Beispiel #1
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def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    system_id = fleet_a.systemID
    if fleet_b.systemID != system_id:
        return 0
    remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
    transferred_rating = 0
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
        remaining_rating = CombatRatingsAI.rating_needed(remaining_rating, this_rating)
        if remaining_rating < leave_rating:  # merging this would leave old fleet under minimum rating, try other ships.
            continue
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating = CombatRatingsAI.combine_ratings(transferred_rating, this_rating)
        else:
            print "  *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
                ship_id, fleet_a_id, fleet_b_id, (" context is %s" % context) if context else "")
        if need_rating != 0 and need_rating <= transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
        foAI.foAIstate.delete_fleet_info(fleet_a_id)
    foAI.foAIstate.update_fleet_rating(fleet_b_id)
Beispiel #2
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def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
    debug("Merging fleet %s into %s", TargetFleet(fleet_a_id), TargetFleet(fleet_b_id))
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    system_id = fleet_a.systemID
    if fleet_b.systemID != system_id:
        return 0

    # TODO: Should this rate against specific enemy?
    remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
    transferred_rating = 0
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
        remaining_rating = CombatRatingsAI.rating_needed(remaining_rating, this_rating)
        if remaining_rating < leave_rating:  # merging this would leave old fleet under minimum rating, try other ships.
            continue
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating = CombatRatingsAI.combine_ratings(transferred_rating, this_rating)
        else:
            debug("  *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
                ship_id, fleet_a_id, fleet_b_id, (" context is %s" % context) if context else ""))
        if need_rating != 0 and need_rating <= transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    aistate = get_aistate()
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
        aistate.delete_fleet_info(fleet_a_id)
    aistate.update_fleet_rating(fleet_b_id)
Beispiel #3
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def merge_fleet_a_into_b(fleetA_ID, fleetB_ID, leaveRating=0, needRating=0, context=""):
    universe = fo.getUniverse()
    fleetA = universe.getFleet(fleetA_ID)
    sysID=fleetA.systemID
    fleetB = universe.getFleet(fleetB_ID)
    if not fleetA or not fleetB:
        return 0
    success = True
    initRating = foAI.foAIstate.get_rating(fleetA_ID)
    remainingRating = initRating.copy()
    transferredRating = 0
    transferredAttack=0
    transferredHealth=0
    BHasMonster=False
    for shipID in fleetB.shipIDs:
        thisShip=universe.getShip(shipID)
        if not thisShip:
            continue
        if thisShip.isMonster:
            BHasMonster = True
            break
    for shipID in fleetA.shipIDs:
        thisShip=universe.getShip(shipID)
        if (not thisShip) or ( thisShip.isMonster != BHasMonster ) :
            continue
        stats = foAI.foAIstate.get_design_id_stats(thisShip.designID)
        thisRating = stats['attack'] * ( stats['structure'] + stats['shields'] )
        if (remainingRating['attack'] -stats['attack'])*(remainingRating['health'] -( stats['structure'] + stats['shields'] )) < leaveRating:
            continue
        #remainingRating -= thisRating
        remainingRating['attack'] -= stats['attack']
        remainingRating['health'] -= ( stats['structure'] + stats['shields'] )
        thisSuccess = ( fo.issueFleetTransferOrder(shipID, fleetB_ID) )#returns a zero if transfer failure
        if thisSuccess:
            transferredRating += thisRating
            transferredAttack += stats['attack']
            transferredHealth += ( stats['structure'] + stats['shields'] )
        else:
            print "\t\t\t\t *** attempted transfer of ship %4d, formerly of fleet %4d, into fleet %4d with result %d; %s"%(shipID, fleetA_ID, fleetB_ID, thisSuccess, [" context is %s"%context, ""][context==""])
        success = success and thisSuccess
        if needRating !=0 and needRating <= transferredAttack*transferredHealth:  #transferredRating:
            break
    fleetA = universe.getFleet(fleetA_ID)
    if (not fleetA) or fleetA.empty or fleetA_ID in universe.destroyedObjectIDs(fo.empireID()):
        #print "\t\t\t\t\tdeleting fleet info for old fleet %d after transfers into fleet %d"%(fleetA_ID, fleetB_ID)
        foAI.foAIstate.delete_fleet_info(fleetA_ID)
    else:
        newARating = foAI.foAIstate.update_fleet_rating(fleetA_ID)
        if success : #and ( newARating==remainingRating) :
            #print "\t\t\t\t\t\t\%d rating from fleet %d successfully transferred to fleet %d, leaving %d"%(transferredAttack*transferredHealth, fleetA_ID, fleetB_ID, newARating['overall'])
            pass
        else:
            #print "\t\t\t\t\t\t transfer of %d rating from fleet %d to fleet %d was attempted but appears to have had problems, leaving %d"%(transferredAttack*transferredHealth, fleetA_ID, fleetB_ID, newARating['overall'])
            pass
    foAI.foAIstate.update_fleet_rating(fleetB_ID)
    return transferredAttack*transferredHealth, transferredAttack, transferredHealth
Beispiel #4
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def merge_fleet_a_into_b(fleet_a_id,
                         fleet_b_id,
                         leave_rating=0,
                         need_rating=0,
                         context=""):
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    success = True
    init_rating = foAI.foAIstate.get_rating(fleet_a_id)
    remaining_rating = init_rating.copy()
    transferred_rating = 0
    transferred_attack = 0
    transferred_health = 0
    b_has_monster = False
    for ship_id in fleet_b.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        if this_ship.isMonster:
            b_has_monster = True
            break
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship or this_ship.isMonster != b_has_monster:
            continue
        stats = foAI.foAIstate.get_design_id_stats(this_ship.designID)
        this_rating = stats['attack'] * (stats['structure'] + stats['shields'])
