Example #1
0
 def issue_order(self):
     if not super(OrderSplitFleet, self).issue_order():
         return
     ship_id = self.target.id
     fleet = self.fleet.get_object()
     if ship_id in fleet.shipIDs:
         fo.issueNewFleetOrder(str(ship_id), ship_id)
         print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)
     self.order_issued = True
Example #2
0
 def issue_order(self):
     if not super(OrderSplitFleet, self).issue_order():
         return
     ship_id = self.target.id
     fleet = self.fleet.get_object()
     if ship_id in fleet.shipIDs:
         fo.issueNewFleetOrder(str(ship_id), ship_id)
         print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)
     self.order_issued = True
Example #3
0
    def issueOrder(self):
        if not self.canIssueOrder():
            print "can't issue " + self
        else:
            self.__setExecuted()

            # outpost
            if AIFleetOrderType.ORDER_OUTPOST == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST)

                fo.issueColonizeOrder(shipID, self.getTargetAITarget().getTargetID())
            # colonise
            elif AIFleetOrderType.ORDER_COLONISE == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION)

                fo.issueColonizeOrder(shipID, self.getTargetAITarget().getTargetID())
            # invade
            elif AIFleetOrderType.ORDER_INVADE == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_MILITARY_INVASION)

                fo.issueInvadeOrder(shipID, self.getTargetAITarget().getTargetID())
            # move or resupply
            elif (AIFleetOrderType.ORDER_MOVE == self.getAIFleetOrderType()) or (AIFleetOrderType.ORDER_RESUPPLY == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().getTargetID()
                systemID = self.getTargetAITarget().getTargetID()

                fo.issueFleetMoveOrder(fleetID, systemID)
            # split fleet
            elif AIFleetOrderType.ORDER_SPLIT_FLEET == self.getAIFleetOrderType():
                fleetID = self.getSourceAITarget().getTargetID()
                shipID = self.getTargetAITarget().getTargetID()

                fo.issueNewFleetOrder(str(shipID), shipID)
                self.__setExecutionCompleted()
            elif (AIFleetOrderType.ORDER_ATACK == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().getTargetID()
                systemID = self.getTargetAITarget().getRequiredSystemAITargets()[0].getTargetID()

                fo.issueFleetMoveOrder(fleetID, systemID)
Example #4
0
def splitFleet(fleetID):
    "splits a fleet into its ships"

    universe = fo.getUniverse()
    empireID = fo.empireID()

    fleet = universe.getFleet(fleetID)

    if fleet == None: return
    if not fleet.ownedBy(empireID): return

    for shipID in fleet.shipIDs:
        if len(fleet.shipIDs) <= 1: break # fleet with only one ship cannot be split
        fo.issueNewFleetOrder(str(shipID), shipID)
Example #5
0
def splitFleet(fleetID):
    "splits a fleet into its ships"

    universe = fo.getUniverse()
    empireID = fo.empireID()

    fleet = universe.getFleet(fleetID)
    newfleets = []

    if fleet == None: return []
    if not fleet.ownedBy(empireID): return []

    if len(list(fleet.shipIDs)) <= 1:  # fleet with only one ship cannot be split
       return [fleetID]
    shipIDs = list( fleet.shipIDs )
    for shipID in shipIDs[1:]:
        newFleetID = fo.issueNewFleetOrder("Fleet %d"%(shipID), shipID)
        if newFleetID:
            newFleet=universe.getFleet(newFleetID)
            if not newFleet:
                print "Error: newly split fleet %d not available from universe"%newFleetID
            fo.issueRenameOrder(newFleetID,  "Fleet %5d"%newFleetID) #to ease review of debugging logs
            fo.issueAggressionOrder(newFleetID,  True)
            role = foAI.foAIstate.getFleetRole(newFleetID) #and mission?
            foAI.foAIstate.getRating(newFleetID) #
            newfleets.append(newFleetID)
            foAI.foAIstate.newlySplitFleets[newFleetID]=True
        else:
            print "Error - got no fleet ID back after trying to split a ship from fleet %d"%fleetID
    foAI.foAIstate.getFleetRole(fleetID, forceNew=True) #
    foAI.foAIstate.updateFleetRating(fleetID) #
    foAI.foAIstate.ensureHaveFleetMissions(newfleets)
    return newfleets
Example #6
0
def split_fleet(fleet_id):
    """Split a fleet into its ships.

