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#include "../Empire/Empire.h"
#include "../Empire/EmpireManager.h"
#include "../Empire/Supply.h"
#include "../Empire/Diplomacy.h"
#include "../Empire/Government.h"
#include "../Empire/InfluenceQueue.h"
#include "../universe/UniverseObject.h"
#include "../universe/UnlockableItem.h"
#include "../universe/Planet.h"
#include "../universe/ScriptingContext.h"
#include "../universe/Tech.h"
#include "../util/AppInterface.h"
#include "../util/Logger.h"
#include "SetWrapper.h"
#include <boost/mpl/vector.hpp>
#include <boost/python.hpp>
#include <boost/python/suite/indexing/map_indexing_suite.hpp>
#include <boost/python/suite/indexing/vector_indexing_suite.hpp>
#include <boost/python/tuple.hpp>
#include <boost/python/to_python_converter.hpp>
#include <iterator>
#include <memory>
namespace py = boost::python;
namespace {
template<typename T1, typename T2>
struct PairToTupleConverter {
static PyObject* convert(const std::pair<T1, T2>& pair) {
return py::incref(py::make_tuple(pair.first, pair.second).ptr());
}
};
auto obstructedStarlanes(const Empire& empire) -> std::vector<std::pair<int, int>>
{
const auto& laneset = GetSupplyManager().SupplyObstructedStarlaneTraversals(empire.EmpireID());
static_assert(!std::is_same_v<std::decay_t<decltype(laneset)>, std::vector<std::pair<int, int>>>); // if are the same, don't need to explicitly construct the return value...
try {
return {laneset.begin(), laneset.end()};
} catch (...) {
return {};
}
}
auto jumpsToSuppliedSystem(const Empire& empire) -> std::map<int, int>
{
const ScriptingContext context;
const SupplyManager& supply = context.supply;
std::map<int, int> retval;
const auto empire_starlanes = empire.KnownStarlanes(context.ContextUniverse());
std::deque<int> propagating_list;
for (int system_id : supply.FleetSupplyableSystemIDs(empire.EmpireID(), true, context)) {
retval[system_id] = 0;
propagating_list.push_back(system_id);
}
// get lanes starting in system with id system_id
static constexpr auto lane_starts_less = [](const auto lane1, const auto lane2) { return lane1.start < lane2.start; };
static constexpr auto to_lane_end = [](const auto lane) { return lane.end; };
// iteratively propagate supply out from supplied systems, to determine
// how many jumps away from supply each unsupplied system is...
while (!propagating_list.empty()) {
// get next system and distance from the list
const int from_sys_id = propagating_list.front();
propagating_list.pop_front();
const int from_sys_dist = retval[from_sys_id];
// get lanes originating in this system
const Empire::LaneEndpoints system_lane{from_sys_id, from_sys_id};
const auto system_lanes_rng = range_equal(empire_starlanes, system_lane, lane_starts_less);
// propagate to any not-already-counted adjacent system
for (const int lane_end_system_id : system_lanes_rng | range_transform(to_lane_end)) {
if (retval.contains(lane_end_system_id))
continue; // system already processed
// system not yet processed; add it to list to propagate from, and set its range to one more than this system
propagating_list.push_back(lane_end_system_id);
retval.emplace(lane_end_system_id, from_sys_dist - 1); // negative values used to indicate jumps to nearest supply for historical compatibility reasons
}
}
//// DEBUG
//DebugLogger() << "jumpsToSuppliedSystem results for empire, " << empire.Name() << " (" << empire.EmpireID() << ") :";
//for (const auto& system_jumps : retval) {
// DebugLogger() << "sys " << system_jumps.first << " range: " << system_jumps.second;
//}
//// END DEBUG
return retval;
}
auto PlanetsWithAvailablePP(const Empire& empire) -> std::map<std::set<int>, float>
{
std::map<std::set<int>, float> planets_with_available_pp;
// filter industry pool output to get just planet IDs
for (auto& [object_ids, PP] : empire.GetIndustryPool().Output()) {
std::set<int> planet_ids;
for (const auto* planet : Objects().findRaw<Planet>(object_ids)) {
if (planet)
planet_ids.insert(planet->ID());
}
if (!planet_ids.empty())
