Example #1
0
def calculateInvasionPriority():
    "calculates the demand for troop ships by opponent planets"
    global allottedInvasionTargets
    troopsPerPod=2
    empire=fo.getEmpire()
    
    if foAI.foAIstate.aggression==fo.aggression.beginner and fo.currentTurn()<150:
        return 0
    
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    totalVal= sum( [pscore for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )
    troopsNeeded= sum( [(trp+4) for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )

    if totalVal == 0: 
        return 0 
    opponentTroopPods = int(troopsNeeded/troopsPerPod)

    productionQueue = empire.productionQueue
    queuedTroopPods=0
    for queue_index  in range(0,  len(productionQueue)):
        element=productionQueue[queue_index]
        if element.buildType == AIEmpireProductionTypes.BT_SHIP:
             if foAI.foAIstate.getShipRole(element.designID) in  [ AIShipRoleType.SHIP_ROLE_MILITARY_INVASION,  AIShipRoleType.SHIP_ROLE_BASE_INVASION] :
                 design = fo.getShipDesign(element.designID)
                 queuedTroopPods += element.remaining*element.blocksize * list(design.parts).count("GT_TROOP_POD") 
    bestShip,  bestDesign,  buildChoices = getBestShipInfo( AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = troopsPerPod*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=troopsPerPod #may actually not have any troopers available, but this num will do for now

    #don't cound troop bases here since if through misplanning cannot be used where made, cannot be redeployed
    #troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_INVASION)  + FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_INVASION) 
    numTroopPods =  sum([ FleetUtilsAI.countPartsFleetwide(fleetID,  ["GT_TROOP_POD"]) for fleetID in  troopFleetIDs])
    troopShipsNeeded = math.ceil((opponentTroopPods - (numTroopPods+ queuedTroopPods ))/troopsPerBestShip)  
     
    #invasionPriority = max(  10+ 200*max(0,  troopShipsNeeded ) , int(0.1* totalVal) )
    invasionPriority = 20+ 120*max(0,  troopShipsNeeded )
    if invasionPriority < 0: 
        return 0
    if foAI.foAIstate.aggression==fo.aggression.beginner:
        return 0.5* invasionPriority
    else:
        return invasionPriority
Example #2
0
def calculateInvasionPriority():
    "calculates the demand for troop ships by opponent planets"
    empire=fo.getEmpire()

    numOpponentPlanetIDs = len(AIstate.opponentPlanetIDs)
    if numOpponentPlanetIDs == 0: 
        return 10  #hsould always have at least a  low lvl of production going into fleets
    opponentTroopPods = sum( [math.ceil((ptroops+1)/5) for sid, pscore, ptroops in AIstate.invasionTargets] )

    productionQueue = empire.productionQueue
    queuedTroopPods=0
    for queue_index  in range(0,  len(productionQueue)):
        element=productionQueue[queue_index]
        if element.buildType == AIEmpireProductionTypes.BT_SHIP:
             if foAI.foAIstate.getShipRole(element.designID) ==       AIShipRoleType.SHIP_ROLE_MILITARY_INVASION:
                 design = fo.getShipDesign(element.designID)
                 queuedTroopPods += element.remaining*element.blocksize * list(design.parts).count("GT_TROOP_POD") 
    bestShip,  bestDesign,  buildChoices = getBestShipInfo( AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = 2*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=2 #may actually not have any troopers available, but this num will do for now

    troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_INVASION)
    numTroopPods =  sum([ FleetUtilsAI.countPartsFleetwide(fleetID,  ["GT_TROOP_POD"]) for fleetID in  FleetUtilsAI.extractFleetIDsWithoutMissionTypes(troopFleetIDs)])
    troopShipsNeeded = math.ceil((opponentTroopPods - (numTroopPods+ queuedTroopPods ))/troopsPerBestShip)  
    #milFleetEquiv= math.ceil( MilitaryAI.totMilRating /   curBestMilShipRating() )
    #troopShipsNeeded = min( troopShipsNeeded ,  math.floor( milFleetEquiv / 2) - myTroopShips) # stale calcs to limit troops priority relative to current tot mil rating
     
    invasionPriority = 10+ 200*max(0,  troopShipsNeeded )

    # print ""
    # print "Number of Troop Ships Without Missions: " + str(numTroopShips)
    # print "Number of Opponent Planets:             " + str(numOpponentPlanetIDs)
    # print "Priority for Troop Ships  :             " + str(invasionPriority)
    print "Invasion Priority Calc:  Opponent TroopsPods: %d ,  my queued Pods: %d,  my fleet troop pods: %d  -- priority %d"%(opponentTroopPods,  queuedTroopPods,  numTroopPods,  invasionPriority)

    if invasionPriority < 0: return 0

    return invasionPriority
Example #3
0
def sendInvasionFleets(invasionFleetIDs, evaluatedPlanets, missionType):
    "sends a list of invasion fleets to a list of planet_value_pairs"
    universe=fo.getUniverse()
    invasionPool = invasionFleetIDs[:]  #need to make a copy
    bestShip,  bestDesign,  buildChoices = getBestShipInfo( AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = 2*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=5 #may actually not have any troopers available, but this num will do for now
        
    #sortedTargets=sorted( [  ( pscore-ptroops/2 ,  pID,  pscore,  ptroops) for pID,  pscore,  ptroops in evaluatedPlanets ] ,  reverse=True)

    invasionPool=set(invasionPool)
    for  pID,  pscore,  ptroops in evaluatedPlanets: # 
        if not invasionPool: return
        planet=universe.getPlanet(pID)
        if not planet: continue
        sysID = planet.systemID
        foundFleets = []
        podsNeeded= int(math.ceil( (ptroops+1.1)/2.0)+0.0001)
        foundStats={}
        minStats= {'rating':0, 'troopPods':podsNeeded}
        targetStats={'rating':10,'troopPods':podsNeeded+2} 
        theseFleets = FleetUtilsAI.getFleetsForMission(1, targetStats , minStats,   foundStats,  "",  systemsToCheck=[sysID],  systemsChecked=[], fleetPoolSet=invasionPool,   fleetList=foundFleets,  verbose=False)
        if theseFleets == []:
            if not FleetUtilsAI.statsMeetReqs(foundStats,  minStats):
                print "Insufficient invasion troop  allocation for system %d ( %s ) -- requested  %s , found %s"%(sysID,  universe.getSystem(sysID).name,  minStats,  foundStats)
                invasionPool.update( foundFleets )
                continue
            else:
                theseFleets = foundFleets
        aiTarget = AITarget.AITarget(AITargetType.TARGET_PLANET, pID)
        print "assigning invasion fleets %s to target %s"%(theseFleets,  aiTarget)
        for fleetID in theseFleets:
            fleet=universe.getFleet(fleetID)
            aiFleetMission = foAI.foAIstate.getAIFleetMission(fleetID)
            aiFleetMission.clearAIFleetOrders()
            aiFleetMission.clearAITargets( (aiFleetMission.getAIMissionTypes() + [-1])[0] )
            aiFleetMission.addAITarget(missionType, aiTarget)