Exemple #1
0
    def __clean_fleet_roles(self, just_resumed=False):
        """Removes fleetRoles if a fleet has been lost, and update fleet Ratings."""
        universe = fo.getUniverse()
        current_empire_fleets = FleetUtilsAI.get_empire_fleet_ids()
        self.shipCount = 0
        destroyed_object_ids = universe.destroyedObjectIDs(fo.empireID())

        fleet_table = Table([
            Text('Fleet'), Float('Rating'), Float('Troops'),
            Text('Location'), Text('Destination')],
            table_name="Fleet Summary Turn %d" % fo.currentTurn()
        )
        # need to loop over a copy as entries are deleted in loop
        for fleet_id in list(self.__fleetRoleByID):
            fleet_status = self.fleetStatus.setdefault(fleet_id, {})
            rating = CombatRatingsAI.get_fleet_rating(fleet_id, self.get_standard_enemy())
            old_sys_id = fleet_status.get('sysID', -2)  # TODO: Introduce helper function instead
            fleet = universe.getFleet(fleet_id)
            if fleet:
                sys_id = fleet.systemID
                if old_sys_id in [-2, -1]:
                    old_sys_id = sys_id
                fleet_status['nships'] = len(fleet.shipIDs)  # TODO: Introduce helper function instead
                self.shipCount += fleet_status['nships']
            else:
                # can still retrieve a fleet object even if fleet was just destroyed, so shouldn't get here
                # however,this has been observed happening, and is the reason a fleet check was added a few lines below.
                # Not at all sure how this came about, but was throwing off threat assessments
                sys_id = old_sys_id

            # check if fleet is destroyed and if so, delete stored information
            if fleet_id not in current_empire_fleets:  # or fleet.empty:
                # TODO(Morlic): Is this condition really correct? Seems like should actually be in destroyed object ids
                if (fleet and self.__fleetRoleByID.get(fleet_id, -1) != -1 and
                        fleet_id not in destroyed_object_ids and
                        any(ship_id not in destroyed_object_ids for ship_id in fleet.shipIDs)):
                    if not just_resumed:
                        fleetsLostBySystem.setdefault(old_sys_id, []).append(max(rating, MilitaryAI.MinThreat))

                self.delete_fleet_info(fleet_id)
                continue

            # if reached here, the fleet does still exist
            this_sys = universe.getSystem(sys_id)
            next_sys = universe.getSystem(fleet.nextSystemID)

            fleet_table.add_row([
                    fleet,
                    rating,
                    FleetUtilsAI.count_troops_in_fleet(fleet_id),
                    this_sys or 'starlane',
                    next_sys or '-',
                ])

            fleet_status['rating'] = rating
            if next_sys:
                fleet_status['sysID'] = next_sys.id
            elif this_sys:
                fleet_status['sysID'] = this_sys.id
            else:
                error("Fleet %s has no valid system." % fleet)
        info(fleet_table)
        # Next string used in charts. Don't modify it!
        print "Empire Ship Count: ", self.shipCount
        print "Empire standard fighter summary: ", CombatRatingsAI.get_empire_standard_fighter().get_stats()
        print "------------------------"
Exemple #2
0
    def __clean_fleet_roles(self, just_resumed=False):
        """Removes fleetRoles if a fleet has been lost, and update fleet Ratings."""
        for sys_id in self.systemStatus:
            self.systemStatus[sys_id]['myFleetRating'] = 0
            self.systemStatus[sys_id]['myFleetRatingVsPlanets'] = 0

        universe = fo.getUniverse()
        ok_fleets = FleetUtilsAI.get_empire_fleet_ids()
        fleet_list = sorted(list(self.__fleetRoleByID))
        ship_count = 0
        destroyed_object_ids = universe.destroyedObjectIDs(fo.empireID())