    :param fleet_id: fleet to be split.
    :type fleet_id: int
    :return: New fleets. Empty if couldn't split.
    :rtype: list[int]
    """
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    fleet = universe.getFleet(fleet_id)
    newfleets = []

    if fleet is None:
        return []
    if not fleet.ownedBy(empire_id):
        return []

    if len(list(
            fleet.shipIDs)) <= 1:  # fleet with only one ship cannot be split
        return []
    ship_ids = list(fleet.shipIDs)
    aistate = get_aistate()
    for ship_id in ship_ids[1:]:
        new_fleet_id = fo.issueNewFleetOrder("Fleet %4d" % ship_id, ship_id)
        if new_fleet_id:
            new_fleet = universe.getFleet(new_fleet_id)
            if not new_fleet:
                warn("Newly split fleet %d not available from universe" %
                     new_fleet_id)
            fo.issueRenameOrder(
                new_fleet_id,
                "Fleet %4d" % new_fleet_id)  # to ease review of debugging logs
            fo.issueAggressionOrder(new_fleet_id, True)
            aistate.update_fleet_rating(new_fleet_id)
            newfleets.append(new_fleet_id)
            aistate.newlySplitFleets[new_fleet_id] = True
        else:
            if fleet.systemID == INVALID_ID:
                warn(
                    "Tried to split ship id (%d) from fleet %d when fleet is in starlane"
                    % (ship_id, fleet_id))
            else:
                warn(
                    "Got no fleet ID back after trying to split ship id (%d) from fleet %d"
                    % (ship_id, fleet_id))
    aistate.get_fleet_role(fleet_id, force_new=True)
    aistate.update_fleet_rating(fleet_id)
    if newfleets:
        aistate.ensure_have_fleet_missions(newfleets)
    return newfleets
Example #7
0
def split_fleet(fleet_id):
    """Split a fleet into its ships.

    :param fleet_id: fleet to be split.
    :type fleet_id: int
    :return: New fleets. Empty if couldn't split.
    :rtype: list[int]
    """
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    fleet = universe.getFleet(fleet_id)
    newfleets = []

    if fleet is None:
        return []
    if not fleet.ownedBy(empire_id):
        return []

    if len(list(fleet.shipIDs)) <= 1:  # fleet with only one ship cannot be split
        return []
    ship_ids = list(fleet.shipIDs)
    aistate = get_aistate()
    for ship_id in ship_ids[1:]:
        new_fleet_id = fo.issueNewFleetOrder("Fleet %4d" % ship_id, ship_id)
        if new_fleet_id:
            new_fleet = universe.getFleet(new_fleet_id)
            if not new_fleet:
                warn("Newly split fleet %d not available from universe" % new_fleet_id)
            fo.issueRenameOrder(new_fleet_id, "Fleet %4d" % new_fleet_id)  # to ease review of debugging logs
            fo.issueAggressionOrder(new_fleet_id, True)
            aistate.update_fleet_rating(new_fleet_id)
            newfleets.append(new_fleet_id)
            aistate.newlySplitFleets[new_fleet_id] = True
        else:
            if fleet.systemID == INVALID_ID:
                warn("Tried to split ship id (%d) from fleet %d when fleet is in starlane" % (
                    ship_id, fleet_id))
            else:
                warn("Got no fleet ID back after trying to split ship id (%d) from fleet %d" % (
                    ship_id, fleet_id))
    aistate.get_fleet_role(fleet_id, force_new=True)
    aistate.update_fleet_rating(fleet_id)
    if newfleets:
        aistate.ensure_have_fleet_missions(newfleets)
    return newfleets
Example #8
0
def split_ship_from_fleet(fleet_id, ship_id) -> int:
    """Try to split a ship from the fleet, creating a new fleet.

    :return: ID of the newly created fleet or INVALID_ID if failed
    """
    universe = fo.getUniverse()
    fleet = universe.getFleet(fleet_id)
    if assertion_fails(fleet is not None):
        return INVALID_ID

    if assertion_fails(ship_id in fleet.shipIDs):
        return INVALID_ID

    if assertion_fails(fleet.numShips > 1, "Can't split last ship from fleet"):
        return INVALID_ID

    new_fleet_id = fo.issueNewFleetOrder("Fleet %4d" % ship_id, ship_id)
    if new_fleet_id != INVALID_ID:
        aistate = get_aistate()
        new_fleet = universe.getFleet(new_fleet_id)
        if not new_fleet:
            warning("Newly split fleet %d not available from universe" %
                    new_fleet_id)
        debug("Successfully split ship %d from fleet %d into new fleet %d",
              ship_id, fleet_id, new_fleet_id)
        fo.issueRenameOrder(new_fleet_id, "Fleet %4d" %
                            new_fleet_id)  # to ease review of debugging logs
        fo.issueAggressionOrder(new_fleet_id, True)
        aistate.update_fleet_rating(new_fleet_id)
        aistate.newlySplitFleets[new_fleet_id] = True
        # register the new fleets so AI logic is aware of them
        sys_status = aistate.systemStatus.setdefault(fleet.systemID, {})
        sys_status["myfleets"].append(new_fleet_id)
        sys_status["myFleetsAccessible"].append(new_fleet_id)
    else:
        if fleet.systemID == INVALID_ID:
            warning(
                "Tried to split ship id (%d) from fleet %d when fleet is in starlane"
                % (ship_id, fleet_id))
        else:
            warning(
                "Got no fleet ID back after trying to split ship id (%d) from fleet %d"
                % (ship_id, fleet_id))
    return new_fleet_id
Example #9
0
def split_fleet(fleet_id):
    """Splits a fleet into its ships."""
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    fleet = universe.getFleet(fleet_id)
    newfleets = []

