:
buildingId = self.defaultPlanBuildingWithoutHangars()
buildingId = self.planHangarsInstead(buildingId)
building = self.buildingById(buildingId)
#now we need to know how much to wait
timeToWait = self.getTimeToWaitForResources(building.upgradeCost)
task = BuildingTask(self.lastExtracedInfosDate + timeToWait, building)
self.player.ia.addTask(task)
return task
def defaultPlanBuildingWithoutHangars(self):
config = self.player.ia.config #to make lines smaller
b = None
if self.energy < 0:
b = 'Centrale éléctrique Solaire'
else:
metalMine = self.buildingByType('Mine de Métal').level
crystalMine = self.buildingByType('Mine de Cristal').level
deutMine = self.buildingByType('Synthétiseur de Deutérium').level
robotFactory = self.buildingByType('Usine de Robots').level
if metalMine >= config.robotStartingLevel and (metalMine / config.robotRatio > robotFactory) and self.buildingByType('Usine de Robots').upgradeCost[2] <= self.deut:
b = 'Usine de Robots'
elif crystalMine > deutMine + 5:
b = 'Synthétiseur de Deutérium'
else:
if metalMine > crystalMine + 2:
b = 'Mine de Cristal'
else:
b = 'Mine de Métal'
buildingId = Codes.strToId[b]
return buildingId
def planHangarsInstead(self, b):
building = self.buildingById(b)
while not building.upgradable([self.metalStorage, self.crystalStorage, self.deutStorage]):
# on ne peut pas stocker assez de ressources pour le construire
b = 'Hangar de Métal'
if building.upgradeCost[1] > self.crystalStorage:
b = 'Hangar de Cristal'
elif building.upgradeCost[2] > self.deutStorage:
b = 'Réservoir de Deutérium'
building = self.buildingByType(b)
buildingId = building.id
return buildingId
def upgradableBuildings(self, ressources):
return [bat for bat in self.batimens if bat.upgradable(ressources)]
def scan(self):
reqB = Request(self.player.ia.buildingPage + "&cp=" + str(self.id), {})
self.player.ia.execRequest(reqB)
self.scanUsingRequest(reqB)
def scanUsingRequest(self, reqB):
soup = BeautifulSoup(reqB.content, "html.parser")
#parse all available buildings
bats = soup.find(id="content").find_all("div", recursive=False)
self.batiments = []
self.upgradingEnd = 0
self.upgradingBuildingsId = []
for b in bats:
if b.attrs.get("id") == "buildlist": #if it's a building currently building
# This b regroups all buildings in the building list
trs = b.find_all("tr")
for tr in trs: # This way we have one building in each tr
endTime = float(tr.find(class_="timer").attrs["data-time"])
self.upgradingEnd = endTime #at the end of the loop, it will be the end of the last building
input = tr.find("input", attrs={"name": "building"})
if input is None: # Happens when the construction list is full
td = tr.td
nameToParse = td.text # Looks like 1.: Synthétiseur de Deutérium 16
name = self.player.ia.buildingWaitListNameParser.findall(nameToParse)[0]
buildingId = Codes.strToId[name]
else:
buildingId = int(input.attrs["value"])
self.upgradingBuildingsId.append((buildingId, endTime))
else:
nameAndLevelText = b.find("a").text
nameAndLevel = self.player.ia.buildingNameParser.findall(nameAndLevelText)
name = nameAndLevel[0][0]
level = 0
if nameAndLevel[0][1] != '':
level = int(nameAndLevel[0][1])
divs = b.find_all("div", recursive=False)
upgradeTimeString = divs[1].span.text
upgradeTimeTab = upgradeTimeString.split("d ")
if len(upgradeTimeTab) == 1:
upgradeTimeTab = ['0', upgradeTimeTab[0]]
upgradeTimeDay = int(upgradeTimeTab[0])
upgradeTimeTab = upgradeTimeTab[1].split("h ")
upgradeTimeHour = int(upgradeTimeTab[0])
upgradeTimeTab = upgradeTimeTab[1].split("m ")
upgradeTimeMin = int(upgradeTimeTab[0])
upgradeTimeTab = upgradeTimeTab[1].split("s")
upgradeTimeSec = int(upgradeTimeTab[0])
upgradeTime = (((upgradeTimeDay * 24) + upgradeTimeHour) * 60 + upgradeTimeMin) * 60 + upgradeTimeSec
m = divs[2].span.find(alt="Métal")
if m != None:
m.replace_with("Metal;")
c = divs[2].span.find(alt="Crystal")
if c != None:
c.replace_with("Crystal;")
d = divs[2].span.find(alt="Deutérium")
if d != None:
d.replace_with("Deut;")