        fleet_table = Table([
            Text('Fleet'), Float('Rating'), Float('Troops'),
            Text('Location'), Text('Destination')],
            table_name="Fleet Summary Turn %d" % fo.currentTurn()
        )
        for fleet_id in fleet_list:
            status = self.fleetStatus.setdefault(fleet_id, {})
            rating = CombatRatingsAI.get_fleet_rating(fleet_id, self.get_standard_enemy())
            troops = FleetUtilsAI.count_troops_in_fleet(fleet_id)
            old_sys_id = status.get('sysID', -2)
            fleet = universe.getFleet(fleet_id)
            if fleet:
                sys_id = fleet.systemID
                if old_sys_id in [-2, -1]:
                    old_sys_id = sys_id
                status['nships'] = len(fleet.shipIDs)
                ship_count += status['nships']
            else:
                sys_id = old_sys_id  # can still retrieve a fleet object even if fleet was just destroyed, so shouldn't get here
                # however,this has been observed happening, and is the reason a fleet check was added a few lines below.
                # Not at all sure how this came about, but was throwing off threat assessments
            if fleet_id not in ok_fleets:  # or fleet.empty:
                if (fleet and self.__fleetRoleByID.get(fleet_id, -1) != -1 and fleet_id not in destroyed_object_ids and
                                [ship_id for ship_id in fleet.shipIDs if ship_id not in destroyed_object_ids]):
                    if not just_resumed:
                        fleetsLostBySystem.setdefault(old_sys_id, []).append(max(rating, MilitaryAI.MinThreat))
                if fleet_id in self.__fleetRoleByID:
                    del self.__fleetRoleByID[fleet_id]
                if fleet_id in self.__aiMissionsByFleetID:
                    del self.__aiMissionsByFleetID[fleet_id]
                if fleet_id in self.fleetStatus:
                    del self.fleetStatus[fleet_id]
                continue
            else:  # fleet in ok fleets
                this_sys = universe.getSystem(sys_id)
                next_sys = universe.getSystem(fleet.nextSystemID)

                fleet_table.add_row(
                    [
                        fleet,
                        rating,
                        troops,
                        this_sys or 'starlane',
                        next_sys or '-',
                    ])

                status['rating'] = rating
                if next_sys:
                    status['sysID'] = next_sys.id
                elif this_sys:
                    status['sysID'] = this_sys.id
                else:
                    main_mission = self.get_fleet_mission(fleet_id)
                    main_mission_type = (main_mission.getAIMissionTypes() + [-1])[0]
                    if main_mission_type != -1:
                        targets = main_mission.getAITargets(main_mission_type)
                        if targets:
                            m_mt0 = targets[0]
                            if isinstance(m_mt0.target_type, System):
                                status['sysID'] = m_mt0.target.id  # hmm, but might still be a fair ways from here
        fleet_table.print_table()
        self.shipCount = ship_count
        # Next string used in charts. Don't modify it!
        print "Empire Ship Count: ", ship_count
        print "Empire standard fighter summary: ", CombatRatingsAI.get_empire_standard_fighter().get_stats()
        print "------------------------"
Exemple #3
0
    def __update_system_status(self):
        print 10 * "=", "Updating System Threats", 10 * "="
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        destroyed_object_ids = universe.destroyedObjectIDs(empire_id)
        supply_unobstructed_systems = set(empire.supplyUnobstructedSystems)
        min_hidden_attack = 4
        min_hidden_health = 8
        observed_empires = self.misc.setdefault("observed_empires", set())

        # TODO: Variables that are recalculated each turn from scratch should not be stored in AIstate
        # clear previous game state
        for sys_id in self.systemStatus:
            self.systemStatus[sys_id]['enemy_ship_count'] = 0
            self.systemStatus[sys_id]['myFleetRating'] = 0
            self.systemStatus[sys_id]['myFleetRatingVsPlanets'] = 0

        # for use in debugging
        verbose = False

        # assess enemy fleets that may have been momentarily visible
        enemies_by_system = {}
        my_fleets_by_system = {}
        fleet_spot_position = {}
        current_turn = fo.currentTurn()
        for fleet_id in universe.fleetIDs:
            fleet = universe.getFleet(fleet_id)
            if not fleet or fleet.empty:
                self.delete_fleet_info(fleet_id)  # this is safe even if fleet wasn't mine
                continue
            # TODO: check if currently in system and blockaded before accepting destination as location
            this_system_id = fleet.nextSystemID if fleet.nextSystemID != INVALID_ID else fleet.systemID
            dead_fleet = fleet_id in destroyed_object_ids
            if dead_fleet:
                self.delete_fleet_info(fleet_id)

            if fleet.ownedBy(empire_id):
                if not dead_fleet:
                    my_fleets_by_system.setdefault(this_system_id, []).append(fleet_id)
                    fleet_spot_position.setdefault(fleet.systemID, []).append(fleet_id)
                continue

