diff --git a/behaviours/generic_behaviour.py b/behaviours/generic_behaviour.py index 14e36e1..5a25572 100644 --- a/behaviours/generic_behaviour.py +++ b/behaviours/generic_behaviour.py @@ -1076,7 +1076,7 @@ def sleep_until_arrived(self): set_logging(level=logging.DEBUG) agent = sys.argv[1] if len(sys.argv) > 2 else "CTRI-U-" - ship_number = sys.argv[2] if len(sys.argv) > 2 else "1" + ship_number = sys.argv[2] if len(sys.argv) > 2 else "44" ship = f"{agent}-{ship_number}" bhvr = Behaviour(agent, ship, {}) bhvr.ship = bhvr.st.ships_view_one(ship, True) @@ -1086,13 +1086,3 @@ def sleep_until_arrived(self): ship = self.ship current_system = st.systems_view_one(ship.nav.system_symbol) - - factions = bhvr.st.list_factions() - for faction in factions: - if not faction.is_recruiting: - continue - target_system = st.systems_view_one(faction.headquarters) - route = bhvr.pathfinder.astar(current_system, target_system) - if not route: - continue - print(faction.headquarters) diff --git a/blog/Version 2.1.4 (week 29&30).md b/blog/Version 2.1.4 (week 29&30).md index 8cf39d0..c9451de 100644 --- a/blog/Version 2.1.4 (week 29&30).md +++ b/blog/Version 2.1.4 (week 29&30).md @@ -4,18 +4,27 @@ It's unclear how much spare time we'll have this coming fortnight, but what time Once that's completed, a mechanism by which the user token can be used to instantiate a new dispatcher +Progress on the UI to enable ship controls is going slowly and unsteadily. +It feels like a simple task that will take a lot of time, and as such there's quite a mental barrier against it. +The solution will be to gently chip at it, with each bit of progress making the system more functional than the last - doing it all in one go is not a viable option (psychologically) so breaking it down is the way forwards. +We can already set individual tasks - which is a huge step forwards, we just need to get the UI to be able to set behaviours instead and buy ships, and we'll be functionally comparitive with the conductor. ## performance * Node U (exp 29-30) - Didn't do initial exploration - why? - * The evolution behaviour appears to be buying goods when it's at the end of the chain and there's no profitable location - so it ends up selling them at a loss next time around. - + * The evolution behaviour appears to be buying goods when it's at the end of the chain and there's no profitable location - so it ends up selling them at a loss next time around + - sorted itself out, ran out of money initially but caught up once TVs eveolved. + - seems to successfuly build jump gate and explore the gate network outwards. + - needs to find haulers + - needs to trade antimatter + - needs to warp to start systems. * Node C (27-28) - Didn't do initial exploration - why? - * It actually did in the end! - * But jump gate building wasn't on by default - it should be. -* Node V (26-27) - Didn't do initial exploration - why? + - it sorted itself out, but ran into issues with fuel distribution + - didn't build jump gate. +* Node V (26-27) - Didn't do initial exploration - why? + - stuck doing mining and no trading | stat | Node U (exp) | node V (26-27) | node C (27-28) | --- | ------------ | ---------- | diff --git a/dispatcherWK25.py b/dispatcherWK25.py index 235a744..b41171a 100644 --- a/dispatcherWK25.py +++ b/dispatcherWK25.py @@ -109,6 +109,7 @@ def query(self, sql, args: list): def run(self): print(f"----- DISPATCHER [{self.lock_id}] ACTIVATED ------") + self.consumer.start() ships_and_threads: dict[str : threading.Thread] = {}