    if fleet is None:
        return []
    if not fleet.ownedBy(empire_id):
        return []

    if len(list(
            fleet.shipIDs)) <= 1:  # fleet with only one ship cannot be split
        return []
    ship_ids = list(fleet.shipIDs)
    for ship_id in ship_ids[1:]:
        new_fleet_id = fo.issueNewFleetOrder("Fleet %4d" % ship_id, ship_id)
        if new_fleet_id:
            new_fleet = universe.getFleet(new_fleet_id)
            if not new_fleet:
                print "Error: newly split fleet %d not available from universe" % new_fleet_id
            fo.issueRenameOrder(
                new_fleet_id,
                "Fleet %4d" % new_fleet_id)  # to ease review of debugging logs
            fo.issueAggressionOrder(new_fleet_id, True)
            foAI.foAIstate.get_rating(new_fleet_id)
            newfleets.append(new_fleet_id)
            foAI.foAIstate.newlySplitFleets[new_fleet_id] = True
        else:
            if fleet.systemID == -1:
                print "Error - tried to split ship id (%d) from fleet %d when fleet is in starlane" % (
                    ship_id, fleet_id)
            else:
                print "Error - got no fleet ID back after trying to split ship id (%d) from fleet %d" % (
                    ship_id, fleet_id)
    foAI.foAIstate.get_fleet_role(fleet_id, force_new=True)
    foAI.foAIstate.update_fleet_rating(fleet_id)
    if newfleets:
        foAI.foAIstate.ensure_have_fleet_missions(newfleets)
    return newfleets
Example #10
0
def split_fleet(fleetID):
    """splits a fleet into its ships"""

    universe = fo.getUniverse()
    empireID = fo.empireID()

    fleet = universe.getFleet(fleetID)
    newfleets = []

    if fleet is None: return []
    if not fleet.ownedBy(empireID): return []

    if len(list(fleet.shipIDs)) <= 1:  # fleet with only one ship cannot be split
        return []
    shipIDs = list( fleet.shipIDs )
    for shipID in shipIDs[1:]:
        newFleetID = fo.issueNewFleetOrder("Fleet %d"% shipID, shipID)
        if newFleetID:
            newFleet=universe.getFleet(newFleetID)
            if not newFleet:
                print "Error: newly split fleet %d not available from universe"%newFleetID
            fo.issueRenameOrder(newFleetID, "Fleet %5d"%newFleetID) #to ease review of debugging logs
            fo.issueAggressionOrder(newFleetID, True)
            role = foAI.foAIstate.get_fleet_role(newFleetID) #and mission?
            foAI.foAIstate.get_rating(newFleetID) #
            newfleets.append(newFleetID)
            foAI.foAIstate.newlySplitFleets[newFleetID]=True
        else:
            if fleet.systemID==-1:
                print "Error - tried to split ship id (%d) from fleet %d when fleet is in starlane"%(shipID, fleetID)
            else:
                print "Error - got no fleet ID back after trying to split ship id (%d) from fleet %d"%(shipID, fleetID)
    foAI.foAIstate.get_fleet_role(fleetID, forceNew=True) #
    foAI.foAIstate.update_fleet_rating(fleetID) #
    if newfleets:
        foAI.foAIstate.ensure_have_fleet_missions(newfleets)
    return newfleets
Example #11
0
def split_ship_from_fleet(fleet_id, ship_id):
    universe = fo.getUniverse()
    fleet = universe.getFleet(fleet_id)
    if assertion_fails(fleet is not None):
        return

    if assertion_fails(ship_id in fleet.shipIDs):
        return

    if assertion_fails(fleet.numShips > 1, "Can't split last ship from fleet"):
        return