            # TODO: consider checking death of individual ships.  If ships had been moved from this fleet
            # into another fleet, we might have witnessed their death in that other fleet but if this fleet
            # had not been seen since before that transfer then the ships might also still be listed here.
            if dead_fleet:
                continue

            # we are only interested in immediately recent data
            if get_partial_visibility_turn(fleet_id) < (current_turn - 1):
                continue

            sys_status = self.systemStatus.setdefault(this_system_id, {})
            sys_status['enemy_ship_count'] = sys_status.get('enemy_ship_count', 0) + len(fleet.shipIDs)
            enemies_by_system.setdefault(this_system_id, []).append(fleet_id)

            if not fleet.unowned:
                self.misc.setdefault('enemies_sighted', {}).setdefault(current_turn, []).append(fleet_id)
                observed_empires.add(fleet.owner)

        # assess fleet and planet threats & my local fleets
        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus.setdefault(sys_id, {})
            system = universe.getSystem(sys_id)
            if verbose:
                print "AIState threat evaluation for %s" % system
            # update fleets
            sys_status['myfleets'] = my_fleets_by_system.get(sys_id, [])
            sys_status['myFleetsAccessible'] = fleet_spot_position.get(sys_id, [])
            local_enemy_fleet_ids = enemies_by_system.get(sys_id, [])
            sys_status['localEnemyFleetIDs'] = local_enemy_fleet_ids
            if system:
                sys_status['name'] = system.name

            # update threats
            monster_ratings = []  # immobile
            enemy_ratings = []  # owned & mobile
            mob_ratings = []  # mobile & unowned
            mobile_fleets = []  # mobile and either owned or unowned
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)  # ensured to exist
                fleet_rating = CombatRatingsAI.get_fleet_rating(
                    fid, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        print "\t immobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                    continue

                if verbose:
                    print "\t mobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                mobile_fleets.append(fid)
                if fleet.unowned:
                    mob_ratings.append(fleet_rating)
                else:
                    enemy_ratings.append(fleet_rating)

            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(monster_ratings)
            mob_rating = CombatRatingsAI.combine_ratings_list(mob_ratings)
            lost_fleets = fleetsLostBySystem.get(sys_id, [])
            lost_fleet_rating = CombatRatingsAI.combine_ratings_list(lost_fleets)

            # under current visibility rules should not be possible to have any losses or other info here,
            # but just in case...
            partial_vis_turn = get_partial_visibility_turn(sys_id)
            if not system or partial_vis_turn < 0:
                if verbose:
                    print "Never had partial vis for %s - basing threat assessment on old info and lost ships" % system
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['planetThreat'] = 0
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating),
                    0.98 * sys_status.get('fleetThreat', 0),
                    1.1*lost_fleet_rating - monster_rating)
                sys_status['monsterThreat'] = max(
                    monster_rating,
                    0.98 * sys_status.get('monsterThreat', 0),
                    1.1*lost_fleet_rating - enemy_rating - mob_rating)
                sys_status['enemy_threat'] = max(
                    enemy_rating,
                    0.98 * sys_status.get('enemy_threat', 0),
                    1.1*lost_fleet_rating - monster_rating - mob_rating)
                sys_status['mydefenses'] = {'overall': 0, 'attack': 0, 'health': 0}
                sys_status['totalThreat'] = sys_status['fleetThreat']
                sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
                continue

            # have either stale or current info
            pattack = phealth = 0
            mypattack = myphealth = 0
            for pid in system.planetIDs:
                planet = universe.getPlanet(pid)
                if not planet:
                    continue
                prating = self.assess_planet_threat(pid, sighting_age=current_turn - partial_vis_turn)
                if planet.ownedBy(empire_id):  # TODO: check for diplomatic status
                    mypattack += prating['attack']
                    myphealth += prating['health']
                else:
                    pattack += prating['attack']
                    phealth += prating['health']
                    if any("_NEST_" in special for special in planet.specials):
                        sys_status['nest_threat'] = 100
            sys_status['planetThreat'] = pattack * phealth
            sys_status['mydefenses'] = {'overall': mypattack * myphealth, 'attack': mypattack, 'health': myphealth}