planets_with_available_pp.emplace(std::move(planet_ids), PP);
}
return planets_with_available_pp;
}
auto PlanetsWithAllocatedPP(const Empire& empire) -> std::map<std::set<int>, float>
{
const auto& prod_queue = empire.GetProductionQueue();
std::map<std::set<int>, float> planets_with_allocated_pp;
for (const auto& objects_pp : prod_queue.AllocatedPP()) {
std::set<int> planets;
for (const auto& planet : Objects().find<Planet>(objects_pp.first)) {
if (!planet)
continue;
planets.insert(planet->ID());
}
if (!planets.empty())
planets_with_allocated_pp[planets] = objects_pp.second;
}
return planets_with_allocated_pp;
}
auto PlanetsWithWastedPP(const Empire& empire) -> std::set<std::set<int>>
{
const ProductionQueue& prod_queue = empire.GetProductionQueue();
std::set<std::set<int>> planets_with_wasted_pp;
for (const auto& object_ids : prod_queue.ObjectsWithWastedPP(empire.GetIndustryPool())) {
std::set<int> planet_ids;
for (const auto* planet : Objects().findRaw<Planet>(object_ids)) {
if (planet)
planet_ids.insert(planet->ID());
}
if (!planet_ids.empty())
planets_with_wasted_pp.insert(std::move(planet_ids));
}
return planets_with_wasted_pp;
}
auto ResearchedTechNames(const Empire& empire) -> std::set<std::string>
{
std::set<std::string> out;
const auto& rt = empire.ResearchedTechs();
std::transform(rt.begin(), rt.end(), std::inserter(out, out.end()),
[](const auto& t) { return t.first; });
return out;
}
auto ViewVecToStringVec(const std::vector<std::string_view>& in) -> std::vector<std::string>
{
std::vector<std::string> out;
out.reserve(in.size());
std::transform(in.begin(), in.end(), std::back_inserter(out),
[](auto view) { return std::string{view}; });
return out;
}
template <typename C>
auto ViewMapToStringMap(const std::map<std::string_view, int, C>& in) -> std::map<std::string, int>
{
std::map<std::string, int> out;
std::transform(in.begin(), in.end(), std::inserter(out, out.end()),
[](auto view_int) { return std::pair{std::string{view_int.first}, view_int.second}; });
return out;
}
auto ViewVecToStringMap(const std::vector<std::pair<std::string_view, int>>& in) -> std::map<std::string, int>
{
std::map<std::string, int> out;
std::transform(in.begin(), in.end(), std::inserter(out, out.end()),
[](auto view_int) { return std::pair{std::string{view_int.first}, view_int.second}; });
return out;
}
auto MapFlatSetFloatToMapSetFloat(const auto& in) -> std::map<std::set<int>, float>
{
std::map<std::set<int>, float> out;
std::transform(in.begin(), in.end(), std::inserter(out, out.end()),
[](auto set_float)
{ return std::pair{std::set<int>{set_float.first.begin(), set_float.first.end()},
set_float.second}; });
return out;
}
template <typename T, typename AoC>
std::vector<T> ToVec(const boost::container::flat_set<T, AoC>& in)
{ return std::vector<T>(in.begin(), in.end()); }
}
namespace FreeOrionPython {
/**
* CallPolicies:
*
* return_value_policy<copy_const_reference> when returning a relatively small object, such as a string,
* that is returned by const reference or pointer
*
* return_value_policy<return_by_value> when returning either a simple data type or a temporary object
* in a function that will go out of scope after being returned
*
* return_internal_reference<> when returning an object or data that is a member of the object
* on which the function is called (and shares its lifetime)
*
* return_value_policy<reference_existing_object> when returning an object from a non-member function, or a
* member function where the returned object's lifetime is not
* fixed to the lifetime of the object on which the function is
* called
*/
void WrapEmpire() {
py::to_python_converter<std::pair<int, int>, PairToTupleConverter<int, int>>();
py::to_python_converter<std::pair<float, int>, PairToTupleConverter<float, int>>();
py::class_<std::map<std::pair<int, int>, int>>("IntIntPairIntMap")
.def(py::map_indexing_suite<std::map<std::pair<int, int>, int>, true>())
;
py::class_<std::vector<std::pair<int, int>>>("IntIntPairVec")
.def(py::vector_indexing_suite<std::vector<std::pair<int, int>>, true>())
;
