Beispiel #1
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def send_invasion_fleets(fleet_ids, evaluated_planets, mission_type):
    """sends a list of invasion fleets to a list of planet_value_pairs"""
    if not fleet_ids:
        return

    universe = fo.getUniverse()
    invasion_fleet_pool = set(fleet_ids)

    for planet_id, pscore, ptroops in evaluated_planets:
        if pscore < MIN_INVASION_SCORE:
            continue
        planet = universe.getPlanet(planet_id)
        if not planet:
            continue
        sys_id = planet.systemID
        found_fleets = []
        found_stats = {}
        min_stats = {"troopCapacity": ptroops}
        target_stats = {
            "troopCapacity": ptroops + _TROOPS_SAFETY_MARGIN,
            "target_system": TargetSystem(sys_id),
        }
        these_fleets = FleetUtilsAI.get_fleets_for_mission(
            target_stats,
            min_stats,
            found_stats,
            starting_system=sys_id,
            fleet_pool_set=invasion_fleet_pool,
            fleet_list=found_fleets,
        )
        if not these_fleets:
            if not FleetUtilsAI.stats_meet_reqs(found_stats, min_stats):
                debug(
                    "Insufficient invasion troop allocation for system %d ( %s ) -- requested %s , found %s"
                    % (sys_id, universe.getSystem(sys_id).name, min_stats,
                       found_stats))
                invasion_fleet_pool.update(found_fleets)
                continue
            else:
                these_fleets = found_fleets
        target = TargetPlanet(planet_id)
        debug("assigning invasion fleets %s to target %s" %
              (these_fleets, target))
        if target.get_object().currentMeterValue(
                fo.meterType.maxShield) > 0.0 and not secure_system(
                    sys_id, True):
            continue
        aistate = get_aistate()
        for fleetID in these_fleets:
            fleet_mission = aistate.get_fleet_mission(fleetID)
            fleet_mission.clear_fleet_orders()
            fleet_mission.clear_target()
            fleet_mission.set_target(mission_type, target)
        # cannot wait for next turn, else the secure mission may be abandoned
        if these_fleets and sys_id not in AIstate.invasionTargetedSystemIDs:
            AIstate.invasionTargetedSystemIDs.append(sys_id)
Beispiel #2
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def get_invasion_targeted_planet_ids(planet_ids, mission_type):
    invasion_feet_missions = get_aistate().get_fleet_missions_with_any_mission_types([mission_type])
    targeted_planets = []
    for pid in planet_ids:
        # add planets that are target of a mission
        for mission in invasion_feet_missions:
            target = TargetPlanet(pid)
            if mission.has_target(mission_type, target):
                targeted_planets.append(pid)
    return targeted_planets
Beispiel #3
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def assign_invasion_bases():
    """Assign our troop bases to invasion targets."""
    universe = fo.getUniverse()
    all_troopbase_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_INVASION)
    available_troopbase_fleet_ids = set(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_troopbase_fleet_ids))

    aistate = get_aistate()
    for fid in list(available_troopbase_fleet_ids):
        if fid not in available_troopbase_fleet_ids:  # entry may have been discarded in previous loop iterations
            continue
        fleet = universe.getFleet(fid)
        if not fleet:
            continue
        sys_id = fleet.systemID
        system = universe.getSystem(sys_id)
        available_planets = set(system.planetIDs).intersection(set(aistate.qualifyingTroopBaseTargets.keys()))
        debug("Considering Base Troopers in %s, found planets %s and registered targets %s with status %s" % (
            system.name, list(system.planetIDs), available_planets,
            [(pid, aistate.qualifyingTroopBaseTargets[pid]) for pid in available_planets]))
        targets = [pid for pid in available_planets if aistate.qualifyingTroopBaseTargets[pid][1] != -1]
        if not targets:
            debug("Failure: found no valid target for troop base in system %s" % system)
            continue
        status = aistate.systemStatus.get(sys_id, {})
        local_base_troops = set(status.get('myfleets', [])).intersection(available_troopbase_fleet_ids)

        target_id = INVALID_ID
        best_score = -1
        target_troops = 0
        for pid, (p_score, p_troops) in assign_invasion_values(targets).items():
            if p_score > best_score:
                best_score = p_score
                target_id = pid
                target_troops = p_troops
        if target_id == INVALID_ID:
            continue
        local_base_troops.discard(fid)
        found_fleets = []
        troops_needed = max(0, target_troops - FleetUtilsAI.count_troops_in_fleet(fid))
        found_stats = {}
        min_stats = {'rating': 0, 'troopCapacity': troops_needed}
        target_stats = {'rating': 10, 'troopCapacity': troops_needed + _TROOPS_SAFETY_MARGIN}