            # previous threat assessment could account for losses, ignore the losses now
            if max(sys_status.get('totalThreat', 0), pattack * phealth) >= 0.6 * lost_fleet_rating:
                lost_fleet_rating = 0

            # TODO use sitrep combat info rather than estimating stealthed enemies by fleets lost to them
            # TODO also only consider past stealthed fleet threat to still be present if the system is still obstructed
            # TODO: track visibility across turns in order to distinguish the blip of visibility in (losing) combat,
            #       which FO currently treats as being for the previous turn,
            #       partially superseding the previous visibility for that turn

            if not partial_vis_turn == current_turn:
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['currently_visible'] = False
                # print ("Stale visibility for system %d ( %s ) -- last seen %d, "
                #        "current Turn %d -- basing threat assessment on old info and lost ships") % (
                #     sys_id, sys_status.get('name', "name unknown"), partial_vis_turn, currentTurn)
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating),
                    0.98 * sys_status.get('fleetThreat', 0),
                    2.0 * lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating))
                sys_status['enemy_threat'] = max(
                    enemy_rating,
                    0.98 * sys_status.get('enemy_threat', 0),
                    1.1*lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating))
                sys_status['monsterThreat'] = max(monster_rating, 0.98 * sys_status.get('monsterThreat', 0))
                # sys_status['totalThreat'] = ((pattack + enemy_attack + monster_attack) ** 0.8)\
                #                             * ((phealth + enemy_health + monster_health)** 0.6)  # reevaluate this
                sys_status['totalThreat'] = max(
                    CombatRatingsAI.combine_ratings_list([enemy_rating, mob_rating, monster_rating, pattack * phealth]),
                    2 * lost_fleet_rating,
                    0.98 * sys_status.get('totalThreat', 0))
            else:  # system considered visible
                sys_status['currently_visible'] = True
                sys_status['local_fleet_threats'] = set(mobile_fleets)
                # includes mobile monsters
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 2*lost_fleet_rating - monster_rating)
                if verbose:
                    print "enemy threat calc parts: enemy rating %.1f, lost fleet rating %.1f, monster_rating %.1f" % (
                        enemy_rating, lost_fleet_rating, monster_rating)
                # does NOT include mobile monsters
                sys_status['enemy_threat'] = max(enemy_rating, 2*lost_fleet_rating - monster_rating)
                sys_status['monsterThreat'] = monster_rating
                sys_status['totalThreat'] = CombatRatingsAI.combine_ratings_list(
                    [enemy_rating, mob_rating, monster_rating, pattack * phealth])
            sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
            sys_status['fleetThreat'] = max(sys_status['fleetThreat'], sys_status.get('nest_threat', 0))
            sys_status['totalThreat'] = max(sys_status['totalThreat'], sys_status.get('nest_threat', 0))

            # has been seen with Partial Vis, but is currently supply-blocked
            if partial_vis_turn > 0 and sys_id not in supply_unobstructed_systems:
                sys_status['fleetThreat'] = max(sys_status['fleetThreat'], min_hidden_attack * min_hidden_health)
                sys_status['totalThreat'] = max(
                    sys_status['totalThreat'],
                    ((pattack + min_hidden_attack) ** 0.8) * ((phealth + min_hidden_health) ** 0.6))
            if verbose and sys_status['fleetThreat'] > 0:
                print "%s intermediate status: %s" % (system, sys_status)