    new_fleet_id = fo.issueNewFleetOrder("Fleet %4d" % ship_id, ship_id)
    if new_fleet_id:
        aistate = get_aistate()
        new_fleet = universe.getFleet(new_fleet_id)
        if not new_fleet:
            warn("Newly split fleet %d not available from universe" %
                 new_fleet_id)
        debug("Successfully split ship %d from fleet %d into new fleet %d",
              ship_id, fleet_id, new_fleet_id)
        fo.issueRenameOrder(new_fleet_id, "Fleet %4d" %
                            new_fleet_id)  # to ease review of debugging logs
        fo.issueAggressionOrder(new_fleet_id, True)
        aistate.update_fleet_rating(new_fleet_id)
        aistate.newlySplitFleets[new_fleet_id] = True
    else:
        if fleet.systemID == INVALID_ID:
            warn(
                "Tried to split ship id (%d) from fleet %d when fleet is in starlane"
                % (ship_id, fleet_id))
        else:
            warn(
                "Got no fleet ID back after trying to split ship id (%d) from fleet %d"
                % (ship_id, fleet_id))
    return new_fleet_id
Example #12
0
    def issueOrder(self,  considerMergers=False):
        global dumpTurn
        if not self.canIssueOrder(considerMergers=False):  #appears to be redundant with check in IAFleetMission?
            print "\tcan't issue %s"%self
        else:
            universe=fo.getUniverse()
            self.__setExecuted()
            # outpost
            if AIFleetOrderType.ORDER_OUTPOST == self.getAIFleetOrderType():
                planet=universe.getPlanet(self.getTargetAITarget().target_id)
                if not planet.unowned:
                    self.__setExecutionCompleted()
                    return
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().target_type:
                    shipID = self.getSourceAITarget().target_id
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().target_type:
                    fleetID = self.getSourceAITarget().target_id
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST)
                    if shipID is None:
                        shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_BASE_OUTPOST)
                result=fo.issueColonizeOrder(shipID, self.getTargetAITarget().target_id)
                if result==0:
                    self.__executed = False
            # colonise
            elif AIFleetOrderType.ORDER_COLONISE == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().target_type:
                    shipID = self.getSourceAITarget().target_id
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().target_type:
                    fleetID = self.getSourceAITarget().target_id
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION)
                    if shipID is None:
                        shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_BASE_COLONISATION)

                planetID = self.getTargetAITarget().target_id
                planet=universe.getPlanet(planetID)
                planetName = (planet and planet.name) or "apparently invisible"
                result = fo.issueColonizeOrder(shipID, planetID)
                print "Ordered colony ship ID %d to colonize %s, got result %d"%(shipID, planetName,  result)
                if result==0:
                    self.__executed = False
            # invade
            elif AIFleetOrderType.ORDER_INVADE == self.getAIFleetOrderType():
                result = False
                shipID = None
                planetID = self.getTargetAITarget().target_id
                planet=universe.getPlanet(planetID)
                planetName = (planet and planet.name) or "invisible"
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().target_type:
                    shipID = self.getSourceAITarget().target_id
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().target_type:
                    fleetID = self.getSourceAITarget().target_id
                    fleet = fo.getUniverse().getFleet(fleetID)
                    for shipID in fleet.shipIDs:
                        ship = universe.getShip(shipID)
                        if (foAI.foAIstate.getShipRole(ship.design.id) in [AIShipRoleType.SHIP_ROLE_MILITARY_INVASION,  AIShipRoleType.SHIP_ROLE_BASE_INVASION]):
                            result = fo.issueInvadeOrder(shipID, planetID)  or  result #will track if at least one invasion troops successfully deployed
                            detailStr = ""
                            if result == 0:
                                pstealth = planet.currentMeterValue(fo.meterType.stealth)
                                pop = planet.currentMeterValue(fo.meterType.population)
                                shields = planet.currentMeterValue(fo.meterType.shield)
                                owner = planet.owner
                                detailStr= " -- planet has %.1f stealth, shields %.1f,  %.1f population and is owned by empire %d"%(pstealth,  shields,  pop,  owner)
                            print "Ordered troop ship ID %d to invade %s, got result %d"%(shipID, planetName,  result),  detailStr
                            if result == 0:
                                if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                                    foAI.foAIstate.needsEmergencyExploration=[]
                                if  fleet.systemID not in foAI.foAIstate.needsEmergencyExploration:
                                    foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID)
                                    print "Due to trouble invading,  adding system %d to Emergency Exploration List"%fleet.systemID
                                    self.__executed = False
                                if shields >0 and owner==-1 and dumpTurn<fo.currentTurn():
                                    dumpTurn=fo.currentTurn()
                                    print "Universe Dump to debug invasions:"
                                    universe.dump()
                                break
                if result:
                    print "Successfully ordered troop ship(s) to invade %s, with detail%s "%(planetName,  detailStr)
            # military
            elif AIFleetOrderType.ORDER_MILITARY == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().target_type:
                    shipID = self.getSourceAITarget().target_id
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().target_type:
                    fleetID = self.getSourceAITarget().target_id
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_MILITARY)
                #fo.issueFleetMoveOrder(fleetID, self.getTargetAITarget().target_id) #moving is already taken care of separately
                targetSysID = self.getTargetAITarget().target_id
                fleet = fo.getUniverse().getFleet(fleetID)
                systemStatus =  foAI.foAIstate.systemStatus.get(targetSysID,  {})
                if (fleet )and ( fleet.systemID==targetSysID ) and ((systemStatus.get('fleetThreat', 0) + systemStatus.get('planetThreat', 0)+ systemStatus.get('monsterThreat', 0))==0):
                    self.__setExecutionCompleted()