py::class_<std::vector<UnlockableItem>>("UnlockableItemVec")
.def(py::vector_indexing_suite<std::vector<UnlockableItem>, true>())
;
::FreeOrionPython::SetWrapper<std::set<std::set<int>>>::Wrap("IntSetSet");
::FreeOrionPython::SetWrapper<std::set<int>>::Wrap("IntSet");
::FreeOrionPython::SetWrapper<std::set<std::string>>::Wrap("StringSet");
py::class_<std::map<std::string, int>>("StringIntMap")
.def(py::map_indexing_suite<std::map<std::string, int>, true>())
;
py::class_<std::map<int, std::string>>("IntStringMap")
.def(py::map_indexing_suite<std::map<int, std::string>, true>())
;
py::class_<std::map<std::string, std::map<int, std::string>>>("StringIntStringMapMap")
.def(py::map_indexing_suite<std::map<std::string, std::map<int, std::string>>, true>())
;
py::class_<std::map<int, float>>("IntFloatMap")
.def(py::map_indexing_suite<std::map<int, float>, true>())
;
py::class_<std::map<int, float>>("IntIntMap")
.def(py::map_indexing_suite<std::map<int, float>, true>())
;
py::class_<std::map<std::set<int>, float>>("IntSetFloatMap")
.def(py::map_indexing_suite<std::map<std::set<int>, float>, true>())
;
///////////////////
// Empire //
///////////////////
py::class_<Empire, boost::noncopyable>("empire", py::no_init)
.add_property("name", make_function(&Empire::Name, py::return_value_policy<py::copy_const_reference>()))
.add_property("playerName", make_function(&Empire::PlayerName, py::return_value_policy<py::copy_const_reference>()))
.add_property("empireID", &Empire::EmpireID)
.add_property("capitalID", &Empire::CapitalID)
.add_property("colour", +[](const Empire& empire) { EmpireColor color = empire.Color(); return py::make_tuple(std::get<0>(color), std::get<1>(color), std::get<2>(color), std::get<3>(color)); })
.def("buildingTypeAvailable", &Empire::BuildingTypeAvailable)
.add_property("availableBuildingTypes", +[](const Empire& empire) { return ToVec(empire.AvailableBuildingTypes()); })
.add_property("totalShipsOwned", make_function(&Empire::TotalShipsOwned, py::return_value_policy<py::return_by_value>()))
.def("shipDesignAvailable", +[](const Empire& empire, int id) -> bool { return empire.ShipDesignAvailable(id, GetUniverse()); })
.add_property("allShipDesigns", make_function(&Empire::ShipDesigns, py::return_value_policy<py::return_by_value>()))
.add_property("availableShipDesigns", +[](const Empire& empire) -> std::set<int> { auto temp{empire.AvailableShipDesigns(GetUniverse())}; return {temp.begin(), temp.end()}; })
.add_property("availableShipParts", +[](const Empire& empire) { return ToVec(empire.AvailableShipParts()); })
.add_property("availableShipHulls", +[](const Empire& empire) { return ToVec(empire.AvailableShipHulls()); })
.add_property("productionQueue", make_function(&Empire::GetProductionQueue, py::return_internal_reference<>()))
.def("productionCostAndTime", +[](const Empire& empire, const ProductionQueue::Element& element) -> std::pair<float, int> { return element.ProductionCostAndTime(ScriptingContext{}); },
py::return_value_policy<py::return_by_value>())
.add_property("planetsWithAvailablePP", make_function(
PlanetsWithAvailablePP,
py::return_value_policy<py::return_by_value>()
))
.add_property("planetsWithAllocatedPP", make_function(
PlanetsWithAllocatedPP,
py::return_value_policy<py::return_by_value>()
))
.add_property("planetsWithWastedPP", make_function(
PlanetsWithWastedPP,
py::return_value_policy<py::return_by_value>()
))
.def("techResearched", &Empire::TechResearched)
.add_property("availableTechs", make_function(
ResearchedTechNames,
py::return_value_policy<py::return_by_value>()
))
.def("getTechStatus", &Empire::GetTechStatus)
.def("researchProgress", +[](const Empire& e, const std::string& tech) { return e.ResearchProgress(tech, ScriptingContext{}); })
.add_property("researchQueue", make_function(&Empire::GetResearchQueue, py::return_internal_reference<>()))
.def("policyAdopted", +[](const Empire& e, const std::string& policy) { return e.PolicyAdopted(policy); })
.def("turnPolicyAdopted", +[](const Empire& e, const std::string& policy) { return e.TurnPolicyAdopted(policy); })