        FleetUtilsAI.get_fleets_for_mission(target_stats, min_stats, found_stats,
                                            starting_system=sys_id, fleet_pool_set=local_base_troops,
                                            fleet_list=found_fleets)
        for fid2 in found_fleets:
            FleetUtilsAI.merge_fleet_a_into_b(fid2, fid)
            available_troopbase_fleet_ids.discard(fid2)
        available_troopbase_fleet_ids.discard(fid)
        aistate.qualifyingTroopBaseTargets[target_id][1] = -1  # TODO: should probably delete
        target = TargetPlanet(target_id)
        fleet_mission = aistate.get_fleet_mission(fid)
        fleet_mission.set_target(MissionType.ORBITAL_INVASION, target)
Beispiel #4
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def send_invasion_fleets(fleet_ids, evaluated_planets, mission_type):
    """sends a list of invasion fleets to a list of planet_value_pairs"""
    if not fleet_ids:
        return

    universe = fo.getUniverse()
    invasion_fleet_pool = set(fleet_ids)

    for planet_id, pscore, ptroops in evaluated_planets:
        if pscore < MIN_INVASION_SCORE:
            continue
        planet = universe.getPlanet(planet_id)
        if not planet:
            continue
        sys_id = planet.systemID
        found_fleets = []
        found_stats = {}
        min_stats = {"rating": 0, "troopCapacity": ptroops}
        target_stats = {
            "rating": 10,
            "troopCapacity": ptroops + _TROOPS_SAFETY_MARGIN,
            "target_system": TargetSystem(sys_id),
        }
        these_fleets = FleetUtilsAI.get_fleets_for_mission(
            target_stats,
            min_stats,
            found_stats,
            starting_system=sys_id,
            fleet_pool_set=invasion_fleet_pool,
            fleet_list=found_fleets,
        )
        if not these_fleets:
            if not FleetUtilsAI.stats_meet_reqs(found_stats, min_stats):
                debug(
                    "Insufficient invasion troop allocation for system %d ( %s ) -- requested %s , found %s"
                    % (sys_id, universe.getSystem(sys_id).name, min_stats,
                       found_stats))
                invasion_fleet_pool.update(found_fleets)
                continue
            else:
                these_fleets = found_fleets
        target = TargetPlanet(planet_id)
        debug("assigning invasion fleets %s to target %s" %
              (these_fleets, target))
        aistate = get_aistate()
        for fleetID in these_fleets:
            fleet_mission = aistate.get_fleet_mission(fleetID)
            fleet_mission.clear_fleet_orders()
            fleet_mission.clear_target()
            fleet_mission.set_target(mission_type, target)
Beispiel #5
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    def assign_base(self, fleet_id: int) -> bool:
        """
        Assign an outpost base fleet to execute the plan.

        It is expected that the fleet consists of only that one outpost base.

        :return: True on success, False on failure
        """
        if self.base_assigned:
            warning("Assigned a base to a plan that was already assigned a base to.")
            return False
        # give orders to perform the mission
        target = TargetPlanet(self.target)
        fleet_mission = get_aistate().get_fleet_mission(fleet_id)
        fleet_mission.set_target(MissionType.ORBITAL_OUTPOST, target)
        self.fleet_id = fleet_id
        return True
Beispiel #6
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def get_targeted_planet_ids(planet_ids: Sequence[PlanetId],
                            mission_type: MissionType) -> List[PlanetId]:
    """Find the planets that are targets of the specified mission type.

    :param planet_ids: planets to be queried
    :param mission_type:
    :return: Subset of *planet_ids* targeted by *mission_type*
    """
    selected_fleet_missions = get_aistate(
    ).get_fleet_missions_with_any_mission_types([mission_type])
    targeted_planets = []
    for planet_id in planet_ids:
        # add planets that are target of a mission
        for fleet_mission in selected_fleet_missions:
            ai_target = TargetPlanet(planet_id)
            if fleet_mission.has_target(mission_type, ai_target):
                targeted_planets.append(planet_id)
    return targeted_planets
Beispiel #7
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    def _check_retarget_invasion(self):
        """checks if an invasion mission should be retargeted"""
        universe = fo.getUniverse()
        empire_id = fo.empireID()
        fleet_id = self.fleet.id
        fleet = universe.getFleet(fleet_id)
        if fleet.systemID == INVALID_ID:
            # next_loc = fleet.nextSystemID
            return  # TODO: still check
        system = universe.getSystem(fleet.systemID)
        if not system:
            return
        orders = self.orders
        last_sys_target = INVALID_ID
        if orders:
            last_sys_target = orders[-1].target.id
        if last_sys_target == fleet.systemID:
            return  # TODO: check for best local target
        open_targets = []
        already_targeted = InvasionAI.get_invasion_targeted_planet_ids(
            system.planetIDs, MissionType.INVASION)
        aistate = get_aistate()
        for pid in system.planetIDs:
            if pid in already_targeted or (
                    pid in aistate.qualifyingTroopBaseTargets):
                continue
            planet = universe.getPlanet(pid)
            if planet.unowned or (planet.owner == empire_id):
                continue
            if (planet.initialMeterValue(fo.meterType.shield)) <= 0:
                open_targets.append(pid)
        if not open_targets:
            return
        troops_in_fleet = FleetUtilsAI.count_troops_in_fleet(fleet_id)
        target_id = INVALID_ID
        best_score = -1
        target_troops = 0
        #
        for pid, rating in InvasionAI.assign_invasion_values(
                open_targets).items():
            p_score, p_troops = rating
            if p_score > best_score:
                if p_troops >= troops_in_fleet:
                    continue
                best_score = p_score
                target_id = pid
                target_troops = p_troops
        if target_id == INVALID_ID:
            return