            # move or resupply
            elif (AIFleetOrderType.ORDER_MOVE == self.getAIFleetOrderType()) or (AIFleetOrderType.ORDER_RESUPPLY == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().target_id
                systemID = self.getTargetAITarget().target_id
                fleet = fo.getUniverse().getFleet(fleetID)
                if  systemID not in [fleet.systemID,  fleet.nextSystemID] :
                    fo.issueFleetMoveOrder(fleetID, systemID)
                if systemID == fleet.systemID:
                    if    foAI.foAIstate.getFleetRole(fleetID) == AIFleetMissionType.FLEET_MISSION_EXPLORATION :
                        if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                            foAI.foAIstate.needsEmergencyExploration=[]
                        if systemID in foAI.foAIstate.needsEmergencyExploration:
                            del foAI.foAIstate.needsEmergencyExploration[ foAI.foAIstate.needsEmergencyExploration.index(systemID) ]
                    self.__setExecutionCompleted()

            # split fleet
            elif AIFleetOrderType.ORDER_SPLIT_FLEET == self.getAIFleetOrderType():
                fleetID = self.getSourceAITarget().target_id
                shipID = self.getTargetAITarget().target_id
                fleet = fo.getUniverse().getFleet(fleetID)
                if shipID in fleet.shipIDs:
                    fo.issueNewFleetOrder(str(shipID), shipID)
                self.__setExecutionCompleted()
            # attack
            elif (AIFleetOrderType.ORDER_ATTACK == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().target_id
                systemID = self.getTargetAITarget().get_required_system_ai_targets()[0].target_id

                fo.issueFleetMoveOrder(fleetID, systemID)
Example #13
0
    def issueOrder(self,  considerMergers=False):
        if not self.canIssueOrder(considerMergers=False):  #appears to be redundant with check in IAFleetMission?
            print "\tcan't issue %s"%self
        else:
            universe=fo.getUniverse()
            self.__setExecuted()
            # outpost
            if AIFleetOrderType.ORDER_OUTPOST == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST)

                fo.issueColonizeOrder(shipID, self.getTargetAITarget().getTargetID())
            # colonise
            elif AIFleetOrderType.ORDER_COLONISE == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION)

                planetID = self.getTargetAITarget().getTargetID()
                planet=universe.getPlanet(planetID)
                planetName = (planet and planet.name) or "apparently nvisible"
                result = fo.issueColonizeOrder(shipID, planetID)
                print "Ordered colony ship ID %d to colonize %s, got result %d"%(shipID, planetName,  result)
            # invade
            elif AIFleetOrderType.ORDER_INVADE == self.getAIFleetOrderType():
                result = False
                shipID = None
                planetID = self.getTargetAITarget().getTargetID()
                planet=universe.getPlanet(planetID)
                planetName = (planet and planet.name) or "invisible"
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    fleet = fo.getUniverse().getFleet(fleetID)
                    for shipID in fleet.shipIDs:
                        ship = universe.getShip(shipID)
                        if (foAI.foAIstate.getShipRole(ship.design.id) == AIShipRoleType.SHIP_ROLE_MILITARY_INVASION):
                            result = fo.issueInvadeOrder(shipID, planetID)  or  result #will track if at least one invasion troops successfully deployed
                            print "Ordered troop ship ID %d to invade %s, got result %d"%(shipID, planetName,  result)
                            if result == 0:
                                if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                                    foAI.foAIstate.needsEmergencyExploration=[]
                                foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID)
                                print "Due to trouble invading,  adding system %d to Emergency Exploration List"%fleet.systemID
            # military
            elif AIFleetOrderType.ORDER_MILITARY == self.getAIFleetOrderType():
                shipID = None
                if AITargetType.TARGET_SHIP == self.getSourceAITarget().getAITargetType():
                    shipID = self.getSourceAITarget().getTargetID()
                elif AITargetType.TARGET_FLEET == self.getSourceAITarget().getAITargetType():
                    fleetID = self.getSourceAITarget().getTargetID()
                    shipID = FleetUtilsAI.getShipIDWithRole(fleetID, AIShipRoleType.SHIP_ROLE_MILITARY)
                #fo.issueFleetMoveOrder(fleetID, self.getTargetAITarget().getTargetID()) #moving is already taken care of separately
                targetSysID = self.getTargetAITarget().getTargetID()
                fleet = fo.getUniverse().getFleet(fleetID)
                systemStatus =  foAI.foAIstate.systemStatus.get(targetSysID,  {})
                if (fleet )and ( fleet.systemID==targetSysID ) and ((systemStatus.get('fleetThreat', 0) + systemStatus.get('planetThreat', 0))==0):
                    self.__setExecutionCompleted()