.def("slotPolicyAdoptedIn", +[](const Empire& e, const std::string& policy) { return e.SlotPolicyAdoptedIn(policy); })
.add_property("adoptedPolicies", make_function(
+[](const Empire& e)
{ return ViewVecToStringVec(e.AdoptedPolicies()); },
py::return_value_policy<py::return_by_value>()
))
.add_property("categoriesSlotPolicies", make_function(
+[](const Empire& e) -> std::map<std::string, std::map<int, std::string>> {
std::map<std::string, std::map<int, std::string>> retval;
for (auto& [cat, slots_policies] : e.CategoriesSlotsPoliciesAdopted())
for (auto& [slot, policy] : slots_policies)
retval[std::string{cat}].emplace(slot, policy);
return retval;
},
py::return_value_policy<py::return_by_value>()
))
.add_property("turnsPoliciesAdopted", make_function(
+[](const Empire& e)
{ return ViewMapToStringMap(e.TurnsPoliciesAdopted()); },
py::return_value_policy<py::return_by_value>()
))
.add_property("availablePolicies", make_function(
+[](const Empire& e)
{
const auto& ap = e.AvailablePolicies();
return std::set<std::string>(ap.begin(), ap.end());
},
py::return_value_policy<py::return_by_value>()))
.def("policyAvailable", +[](const Empire& e, const std::string& policy) { return e.PolicyAvailable(policy); })
.def("policyPrereqsAndExclusionsOK", +[](const Empire& e, const std::string& policy) { return e.PolicyPrereqsAndExclusionsOK(policy, CurrentTurn()); })
.add_property("totalPolicySlots", make_function(
+[](const Empire& e) -> std::map<std::string, int>
{ return ViewVecToStringMap(e.TotalPolicySlots()); },
py::return_value_policy<py::return_by_value>()
))
.add_property("emptyPolicySlots", make_function(
+[](const Empire& e) -> std::map<std::string, int>
{ return ViewVecToStringMap(e.EmptyPolicySlots()); },
py::return_value_policy<py::return_by_value>()
))
.def("canBuild", +[](const Empire& empire, BuildType build_type, const std::string& name, int location) -> bool { return empire.ProducibleItem(build_type, name, location, ScriptingContext{}); })
.def("canBuild", +[](const Empire& empire, BuildType build_type, int design, int location) -> bool { return empire.ProducibleItem(build_type, design, location, ScriptingContext{}); })
.def("hasExploredSystem", &Empire::HasExploredSystem)
.add_property("exploredSystemIDs", +[](const Empire& empire) { return ToVec(empire.ExploredSystems()); })
.add_property("eliminated", &Empire::Eliminated)
.add_property("won", &Empire::Won)
.add_property("productionPoints", make_function(&Empire::ProductionPoints, py::return_value_policy<py::return_by_value>()))
.def("resourceStockpile", &Empire::ResourceStockpile)
.def("resourceProduction", &Empire::ResourceOutput)
.def("resourceAvailable", &Empire::ResourceAvailable)
.def("population", &Empire::Population)
.def("preservedLaneTravel", &Empire::PreservedLaneTravel)
.add_property("fleetSupplyableSystemIDs", make_function(
+[](const Empire& empire) -> const std::set<int>& { return GetSupplyManager().FleetSupplyableSystemIDs(empire.EmpireID()); },
py::return_value_policy<py::copy_const_reference>()
))
.add_property("supplyUnobstructedSystems", make_function(&Empire::SupplyUnobstructedSystems, py::return_internal_reference<>()))
.add_property("systemSupplyRanges", make_function(&Empire::SystemSupplyRanges, py::return_internal_reference<>()))
.add_property("resourceSupplyGroups", make_function(
+[](const Empire& empire) -> const std::set<std::set<int>>& { return GetSupplyManager().ResourceSupplyGroups(empire.EmpireID()); },
py::return_value_policy<py::copy_const_reference>()
))
.def("obstructedStarlanes", obstructedStarlanes,
py::return_value_policy<py::return_by_value>())
.def("supplyProjections", jumpsToSuppliedSystem,
py::return_value_policy<py::return_by_value>(),
"Returns the (negative) number of jumps (int) away each known system ID (int) is from this empire's supply network. 0 in dicates systems that are fleet supplied. -1 indicates a system that is 1 jump away from a supplied system. -4 indicates a system that is 4 jumps from a supply connection.")