        debug("\t Splitting and retargetting fleet %d" % fleet_id)
        new_fleets = FleetUtilsAI.split_fleet(fleet_id)
        self.clear_target()  # TODO: clear from foAIstate
        self.clear_fleet_orders()
        troops_needed = max(
            0, target_troops - FleetUtilsAI.count_troops_in_fleet(fleet_id))
        min_stats = {'rating': 0, 'troopCapacity': troops_needed}
        target_stats = {'rating': 10, 'troopCapacity': troops_needed}
        found_fleets = []
        # TODO check if next statement does not mutate any global states and can be removed

        _ = FleetUtilsAI.get_fleets_for_mission(
            target_stats,
            min_stats,
            {},
            starting_system=fleet.systemID,  # noqa: F841
            fleet_pool_set=set(new_fleets),
            fleet_list=found_fleets)
        for fid in found_fleets:
            FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id)
        target = TargetPlanet(target_id)
        self.set_target(MissionType.INVASION, target)
        self.generate_fleet_orders()
Beispiel #8
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def send_colony_ships(colony_fleet_ids, evaluated_planets, mission_type):
    """sends a list of colony ships to a list of planet_value_pairs"""
    fleet_pool = colony_fleet_ids[:]
    try_all = False
    if mission_type == MissionType.OUTPOST:
        cost = 20 + outpod_pod_cost()
    else:
        try_all = True
        cost = 20 + colony_pod_cost_turns()[1]
        if fo.currentTurn() < 50:
            cost *= 0.4  # will be making fast tech progress so value is underestimated
        elif fo.currentTurn() < 80:
            cost *= 0.8  # will be making fast-ish tech progress so value is underestimated

    potential_targets = [
        (pid, (score, specName))
        for (pid, (score, specName)) in evaluated_planets
        if score > (0.8 * cost) and score > MINIMUM_COLONY_SCORE
    ]

    debug("Colony/outpost ship matching: fleets %s to planets %s" % (fleet_pool, evaluated_planets))

    if try_all:
        debug("Trying best matches to current colony ships")
        best_scores = dict(evaluated_planets)
        potential_targets = []
        for pid, ratings in _all_colony_opportunities.items():
            for rating in ratings:
                if rating[0] >= 0.75 * best_scores.get(pid, [9999])[0]:
                    potential_targets.append((pid, rating))
        potential_targets.sort(key=itemgetter(1), reverse=True)

    # added a lot of checking because have been getting mysterious exception, after too many recursions to get info
    fleet_pool = set(fleet_pool)
    universe = fo.getUniverse()
    for fid in fleet_pool:
        fleet = universe.getFleet(fid)
        if not fleet or fleet.empty:
            warning("Bad fleet ( ID %d ) given to colonization routine; will be skipped" % fid)
            fleet_pool.remove(fid)
            continue
        report_str = "Fleet ID (%d): %d ships; species: " % (fid, fleet.numShips)
        for sid in fleet.shipIDs:
            ship = universe.getShip(sid)
            if not ship:
                report_str += "NoShip, "
            else:
                report_str += "%s, " % ship.speciesName
        debug(report_str)
    debug("")
    already_targeted = []
    # for planetID_value_pair in evaluatedPlanets:
    aistate = get_aistate()
    while fleet_pool and potential_targets:
        target = potential_targets.pop(0)
        if target in already_targeted:
            continue
        planet_id = target[0]
        if planet_id in already_targeted:
            continue
        planet = universe.getPlanet(planet_id)
        sys_id = planet.systemID
        if (
            aistate.systemStatus.setdefault(sys_id, {}).setdefault("monsterThreat", 0) > 2000
            or fo.currentTurn() < 20
            and aistate.systemStatus[sys_id]["monsterThreat"] > 200
        ):
            debug(
                "Skipping colonization of system %s due to Big Monster, threat %d"
                % (universe.getSystem(sys_id), aistate.systemStatus[sys_id]["monsterThreat"])
            )
            already_targeted.append(planet_id)
            continue

        # make sure not to run into stationary guards
        if ExplorationAI.system_could_have_unknown_stationary_guard(sys_id):
            ExplorationAI.request_emergency_exploration(sys_id)
            continue

        this_spec = target[1][1]
        found_fleets = []
        try:
            this_fleet_list = FleetUtilsAI.get_fleets_for_mission(
                target_stats={},
                min_stats={},
                cur_stats={},
                starting_system=sys_id,
                species=this_spec,
                fleet_pool_set=fleet_pool,
                fleet_list=found_fleets,
            )
        except Exception as e:
            error(e, exc_info=True)
            continue
        if not this_fleet_list:
            fleet_pool.update(found_fleets)  # just to be safe
            continue  # must have no compatible colony/outpost ships
        fleet_id = this_fleet_list[0]
        already_targeted.append(planet_id)
        ai_target = TargetPlanet(planet_id)
        aistate.get_fleet_mission(fleet_id).set_target(mission_type, ai_target)