            # move or resupply
            elif (AIFleetOrderType.ORDER_MOVE == self.getAIFleetOrderType()) or (AIFleetOrderType.ORDER_RESUPPLY == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().getTargetID()
                systemID = self.getTargetAITarget().getTargetID()
                fleet = fo.getUniverse().getFleet(fleetID)
                if  systemID not in [fleet.systemID,  fleet.nextSystemID] :
                    fo.issueFleetMoveOrder(fleetID, systemID)
                if systemID == fleet.systemID:
                    if  fleetID in ExplorationAI.currentScoutFleetIDs:
                        if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                            foAI.foAIstate.needsEmergencyExploration=[]
                        if systemID in foAI.foAIstate.needsEmergencyExploration:
                            del foAI.foAIstate.needsEmergencyExploration[ foAI.foAIstate.needsEmergencyExploration.index(systemID) ]
                    self.__setExecutionCompleted()

            # split fleet
            elif AIFleetOrderType.ORDER_SPLIT_FLEET == self.getAIFleetOrderType():
                fleetID = self.getSourceAITarget().getTargetID()
                shipID = self.getTargetAITarget().getTargetID()
                fleet = fo.getUniverse().getFleet(fleetID)
                if shipID in fleet.shipIDs:
                    fo.issueNewFleetOrder(str(shipID), shipID)
                self.__setExecutionCompleted()
            # attack
            elif (AIFleetOrderType.ORDER_ATTACK == self.getAIFleetOrderType()):
                fleetID = self.getSourceAITarget().getTargetID()
                systemID = self.getTargetAITarget().getRequiredSystemAITargets()[0].getTargetID()

                fo.issueFleetMoveOrder(fleetID, systemID)
    def issue_order(self):
        global dumpTurn
        if not self.can_issue_order():  # appears to be redundant with check in IAFleetMission?
            print "\tcan't issue %s" % self
        else:
            universe = fo.getUniverse()
            self.executed = True
            # outpost
            if AIFleetOrderType.ORDER_OUTPOST == self.order_type:
                planet = universe.getPlanet(self.target.target_id)
                if not planet.unowned:
                    self.execution_completed = True
                    return
                fleet_id = self.fleet.target_id
                ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST)
                if ship_id is None:
                    ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_BASE_OUTPOST)
                result = fo.issueColonizeOrder(ship_id, self.target.target_id)
                if not result:
                    self.executed = False
            # colonise
            elif AIFleetOrderType.ORDER_COLONISE == self.order_type:
                fleet_id = self.fleet.target_id
                ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION)
                if ship_id is None:
                    ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_BASE_COLONISATION)

                planet_id = self.target.target_id
                planet = universe.getPlanet(planet_id)
                planet_name = planet and planet.name or "apparently invisible"
                result = fo.issueColonizeOrder(ship_id, planet_id)
                print "Ordered colony ship ID %d to colonize %s, got result %d" % (ship_id, planet_name, result)
                if not result:
                    self.executed = False
            # invade
            elif AIFleetOrderType.ORDER_INVADE == self.order_type:
                result = False
                planet_id = self.target.target_id
                planet = universe.getPlanet(planet_id)
                planet_name = planet and planet.name or "invisible"