        enemy_supply, enemy_near_supply = self.assess_enemy_supply()  # TODO: assess change in enemy supply over time
        # assess secondary threats (threats of surrounding systems) and update my fleet rating
        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus[sys_id]
            sys_status['enemies_supplied'] = enemy_supply.get(sys_id, [])
            observed_empires.update(enemy_supply.get(sys_id, []))
            sys_status['enemies_nearly_supplied'] = enemy_near_supply.get(sys_id, [])
            my_ratings_list = []
            my_ratings_against_planets_list = []
            for fid in sys_status['myfleets']:
                this_rating = self.get_rating(fid, True, self.get_standard_enemy())
                my_ratings_list.append(this_rating)
                my_ratings_against_planets_list.append(self.get_rating(fid, against_planets=True))
            if sys_id != INVALID_ID:
                sys_status['myFleetRating'] = CombatRatingsAI.combine_ratings_list(my_ratings_list)
                sys_status['myFleetRatingVsPlanets'] = CombatRatingsAI.combine_ratings_list(
                    my_ratings_against_planets_list)
                sys_status['all_local_defenses'] = CombatRatingsAI.combine_ratings(
                    sys_status['myFleetRating'], sys_status['mydefenses']['overall'])
            sys_status['neighbors'] = set(universe.getImmediateNeighbors(sys_id, self.empireID))

        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus[sys_id]
            neighbors = sys_status.get('neighbors', set())
            this_system = universe.getSystem(sys_id)
            if verbose:
                print "Regional Assessment for %s with local fleet threat %.1f" % (
                    this_system, sys_status.get('fleetThreat', 0))
            jumps2 = set()
            jumps3 = set()
            jumps4 = set()
            for seta, setb in [(neighbors, jumps2), (jumps2, jumps3), (jumps3, jumps4)]:
                for sys2id in seta:
                    setb.update(self.systemStatus.get(sys2id, {}).get('neighbors', set()))
            jump2ring = jumps2 - neighbors - {sys_id}
            jump3ring = jumps3 - jumps2 - neighbors - {sys_id}
            jump4ring = jumps4 - jumps3 - jumps2 - neighbors - {sys_id}
            sys_status['2jump_ring'] = jump2ring
            sys_status['3jump_ring'] = jump3ring
            sys_status['4jump_ring'] = jump4ring
            threat, max_threat, myrating, j1_threats = self.area_ratings(neighbors)
            sys_status['neighborThreat'] = threat
            sys_status['max_neighbor_threat'] = max_threat
            sys_status['my_neighbor_rating'] = myrating
            threat, max_threat, myrating, j2_threats = self.area_ratings(jump2ring)
            sys_status['jump2_threat'] = threat
            sys_status['my_jump2_rating'] = myrating
            threat, max_threat, myrating, j3_threats = self.area_ratings(jump3ring)
            sys_status['jump3_threat'] = threat
            sys_status['my_jump3_rating'] = myrating
            # for local system includes both enemies and mobs
            threat_keys = ['fleetThreat', 'neighborThreat', 'jump2_threat']
            sys_status['regional_threat'] = CombatRatingsAI.combine_ratings_list(
                [sys_status.get(x, 0) for x in threat_keys])
            # TODO: investigate cases where regional_threat has been nonzero but no regional_threat_fleets
            # (probably due to attenuating history of past threats)
            sys_status.setdefault('regional_fleet_threats', set()).update(j1_threats, j2_threats)
Exemple #4
0
    def update_system_status(self):
        print 10 * "=", "Updating System Threats", 10 * "="
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        destroyed_object_ids = universe.destroyedObjectIDs(empire_id)
        supply_unobstructed_systems = set(empire.supplyUnobstructedSystems)
        min_hidden_attack = 4
        min_hidden_health = 8
        system_id_list = universe.systemIDs  # will normally look at this, the list of all known systems

