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added fleet building to the planet object #1

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@cwren cwren commented Mar 15, 2012

used the buildarcs script to build about 50 arcs this evening... lots of latent steel lying around the far flung corners of the empire that I just never had the time to go find.

upgrades next...

appended 762b2aa:

interactive build-by-name mode
$ ./buildfleet -i "Lambda Pixis Borealis" cruisers=2
using stored credentials
using planet 3097563 with name Lambda Pixis Borealis

quick mode: no checking budgets, no waiting for the result, just fire-and-forget:
$ ./buildfleet -q 3097563 cruisers=2

2aabefc:
lookup planets by ID: no more wondering where that fleet is going....

0a57eca:
fix the under-siege planet loading bug and pick up some more stats

b88dde9:
first fully automated script to find latent resource, build ships, and move them to a central hub:
collectsteel example run: collected 236400 steel
scrapidle example run: recovered 162450 steel

3305e33:
modularized the little scripts so they could all run in a larger script and share state.
tried to cache planet and fleet data, but pickle doesn't like our objects.
may have to pull Planet and Fleet out of Galaxy to make that work.

6a414cd:
caching planet and fleet info: I think there are still bugs here since fleets in particular sometimes come out of iterators as None where I don't expect them to. Mostly useful for development since you're going to need to refresh at the beginning of the turn anyway, but it makes development loops much tighter to avoid server queries.

7cf4ec1:
support upgrade info and actions: started 597 upgrades

925d266:
pulled travis' commits into this fork

Christopher R. Wren and others added 30 commits March 13, 2012 08:51
TOOD: move subprocess call into a class representing the browser.
TODO: finish can_build to honor the manifest argument.
TODO: generate the json manifest from the python manifest
port listplanets and buildarcs to optparse
add a script to build merchants on new planets.
start trying to build a data caching system to avoid always scraping the site.
add upgrade loading.
extract fleet and plant positions from first load.
fix up fleet at() logic.
buildbulkfrieghters now counts the existing bulks itself.
add a basic upgrade strategy script
-fixed a bug in distance calculation
-retry on planetary loads
-add planet.how_many_can_build(ship)
-fixed bug in fleet loading when fleet is pointing at neutral star
-finish implementation of load_sectors()
	-returns a list of planets in the sector, even if neutral
-tweaked some prints around cache loading/unloading
travisg and others added 30 commits April 22, 2012 22:02
add ability to route fleets to a route.
add nearest-point-to-shape to facilitate fleet routing
planet.load: strangeness, charm, helium3
ships: harvester
upgrades: power plants
load_sector: fix a bug from the refactoring
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2 participants