                fleet_id = self.fleet.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                detail_str = ""
                for ship_id in fleet.shipIDs:
                    ship = universe.getShip(ship_id)
                    if foAI.foAIstate.get_ship_role(ship.design.id) in [AIShipRoleType.SHIP_ROLE_MILITARY_INVASION, AIShipRoleType.SHIP_ROLE_BASE_INVASION]:
                        result = fo.issueInvadeOrder(ship_id, planet_id) or result  # will track if at least one invasion troops successfully deployed
                        shields = planet.currentMeterValue(fo.meterType.shield)
                        owner = planet.owner
                        if not result:
                            pstealth = planet.currentMeterValue(fo.meterType.stealth)
                            pop = planet.currentMeterValue(fo.meterType.population)
                            detail_str = " -- planet has %.1f stealth, shields %.1f, %.1f population and is owned by empire %d" % (pstealth, shields, pop, owner)
                        print "Ordered troop ship ID %d to invade %s, got result %d" % (ship_id, planet_name, result), detail_str
                        if not result:
                            if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                                foAI.foAIstate.needsEmergencyExploration = []
                            if fleet.systemID not in foAI.foAIstate.needsEmergencyExploration:
                                foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID)
                                print "Due to trouble invading, adding system %d to Emergency Exploration List" % fleet.systemID
                                self.executed = False
                            if shields > 0 and owner == -1 and dumpTurn < fo.currentTurn():
                                dumpTurn = fo.currentTurn()
                                print "Universe Dump to debug invasions:"
                                universe.dump()
                            break
                if result:
                    print "Successfully ordered troop ship(s) to invade %s, with detail %s" % (planet_name, detail_str)
            # military
            elif AIFleetOrderType.ORDER_MILITARY == self.order_type:
                fleet_id = self.fleet.target_id
                #fo.issueFleetMoveOrder(fleet_id, self.target.target_id) #moving is already taken care of separately
                target_sys_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                system_status = foAI.foAIstate.systemStatus.get(target_sys_id, {})
                if fleet and fleet.systemID == target_sys_id and not (system_status.get('fleetThreat', 0) + system_status.get('planetThreat', 0) + system_status.get('monsterThreat', 0)):
                    self.execution_completed = True

            # move or resupply
            elif self.order_type in [AIFleetOrderType.ORDER_MOVE, AIFleetOrderType.ORDER_REPAIR, AIFleetOrderType.ORDER_RESUPPLY]:
                fleet_id = self.fleet.target_id
                system_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                if system_id not in [fleet.systemID, fleet.nextSystemID]:
                    if self.order_type == AIFleetOrderType.ORDER_MOVE:
                        dest_id = system_id
                    else:
                        if self.order_type == AIFleetOrderType.ORDER_REPAIR:
                            fo.issueAggressionOrder(fleet_id, False)
                        start_id = [fleet.systemID, fleet.nextSystemID][fleet.systemID == -1]
                        dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
                        print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (fleet_id, AIFleetOrderTypeNames.name(self.order_type),
                                                                                                            PlanetUtilsAI.sys_name_ids([dest_id]),
                                                                                                            PlanetUtilsAI.sys_name_ids([system_id]))
                    fo.issueFleetMoveOrder(fleet_id, dest_id)
                if system_id == fleet.systemID:
                    if foAI.foAIstate.get_fleet_role(fleet_id) == AIFleetMissionType.FLEET_MISSION_EXPLORATION:
                        if system_id in foAI.foAIstate.needsEmergencyExploration:
                            del foAI.foAIstate.needsEmergencyExploration[foAI.foAIstate.needsEmergencyExploration.index(system_id)]
                    self.execution_completed = True

            # split fleet
            elif AIFleetOrderType.ORDER_SPLIT_FLEET == self.order_type:
                fleet_id = self.fleet.target_id
                ship_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                if ship_id in fleet.shipIDs:
                    fo.issueNewFleetOrder(str(ship_id), ship_id)
                self.execution_completed = True
            # attack
            elif AIFleetOrderType.ORDER_ATTACK == self.order_type:
                fleet_id = self.fleet.target_id
                fo.issueFleetMoveOrder(fleet_id, self.target.get_required_system_ai_targets()[0].target_id)
Example #15
0
    def issue_order(self):
        global dumpTurn
        if not self.can_issue_order():  # appears to be redundant with check in IAFleetMission?
            print "\tcan't issue %s" % self
        else:
            universe = fo.getUniverse()
            self.executed = True
            # outpost
            if AIFleetOrderType.ORDER_OUTPOST == self.order_type:
                planet = universe.getPlanet(self.target.target_id)
                if not planet.unowned:
                    self.execution_completed = True
                    return
                fleet_id = self.fleet.target_id
                ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST)
                if ship_id is None:
                    ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_BASE_OUTPOST)
                result = fo.issueColonizeOrder(ship_id, self.target.target_id)
                if not result:
                    self.executed = False
            # colonise
            elif AIFleetOrderType.ORDER_COLONISE == self.order_type:
                fleet_id = self.fleet.target_id
                ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION)
                if ship_id is None:
                    ship_id = FleetUtilsAI.get_ship_id_with_role(fleet_id, AIShipRoleType.SHIP_ROLE_BASE_COLONISATION)