.def("getMeter", +[](const Empire& empire, const std::string& name) -> const Meter* { return empire.GetMeter(name); },
py::return_internal_reference<>(),
"Returns the empire meter with the indicated name (string).")
.add_property("lastTurnReceived", &Empire::LastTurnReceived);
;
//////////////////////
// Production Queue //
//////////////////////
py::class_<ProductionQueue::Element>("productionQueueElement", py::no_init)
.add_property("name", make_function(
+[](const ProductionQueue::Element& element) -> const std::string& { return element.item.name; },
py::return_value_policy<py::copy_const_reference>()
))
.add_property("designID", make_function(
+[](const ProductionQueue::Element& element) -> int { return element.item.design_id; },
py::return_value_policy<py::return_by_value>()
))
.add_property("buildType", make_function(
+[](const ProductionQueue::Element& element) -> BuildType { return element.item.build_type; },
py::return_value_policy<py::return_by_value>()
))
.add_property("locationID", &ProductionQueue::Element::location)
.add_property("allocation", &ProductionQueue::Element::allocated_pp)
.add_property("progress", &ProductionQueue::Element::progress)
.add_property("turnsLeft", &ProductionQueue::Element::turns_left_to_completion)
.add_property("remaining", &ProductionQueue::Element::remaining)
.add_property("blocksize", &ProductionQueue::Element::blocksize)
.add_property("paused", &ProductionQueue::Element::paused)
.add_property("removed", &ProductionQueue::Element::to_be_removed)
.add_property("allowedStockpile", &ProductionQueue::Element::allowed_imperial_stockpile_use)
;
py::class_<ProductionQueue, boost::noncopyable>("productionQueue", py::no_init)
.def("__iter__", py::iterator<ProductionQueue>()) // ProductionQueue provides STL container-like interface to contained queue
.def("__getitem__", +[](const ProductionQueue& queue, int index) -> const ProductionQueue::Element& { return queue[index]; },
py::return_internal_reference<>())
.def("__len__", &ProductionQueue::size)
.add_property("size", &ProductionQueue::size)
.add_property("empty", &ProductionQueue::empty)
.add_property("totalSpent", &ProductionQueue::TotalPPsSpent)
.add_property("empireID", &ProductionQueue::EmpireID)
.add_property("allocatedPP", +[](const ProductionQueue& p) -> std::map<std::set<int>, float> { return MapFlatSetFloatToMapSetFloat(p.AllocatedPP()); })
;
////////////////////
// Research Queue //
////////////////////
py::class_<ResearchQueue::Element>("researchQueueElement", py::no_init)
.def_readonly("tech", &ResearchQueue::Element::name)
.def_readonly("allocation", &ResearchQueue::Element::allocated_rp)
.def_readonly("turnsLeft", &ResearchQueue::Element::turns_left)
;
py::class_<ResearchQueue, boost::noncopyable>("researchQueue", py::no_init)
.def("__iter__", py::iterator<ResearchQueue>()) // ResearchQueue provides STL container-like interface to contained queue
.def("__getitem__", &ResearchQueue::operator[], py::return_internal_reference<>())
.def("__len__", &ResearchQueue::size)
.add_property("size", &ResearchQueue::size)
.add_property("empty", &ResearchQueue::empty)
.def("inQueue", &ResearchQueue::InQueue)
.def("__contains__", +[](const ResearchQueue* queue, const ResearchQueue::Element& element) -> bool { return queue->InQueue(element.name); },
py::return_value_policy<py::return_by_value>())
.add_property("totalSpent", &ResearchQueue::TotalRPsSpent)
.add_property("empireID", &ResearchQueue::EmpireID)
;
//////////////////
// Tech //
//////////////////
py::class_<Tech, boost::noncopyable>("tech", py::no_init)
.add_property("name", make_function(&Tech::Name, py::return_value_policy<py::copy_const_reference>()))
.add_property("description", make_function(&Tech::Description, py::return_value_policy<py::copy_const_reference>()))
.add_property("shortDescription", make_function(&Tech::ShortDescription, py::return_value_policy<py::copy_const_reference>()))
.add_property("category", make_function(&Tech::Category, py::return_value_policy<py::copy_const_reference>()))
.def("researchCost", +[](const Tech& t, int empire_id) { return t.ResearchCost(empire_id, ScriptingContext{}); })
.def("perTurnCost", +[](const Tech& t, int empire_id) { return t.PerTurnCost(empire_id, ScriptingContext{}); })
.def("researchTime", +[](const Tech& t, int empire_id) { return t.ResearchTime(empire_id, ScriptingContext{}); })