        # for use in debugging
        verbose = False

        # assess enemy fleets that may have been momentarily visible
        cur_e_fighters = {CombatRatingsAI.default_ship_stats().get_stats(hashable=True): [0]}  # start with a dummy entry
        old_e_fighters = {CombatRatingsAI.default_ship_stats().get_stats(hashable=True): [0]}  # start with a dummy entry
        enemy_fleet_ids = []
        enemies_by_system = {}
        my_fleets_by_system = {}
        fleet_spot_position = {}
        saw_enemies_at_system = {}
        my_milship_rating = MilitaryAI.cur_best_mil_ship_rating()
        current_turn = fo.currentTurn()
        for fleet_id in universe.fleetIDs:
            fleet = universe.getFleet(fleet_id)
            if fleet is None:
                continue
            if not fleet.empty:
                # TODO: check if currently in system and blockaded before accepting destination as location
                this_system_id = (fleet.nextSystemID != INVALID_ID and fleet.nextSystemID) or fleet.systemID
                if fleet.ownedBy(empire_id):
                    if fleet_id not in destroyed_object_ids:
                        my_fleets_by_system.setdefault(this_system_id, []).append(fleet_id)
                        fleet_spot_position.setdefault(fleet.systemID, []).append(fleet_id)
                else:
                    dead_fleet = fleet_id in destroyed_object_ids
                    if not fleet.ownedBy(-1) and (fleet.hasArmedShips or fleet.hasFighterShips):
                        ship_stats = CombatRatingsAI.FleetCombatStats(fleet_id).get_ship_stats(hashable=True)
                        e_f_dict = [cur_e_fighters, old_e_fighters][dead_fleet]  # track old/dead enemy fighters for rating assessments in case not enough current info
                        for stats in ship_stats:
                            attacks = stats[0]
                            if attacks:
                                e_f_dict.setdefault(stats, [0])[0] += 1
                    partial_vis_turn = universe.getVisibilityTurnsMap(fleet_id, empire_id).get(fo.visibility.partial, -9999)
                    if not dead_fleet:
                        # TODO: consider checking death of individual ships.  If ships had been moved from this fleet
                        # into another fleet, we might have witnessed their death in that other fleet but if this fleet
                        # had not been seen since before that transfer then the ships might also still be listed here.
                        sys_status = self.systemStatus.setdefault(this_system_id, {})
                        sys_status['enemy_ship_count'] = sys_status.get('enemy_ship_count', 0) + len(fleet.shipIDs)
                        if partial_vis_turn >= current_turn - 1:  # only interested in immediately recent data
                            saw_enemies_at_system[fleet.systemID] = True
                            enemy_fleet_ids.append(fleet_id)
                            enemies_by_system.setdefault(this_system_id, []).append(fleet_id)
                            if not fleet.ownedBy(-1):
                                self.misc.setdefault('enemies_sighted', {}).setdefault(current_turn, []).append(fleet_id)
                                rating = CombatRatingsAI.get_fleet_rating(fleet_id, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                                if rating > 0.25 * my_milship_rating:
                                    self.misc.setdefault('dangerous_enemies_sighted', {}).setdefault(current_turn, []).append(fleet_id)
        e_f_dict = [cur_e_fighters, old_e_fighters][len(cur_e_fighters) == 1]
        std_fighter = sorted([(v, k) for k, v in e_f_dict.items()])[-1][1]
        self.__empire_standard_enemy = std_fighter
        self.empire_standard_enemy_rating = self.get_standard_enemy().get_rating()
        # TODO: If no current information available, rate against own fighters

        # assess fleet and planet threats & my local fleets
        for sys_id in system_id_list:
            sys_status = self.systemStatus.setdefault(sys_id, {})
            system = universe.getSystem(sys_id)
            if verbose:
                print "AIState threat evaluation for %s" % system
            # update fleets
            sys_status['myfleets'] = my_fleets_by_system.get(sys_id, [])
            sys_status['myFleetsAccessible'] = fleet_spot_position.get(sys_id, [])
            local_enemy_fleet_ids = enemies_by_system.get(sys_id, [])
            sys_status['localEnemyFleetIDs'] = local_enemy_fleet_ids
            if system:
                sys_status['name'] = system.name
                for fid in system.fleetIDs:
                    if fid in destroyed_object_ids:  # TODO: double check are these checks/deletes necessary?
                        self.delete_fleet_info(fid)  # this is safe even if fleet wasn't mine
                        continue
                    fleet = universe.getFleet(fid)
                    if not fleet or fleet.empty:
                        self.delete_fleet_info(fid)  # this is safe even if fleet wasn't mine
                        continue