        if (remaining_rating['attack'] - stats['attack']) * (
                remaining_rating['health'] -
            (stats['structure'] + stats['shields'])) < leave_rating:
            continue
        # remaining_rating -= this_rating
        remaining_rating['attack'] -= stats['attack']
        remaining_rating['health'] -= stats['structure'] + stats['shields']
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating += this_rating
            transferred_attack += stats['attack']
            transferred_health += stats['structure'] + stats['shields']
        else:
            print "  *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
                ship_id, fleet_a_id, fleet_b_id,
                [" context is %s" % context, ""][context == ""])
        success = success and transferred
        if need_rating != 0 and need_rating <= transferred_attack * transferred_health:  # transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(
            fo.empireID()):
        foAI.foAIstate.delete_fleet_info(fleet_a_id)
    foAI.foAIstate.update_fleet_rating(fleet_b_id)
    return transferred_attack * transferred_health, transferred_attack, transferred_health
Beispiel #5
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def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    success = True
    init_rating = foAI.foAIstate.get_rating(fleet_a_id)
    remaining_rating = init_rating.copy()
    transferred_rating = 0
    transferred_attack = 0
    transferred_health = 0
    b_has_monster = False
    for ship_id in fleet_b.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        if this_ship.isMonster:
            b_has_monster = True
            break
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship or this_ship.isMonster != b_has_monster:
            continue
        stats = foAI.foAIstate.get_design_id_stats(this_ship.designID)
        this_rating = stats['attack'] * (stats['structure'] + stats['shields'])
        if (remaining_rating['attack'] - stats['attack']) * (remaining_rating['health'] - (stats['structure'] + stats['shields'])) < leave_rating:
            continue
        # remaining_rating -= this_rating
        remaining_rating['attack'] -= stats['attack']
        remaining_rating['health'] -= stats['structure'] + stats['shields']
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating += this_rating
            transferred_attack += stats['attack']
            transferred_health += stats['structure'] + stats['shields']
        else:
            print "  *** attempted transfer of ship %4d, formerly of fleet %4d, into fleet %4d with result %d; %s" % (
                ship_id, fleet_a_id, fleet_b_id, transferred, [" context is %s" % context, ""][context == ""])
        success = success and transferred
        if need_rating != 0 and need_rating <= transferred_attack * transferred_health:  # transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
        foAI.foAIstate.delete_fleet_info(fleet_a_id)
    foAI.foAIstate.update_fleet_rating(fleet_b_id)
    return transferred_attack * transferred_health, transferred_attack, transferred_health
Beispiel #6
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def merge_fleet_a_into_b(fleet_a_id,
                         fleet_b_id,
                         leave_rating=0,
                         need_rating=0,
                         context=""):
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
    transferred_rating = 0
    b_has_monster = False
    for ship_id in fleet_b.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        if this_ship.isMonster:
            b_has_monster = True
            break
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship or this_ship.isMonster != b_has_monster:  # TODO Is there any reason for the monster check?
            continue
        this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
        remaining_rating = CombatRatingsAI.rating_needed(
            remaining_rating, this_rating)
        if remaining_rating < leave_rating:  # merging this would leave old fleet under minimum rating, try other ships.
            continue
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating = CombatRatingsAI.combine_ratings(
                transferred_rating, this_rating)
        else:
            print "  *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
                ship_id, fleet_a_id, fleet_b_id,
                (" context is %s" % context) if context else "")
        if need_rating != 0 and need_rating <= transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(
            fo.empireID()):
        foAI.foAIstate.delete_fleet_info(fleet_a_id)
    foAI.foAIstate.update_fleet_rating(fleet_b_id)
Beispiel #7
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def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
    universe = fo.getUniverse()
    fleet_a = universe.getFleet(fleet_a_id)
    fleet_b = universe.getFleet(fleet_b_id)
    if not fleet_a or not fleet_b:
        return 0
    remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
    transferred_rating = 0
    b_has_monster = False
    for ship_id in fleet_b.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship:
            continue
        if this_ship.isMonster:
            b_has_monster = True
            break
    for ship_id in fleet_a.shipIDs:
        this_ship = universe.getShip(ship_id)
        if not this_ship or this_ship.isMonster != b_has_monster:  # TODO Is there any reason for the monster check?
            continue
        this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
        remaining_rating = CombatRatingsAI.rating_needed(remaining_rating, this_rating)
        if remaining_rating < leave_rating:  # merging this would leave old fleet under minimum rating, try other ships.
            continue
        transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
        if transferred:
            transferred_rating = CombatRatingsAI.combine_ratings(transferred_rating, this_rating)
        else:
            print "  *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
                ship_id, fleet_a_id, fleet_b_id, [" context is %s" % context, ""][context == ""])
        if need_rating != 0 and need_rating <= transferred_rating:
            break
    fleet_a = universe.getFleet(fleet_a_id)
    if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
        foAI.foAIstate.delete_fleet_info(fleet_a_id)
    foAI.foAIstate.update_fleet_rating(fleet_b_id)