.add_property("prerequisites", make_function(&Tech::Prerequisites, py::return_internal_reference<>()))
.add_property("unlockedTechs", make_function(&Tech::UnlockedTechs, py::return_internal_reference<>()))
.add_property("unlockedItems", make_function(&Tech::UnlockedItems, py::return_internal_reference<>()))
.def("recursivePrerequisites", +[](const Tech& tech, int empire_id) -> std::vector<std::string> { return GetTechManager().RecursivePrereqs(tech.Name(), empire_id, ScriptingContext{}); },
py::return_value_policy<py::return_by_value>())
;
def("getTech", +[](const std::string& name) -> const Tech* { return GetTech(name); },
py::return_value_policy<py::reference_existing_object>(),
"Returns the tech (Tech) with the indicated name (string).");
def("getTechCategories",
+[]() -> std::vector<std::string> { return ViewVecToStringVec(GetTechManager().CategoryNames()); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all tech categories (StringVec).");
def("techs",
+[]() -> std::vector<std::string> { return ViewVecToStringVec(GetTechManager().TechNames()); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all techs (StringVec).");
def("techsInCategory",
+[](const std::string& category) -> std::vector<std::string> { return ViewVecToStringVec(GetTechManager().TechNames(category)); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all techs (StringVec) in the indicated tech category name (string).");
py::class_<UnlockableItem>("UnlockableItem", py::init<UnlockableItemType, const std::string&>())
.add_property("type", &UnlockableItem::type)
.add_property("name", &UnlockableItem::name)
;
//////////////////
// Policy //
//////////////////
py::class_<Policy, boost::noncopyable>("policy", py::no_init)
.add_property("name", make_function(&Policy::Name, py::return_value_policy<py::copy_const_reference>()))
.add_property("description", make_function(&Policy::Description, py::return_value_policy<py::copy_const_reference>()))
.add_property("shortDescription", make_function(&Policy::ShortDescription, py::return_value_policy<py::copy_const_reference>()))
.add_property("category", make_function(&Policy::Category, py::return_value_policy<py::copy_const_reference>()))
.def("adoptionCost", +[](const Policy& p) { return p.AdoptionCost(AppEmpireID(), ScriptingContext{}); })
.def("adoptionCost", +[](const Policy& p, const Empire& empire) { return p.AdoptionCost(empire.EmpireID(), ScriptingContext{}); })
.def("adoptionCost", +[](const Policy& p, int empire_id) { return p.AdoptionCost(empire_id, ScriptingContext{}); })
;
def("getPolicy",
+[](const std::string& name) { return GetPolicy(name); },
py::return_value_policy<py::reference_existing_object>(),
"Returns the policy (Policy) with the indicated name (string).");
def("policyCategories",
+[]() -> std::vector<std::string> { return ViewVecToStringVec(GetPolicyManager().PolicyCategories()); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all policy categories (StringVec).");
def("policies",
+[]() -> std::vector<std::string> { return ViewVecToStringVec(GetPolicyManager().PolicyNames()); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all policies (StringVec).");
def("policiesInCategory",
+[](const std::string& category) -> std::vector<std::string> { return ViewVecToStringVec(GetPolicyManager().PolicyNames(category)); },
py::return_value_policy<py::return_by_value>(),
"Returns the names of all policies (StringVec) in the"
" indicated policy category name (string).");
///////////////////////
// DiplomaticMessage //
///////////////////////
py::class_<DiplomaticMessage>("diplomaticMessage")
.def(py::init<int, int, DiplomaticMessage::Type>())
.add_property("type", &DiplomaticMessage::GetType)
.add_property("recipient", &DiplomaticMessage::RecipientEmpireID)
.add_property("sender", &DiplomaticMessage::SenderEmpireID)
;
////////////////////////////
// DiplomaticStatusUpdate //
////////////////////////////
py::class_<DiplomaticStatusUpdateInfo>("diplomaticStatusUpdate")
.def(py::init<int, int, DiplomaticStatus>())
.add_property("status", &DiplomaticStatusUpdateInfo::diplo_status)
.add_property("empire1", &DiplomaticStatusUpdateInfo::empire1_id)
.add_property("empire2", &DiplomaticStatusUpdateInfo::empire2_id)
;
}
}
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