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Code Snippets
PiecePaperCode edited this page Mar 29, 2020
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7 revisions
assuming longinactive players have no defence
fleetcap = 10 - len(empire.fleet())
while fleetcap < 10:
for planet in empire.galaxy(coordinates(1, 1)):
if status.inactive in planet.status:
empire.send_fleet(mission=mission.attack,
id=empire.id_by_planet_name('MAIN_PLANET'),
where=coordinates(1, 1, planet.position),
ships=[ships.large_transporter(25), ships.cruiser(1)])
fleetcap += 1
# Send a Spyprobe to a random Player
send_fleet = False
while not send_fleet:
for planet in empire.galaxy(coordinates(randint(1,6), randint(1, 499))):
if empire.send_fleet(mission.spy, id, planet.position, [ships.espionage_probe(1)]):
send_fleet = True
break
# Wait till Spyprobe arrives
for fleet in empire.fleet():
if fleet.mission == mission.spy:
while datetime.now() < fleet.arrival:
continue
# Print out Spyreport
for spyreport in empire.spyreports():
print(spyreport.list)
for id in empire.planet_ids():
deuterium = empire.resources(id).deuterium
offers = int(deuterium / 1000000)
for offer in range(offers):
if empire.submit_marketplace(resources(deuterium=1000000),
resources(crystal=1500000), id):
continue
else:
print('Market offer failed')
empire.collect_marketplace()
for expedition in range(4):
empire.send_fleet(mission=mission.expedition,
id=empire.id_by_planet_name('Main_Planet'),
where=coordinates(randint(1, 6), randint(1, 499), 16),
ships=[ships.explorer(100), ships.large_transporter(200)],
holdingtime=1)
for id in empire.planet_ids():
supply = empire.supply(id)
res = empire.resources(id)
if supply.crystal_mine.is_possible:
empire.build(buildings.crystal_mine, id)
if res.energy < 0 and not supply.solar_plant.is_possible:
empire.build(buildings.solar_satellite(100), id)
else:
empire.build(buildings.solar_plant, id)
defence = empire.defences(id)
multiplier = 50
rocket_launcher = 1000 * multiplier
laser_cannon_light = 500 * multiplier
laser_cannon_heavy = 100 * multiplier
gauss_cannon = 20 * multiplier
plasma_cannon = 10 * multiplier
ion_cannon = 40 * multiplier
if defence.shield_dome_small is 0 or defence.shield_dome_large is 0:
empire.build(buildings.shield_dome_large(1), id)
empire.build(buildings.shield_dome_small(1), id)
elif defence.rocket_launcher < rocket_launcher:
empire.build(buildings.rocket_launcher(rocket_launcher), id)
elif defence.laser_cannon_light < laser_cannon_light:
empire.build(buildings.laser_cannon_light(laser_cannon_light), id)
elif defence.laser_cannon_heavy < laser_cannon_heavy:
empire.build(buildings.laser_cannon_heavy(laser_cannon_heavy), id)
elif defence.gauss_cannon < gauss_cannon:
empire.build(buildings.gauss_cannon(gauss_cannon), id)
elif defence.plasma_cannon < plasma_cannon:
empire.build(buildings.plasma_cannon(plasma_cannon), id)
elif defence.ion_cannon < ion_cannon:
empire.build(buildings.ion_cannon(ion_cannon), id)