            # update threats
            sys_vis_dict = universe.getVisibilityTurnsMap(sys_id, fo.empireID())
            partial_vis_turn = sys_vis_dict.get(fo.visibility.partial, -9999)
            mob_ratings = []  # for mobile unowned monster fleets
            lost_fleet_rating = 0
            enemy_ratings = []
            monster_ratings = []
            mobile_fleets = []
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)
                if not fleet:
                    continue
                fleet_rating = CombatRatingsAI.get_fleet_rating(fid, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        print "\t immobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                else:
                    if verbose:
                        print "\t mobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                    mobile_fleets.append(fid)
                    if fleet.unowned:
                        mob_ratings.append(fleet_rating)
                    else:
                        enemy_ratings.append(fleet_rating)
            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(monster_ratings)
            mob_rating = CombatRatingsAI.combine_ratings_list(mob_ratings)
            if fleetsLostBySystem.get(sys_id, []):
                lost_fleet_rating = CombatRatingsAI.combine_ratings_list(fleetsLostBySystem[sys_id])
            if not system or partial_vis_turn == -9999:  # under current visibility rules should not be possible to have any losses or other info here, but just in case...
                if verbose:
                    print "Have never had partial vis for system %d ( %s ) -- basing threat assessment on old info and lost ships" % (sys_id, sys_status.get('name', "name unknown"))
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['planetThreat'] = 0
                sys_status['fleetThreat'] = int(max(CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 0.98 * sys_status.get('fleetThreat', 0), 1.1 * lost_fleet_rating - monster_rating))
                sys_status['monsterThreat'] = int(max(monster_rating, 0.98 * sys_status.get('monsterThreat', 0), 1.1 * lost_fleet_rating - enemy_rating - mob_rating))
                sys_status['enemy_threat'] = int(max(enemy_rating, 0.98 * sys_status.get('enemy_threat', 0), 1.1 * lost_fleet_rating - monster_rating - mob_rating))
                sys_status['mydefenses'] = {'overall': 0, 'attack': 0, 'health': 0}
                sys_status['totalThreat'] = sys_status['fleetThreat']
                sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
                continue

            # have either stale or current info
            pattack = 0
            phealth = 0
            mypattack, myphealth = 0, 0
            for pid in system.planetIDs:
                prating = self.assess_planet_threat(pid, sighting_age=current_turn - partial_vis_turn)
                planet = universe.getPlanet(pid)
                if not planet:
                    continue
                if planet.owner == self.empireID:  # TODO: check for diplomatic status
                    mypattack += prating['attack']
                    myphealth += prating['health']
                else:
                    if [special for special in planet.specials if "_NEST_" in special]:
                        sys_status['nest_threat'] = 100
                    pattack += prating['attack']
                    phealth += prating['health']
            sys_status['planetThreat'] = pattack * phealth
            sys_status['mydefenses'] = {'overall': mypattack * myphealth, 'attack': mypattack, 'health': myphealth}

            if max(sys_status.get('totalThreat', 0), pattack * phealth) >= 0.6 * lost_fleet_rating:  # previous threat assessment could account for losses, ignore the losses now
                lost_fleet_rating = 0

            # TODO use sitrep combat info rather than estimating stealthed enemies by fleets lost to them
            # TODO also only consider past stealthed fleet threat to still be present if the system is still obstructed
            # TODO: track visibility across turns in order to distinguish the blip of visibility in (losing) combat,
            # which FO currently treats as being for the previous turn, partially superseding the previous visibility for that turn
            if not partial_vis_turn == current_turn:  # (universe.getVisibility(sys_id, self.empire_id) >= fo.visibility.partial):
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['currently_visible'] = False
                # print "Stale visibility for system %d ( %s ) -- last seen %d, current Turn %d -- basing threat assessment on old info and lost ships"%(sys_id, sys_status.get('name', "name unknown"), partial_vis_turn, currentTurn)
                sys_status['fleetThreat'] = int(max(CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 0.98 * sys_status.get('fleetThreat', 0), 2.0 * lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating)))
                sys_status['enemy_threat'] = int(max(enemy_rating, 0.98 * sys_status.get('enemy_threat', 0), 1.1 * lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating)))
                sys_status['monsterThreat'] = int(max(monster_rating, 0.98 * sys_status.get('monsterThreat', 0)))
                # sys_status['totalThreat'] = ((pattack + enemy_attack + monster_attack) ** 0.8) * ((phealth + enemy_health + monster_health)** 0.6)  # reevaluate this
                sys_status['totalThreat'] = max(CombatRatingsAI.combine_ratings_list([enemy_rating, mob_rating, monster_rating, pattack * phealth]), 2 * lost_fleet_rating, 0.98 * sys_status.get('totalThreat', 0))
            else:  # system considered visible #TODO: reevaluate as visibility rules change
                sys_status['currently_visible'] = True
                sys_status['local_fleet_threats'] = set(mobile_fleets)
                sys_status['fleetThreat'] = int(max(CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 2 * lost_fleet_rating - monster_rating))  # includes mobile monsters
                if verbose:
                    print "enemy threat calc parts: enemy rating %.1f, lost fleet rating %.1f, monster_rating %.1f" % (enemy_rating, lost_fleet_rating, monster_rating)
                sys_status['enemy_threat'] = int(max(enemy_rating, 2 * lost_fleet_rating - monster_rating))  # does NOT include mobile monsters
                sys_status['monsterThreat'] = monster_rating
                sys_status['totalThreat'] = CombatRatingsAI.combine_ratings_list([enemy_rating, mob_rating, monster_rating, pattack * phealth])
            sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
            sys_status['fleetThreat'] = max(sys_status['fleetThreat'], sys_status.get('nest_threat', 0))
            sys_status['totalThreat'] = max(sys_status['totalThreat'], sys_status.get('nest_threat', 0))