costText = divs[2].span.text.replace(".", "")
res = [0, 0, 0]
for r in self.player.ia.ressourcesParser.findall(costText):
if r[1] == "Metal":
res[0] = int(r[0])
if r[1] == "Crystal":
res[1] = int(r[0])
if r[1] == "Deut":
res[2] = int(r[0])
form = divs[4].find("input", attrs={"name": "building"})
id = Codes.strToId.get(name)
b = Building(name, id, self, level)
b.upgradeCost = res
b.upgradeTime = upgradeTime
self.batiments.append(b)
self.metal = float(soup.find(id="current_metal").attrs['data-real'])
self.crystal = float(soup.find(id="current_crystal").attrs['data-real'])
deutTd = soup.find(id="current_deuterium")
energyText = deutTd.nextSibling.span.text.replace(".", "") #-40 / 0 for example
e = self.player.ia.energyParser.findall(energyText)
self.energy = int(e[0][0])
self.energyStorage = int(e[0][1])
self.deut = float(deutTd.attrs['data-real'])
self.metalStorage = float(soup.find(id="max_metal").text.replace(".", ""))
self.crystalStorage = float(soup.find(id="max_crystal").text.replace(".", ""))
self.deutStorage = float(soup.find(id="max_deuterium").text.replace(".", ""))
script = soup.find_all("script", attrs={"type":"text/javascript"})[-1].text
if self.isMoon: #Moons don't produce
self.metalProduction = 0
self.crystalProduction = 0
self.deutProduction = 0
else:
self.metalProduction = float(self.player.ia.metalProductionParser.findall(script)[0]) / 3600
self.crystalProduction = float(self.player.ia.crystalProductionParser.findall(script)[0]) / 3600
self.deutProduction = float(self.player.ia.deutProductionParser.findall(script)[0]) / 3600
sizeUsed = 0
for batiment in self.batiments:
sizeUsed += batiment.level
self.sizeUsed = sizeUsed
self.lastExtracedInfosDate = time.time()
def scanRessourcesUsingRequest(self, req):
soup = BeautifulSoup(req.content, "html.parser")
self.metal = float(soup.find(id="current_metal").attrs['data-real'])
self.crystal = float(soup.find(id="current_crystal").attrs['data-real'])
self.deut = float(soup.find(id="current_deuterium").attrs['data-real'])
self.lastExtracedInfosDate = time.time()
def expectedRessources(self, timeTarget=time.time(), takeStorageInAccount=True):
t = (timeTarget - self.lastExtracedInfosDate) / 3600
em = self.metal + self.metalProduction * t
ec = self.crystal + self.crystalProduction * t
ed = self.deut + self.deutProduction * t
if (takeStorageInAccount):
return [min(em, self.metalStorage), min(ec, self.crystalStorage), min(ed, self.deutStorage)]
return [em, ec, ed]
def scanShips(self):
scanShipsRequest = Request(self.player.ia.scanShipsPage + "&cp=" + str(self.id), {})
self.player.ia.execRequest(scanShipsRequest)
soup = BeautifulSoup(scanShipsRequest.content, "html.parser")
#parse all available ships
shipsTr = soup.find("table", class_="table519").find_all("tr")[2:-2] #the first and last 2 are headers
ships = {}
for shipTr in shipsTr:
shipTd = shipTr.find_all("td")[1]
shipId = int(shipTd.attrs["id"].split("_")[0].replace("ship", ""))
shipAmount = int(shipTd.text.replace(".", ""))
ships[shipId] = shipAmount
self.ships = ships
def sendFleet(self, target, missionType, ships, ressources, speed=10, staytime=1, allRessources=False):
firstPayload = {}
for shipId in ships.keys():
if shipId not in [212, 227, 228, 229, 230, 231]:
firstPayload["ship" + str(shipId)] = ships[shipId]
sendFleetStep1 = Request(self.player.ia.sendFleetStep1Page + "&cp=" + str(self.id), firstPayload)
self.player.ia.execRequest(sendFleetStep1)
soup = BeautifulSoup(sendFleetStep1.content, "html.parser")
tokenInput = soup.find("input", attrs={"name":"token"})
if tokenInput is not None:
token = tokenInput.attrs["value"]
secondPayload = {}
secondPayload["galaxy"] = target[0]
secondPayload["system"] = target[1]
secondPayload["planet"] = target[2]
secondPayload["type" ] = target[3] #1 = planet, 2 = CDR, 3 = moon
secondPayload["speed" ] = speed #the speed in multiples of 10%
secondPayload["token" ] = token
sendFleetStep2 = Request(self.player.ia.sendFleetStep2Page + "&cp=" + str(self.id), secondPayload)