                planet_id = self.target.target_id
                planet = universe.getPlanet(planet_id)
                planet_name = planet and planet.name or "apparently invisible"
                result = fo.issueColonizeOrder(ship_id, planet_id)
                print "Ordered colony ship ID %d to colonize %s, got result %d" % (ship_id, planet_name, result)
                if not result:
                    self.executed = False
            # invade
            elif AIFleetOrderType.ORDER_INVADE == self.order_type:
                result = False
                planet_id = self.target.target_id
                planet = universe.getPlanet(planet_id)
                planet_name = planet and planet.name or "invisible"

                fleet_id = self.fleet.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                detail_str = ""
                for ship_id in fleet.shipIDs:
                    ship = universe.getShip(ship_id)
                    if foAI.foAIstate.get_ship_role(ship.design.id) in [AIShipRoleType.SHIP_ROLE_MILITARY_INVASION, AIShipRoleType.SHIP_ROLE_BASE_INVASION]:
                        result = fo.issueInvadeOrder(ship_id, planet_id) or result  # will track if at least one invasion troops successfully deployed
                        shields = planet.currentMeterValue(fo.meterType.shield)
                        owner = planet.owner
                        if not result:
                            pstealth = planet.currentMeterValue(fo.meterType.stealth)
                            pop = planet.currentMeterValue(fo.meterType.population)
                            detail_str = " -- planet has %.1f stealth, shields %.1f, %.1f population and is owned by empire %d" % (pstealth, shields, pop, owner)
                        print "Ordered troop ship ID %d to invade %s, got result %d" % (ship_id, planet_name, result), detail_str
                        if not result:
                            if 'needsEmergencyExploration' not in dir(foAI.foAIstate):
                                foAI.foAIstate.needsEmergencyExploration = []
                            if fleet.systemID not in foAI.foAIstate.needsEmergencyExploration:
                                foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID)
                                print "Due to trouble invading, adding system %d to Emergency Exploration List" % fleet.systemID
                                self.executed = False
                            if shields > 0 and owner == -1 and dumpTurn < fo.currentTurn():
                                dumpTurn = fo.currentTurn()
                                print "Universe Dump to debug invasions:"
                                universe.dump()
                            break
                if result:
                    print "Successfully ordered troop ship(s) to invade %s, with detail %s" % (planet_name, detail_str)
            # military
            elif AIFleetOrderType.ORDER_MILITARY == self.order_type:
                fleet_id = self.fleet.target_id
                #fo.issueFleetMoveOrder(fleet_id, self.target.target_id) #moving is already taken care of separately
                target_sys_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                system_status = foAI.foAIstate.systemStatus.get(target_sys_id, {})
                if fleet and fleet.systemID == target_sys_id and not (system_status.get('fleetThreat', 0) + system_status.get('planetThreat', 0) + system_status.get('monsterThreat', 0)):
                    self.execution_completed = True

            # move or resupply
            elif self.order_type in [AIFleetOrderType.ORDER_MOVE, AIFleetOrderType.ORDER_REPAIR, AIFleetOrderType.ORDER_RESUPPLY]:
                fleet_id = self.fleet.target_id
                system_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                if system_id not in [fleet.systemID, fleet.nextSystemID]:
                    if self.order_type == AIFleetOrderType.ORDER_MOVE:
                        dest_id = system_id
                    else:
                        if self.order_type == AIFleetOrderType.ORDER_REPAIR:
                            fo.issueAggressionOrder(fleet_id, False)
                        start_id = [fleet.systemID, fleet.nextSystemID][fleet.systemID == -1]
                        dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
                        print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (fleet_id, AIFleetOrderTypeNames.name(self.order_type),
                                                                                                            PlanetUtilsAI.sys_name_ids([dest_id]),
                                                                                                            PlanetUtilsAI.sys_name_ids([system_id]))
                    fo.issueFleetMoveOrder(fleet_id, dest_id)
                if system_id == fleet.systemID:
                    if foAI.foAIstate.get_fleet_role(fleet_id) == AIFleetMissionType.FLEET_MISSION_EXPLORATION:
                        if system_id in foAI.foAIstate.needsEmergencyExploration:
                            del foAI.foAIstate.needsEmergencyExploration[foAI.foAIstate.needsEmergencyExploration.index(system_id)]
                    self.execution_completed = True

            # split fleet
            elif AIFleetOrderType.ORDER_SPLIT_FLEET == self.order_type:
                fleet_id = self.fleet.target_id
                ship_id = self.target.target_id
                fleet = fo.getUniverse().getFleet(fleet_id)
                if ship_id in fleet.shipIDs:
                    fo.issueNewFleetOrder(str(ship_id), ship_id)
                self.execution_completed = True
            # attack
            elif AIFleetOrderType.ORDER_ATTACK == self.order_type:
                fleet_id = self.fleet.target_id
                fo.issueFleetMoveOrder(fleet_id, self.target.get_required_system_ai_targets()[0].target_id)