self.player.ia.execRequest(sendFleetStep2)
thirdPayload = {}
if allRessources:
self.scanRessourcesUsingRequest(sendFleetStep2)
ressources[0] = self.metal
ressources[1] = self.crystal
ressources[2] = self.deut
soup = BeautifulSoup(sendFleetStep2.content, "html.parser")
scriptRessources = soup.findAll("script")[-1].text
fleetroom = int(scriptRessources.split(':"')[1].split('"')[0])
consumption = int(scriptRessources.split(':"')[2].split('"')[0])
fleetroom -= consumption
if missionType == Fleet.colonizeCode:
thirdPayload["metal"] = min(ressources[0], fleetroom/2)
fleetroom -= thirdPayload["metal"]
thirdPayload["crystal"] = min(ressources[1], fleetroom*2/3)
fleetroom -= thirdPayload["crystal"]
thirdPayload["deuterium"] = min(ressources[2], fleetroom)
fleetroom -= thirdPayload["deuterium"]
if fleetroom >= 0:
fleetroom += thirdPayload["metal"]
thirdPayload["metal"] = min(ressources[0], fleetroom)
fleetroom -= thirdPayload["metal"]
fleetroom += thirdPayload["crystal"]
thirdPayload["crystal"] = min(ressources[1], fleetroom)
fleetroom -= thirdPayload["crystal"]
fleetroom += thirdPayload["deuterium"]
thirdPayload["deuterium"] = min(ressources[2], fleetroom)
fleetroom -= thirdPayload["deuterium"]
else:
thirdPayload["deuterium"] = min(ressources[2], fleetroom)
fleetroom -= thirdPayload["deuterium"]
thirdPayload["crystal"] = min(ressources[1], fleetroom)
fleetroom -= thirdPayload["crystal"]
thirdPayload["metal"] = min(ressources[0], fleetroom)
fleetroom -= thirdPayload["metal"]
thirdPayload["mission" ] = missionType
thirdPayload["staytime" ] = staytime
thirdPayload["token" ] = token
sendFleetStep3 = Request(self.player.ia.sendFleetStep3Page + "&cp=" + str(self.id), thirdPayload)
self.player.ia.execRequest(sendFleetStep3)
log(self, "Fleet sent")
else:
log(self, "Error while sending the fleet", isError=True)
def buildDefenses(self, defenses):
payload = {}
for id in defenses.keys():
payload["fmenge[" + str(id) + "]"] = defenses[id]
buildDefReq = Request(self.player.ia.buildDefPage + "&cp=" + str(self.id), payload)
self.player.ia.execRequest(buildDefReq)
def buildShips(self, ships):
payload = {}
for id in ships.keys():
payload["fmenge[" + str(id) + "]"] = ships[id]
buildShipReq = Request(self.player.ia.buildShipPage + "&cp=" + str(self.id), payload)
self.player.ia.execRequest(buildShipReq)
def scanSystem(self, galaxy, system): #TODO add check for not enough deut
payload = {}
payload["galaxy"] = galaxy
payload["system"] = system
scanSystemRequest = Request(self.player.ia.galaxyPage + "&cp=" + str(self.id), payload)
self.player.ia.execRequest(scanSystemRequest)
soup = BeautifulSoup(scanSystemRequest.content, "html.parser")
#parse all available locations
divContent = soup.find("div", id="content")
systemTable = divContent.find("table", recursive=False)
locationList = systemTable.find_all("tr")[2:-5] #the first 2 and last 5 are headers
planets = []
locationNumber = 0
for location in locationList:
locationNumber += 1
tdList = location.find_all("td")
if tdList[0].a is None: # if there is a planet in this location
nameWithActivity = tdList[2].text #TODO remove activity from the name
planet = Planet(None, nameWithActivity, [galaxy, system, locationNumber, 1], None)
planets.append(planet)
#TODO add moon
for planet in self.player.planets:
if planet.pos[0] == galaxy and planet.pos[1] == system:
planet.lastKnownSystem = planets
return planets
def scanOwnSystem(self):
return self.scanSystem(self.pos[0], self.pos[1])
def getColonizationTarget(self, useLastKnownSystem=False):
planetsList = self.lastKnownSystem
if not useLastKnownSystem:
planetsList = self.scanOwnSystem()
planetsDict = {}
for planet in planetsList:
if not planet.isMoon:
planetsDict[planet.pos[2]] = planet
for location in self.player.getColonizableLocations():
if planetsDict.get(location, None) is None: # No planet in this location
return location
return None
def getPosAsString(self):
return str(self.pos[0]) + ":" + str(self.pos[1]) + ":" + str(self.pos[2]) + ":" + str(self.pos[3])