            if partial_vis_turn > 0 and sys_id not in supply_unobstructed_systems:  # has been seen with Partial Vis, but is currently supply-blocked
                sys_status['fleetThreat'] = max(sys_status['fleetThreat'], min_hidden_attack * min_hidden_health)
                sys_status['totalThreat'] = max(sys_status['totalThreat'], ((pattack + min_hidden_attack) ** 0.8) * ((phealth + min_hidden_health) ** 0.6))
            if verbose and sys_status['fleetThreat'] > 0:
                print "%s intermediate status: %s" % (system, sys_status)

        enemy_supply, enemy_near_supply = self.assess_enemy_supply()  # TODO: assess change in enemy supply over time
        # assess secondary threats (threats of surrounding systems) and update my fleet rating
        for sys_id in system_id_list:
            sys_status = self.systemStatus[sys_id]
            sys_status['enemies_supplied'] = enemy_supply.get(sys_id, [])
            sys_status['enemies_nearly_supplied'] = enemy_near_supply.get(sys_id, [])
            my_ratings_list = []
            my_ratings_against_planets_list = []
            for fid in sys_status['myfleets']:
                this_rating = self.get_rating(fid, True, self.get_standard_enemy())
                my_ratings_list.append(this_rating)
                my_ratings_against_planets_list.append(self.get_rating(fid, against_planets=True))
            if sys_id != INVALID_ID:
                sys_status['myFleetRating'] = CombatRatingsAI.combine_ratings_list(my_ratings_list)
                sys_status['myFleetRatingVsPlanets'] = CombatRatingsAI.combine_ratings_list(my_ratings_against_planets_list)
                sys_status['all_local_defenses'] = CombatRatingsAI.combine_ratings(sys_status['myFleetRating'], sys_status['mydefenses']['overall'])
            sys_status['neighbors'] = set(dict_from_map(universe.getSystemNeighborsMap(sys_id, self.empireID)))
            
        for sys_id in system_id_list:
            sys_status = self.systemStatus[sys_id]
            neighbors = sys_status.get('neighbors', set())
            this_system = fo.getUniverse().getSystem(sys_id)
            if verbose:
                print "Regional Assessment for %s with local fleet threat %.1f" % (this_system, sys_status.get('fleetThreat', 0))
            jumps2 = set()
            jumps3 = set()
            jumps4 = set()
            for seta, setb in [(neighbors, jumps2), (jumps2, jumps3), (jumps3, jumps4)]:
                for sys2id in seta:
                    setb.update(self.systemStatus.get(sys2id, {}).get('neighbors', set()))
            jump2ring = jumps2 - neighbors - {sys_id}
            jump3ring = jumps3 - jumps2 - neighbors - {sys_id}
            jump4ring = jumps4 - jumps3  - jumps2 - neighbors - {sys_id}
            sys_status['2jump_ring'] = jump2ring
            sys_status['3jump_ring'] = jump3ring
            sys_status['4jump_ring'] = jump4ring
            threat, max_threat, myrating, j1_threats = self.area_ratings(neighbors, ref_sys_name="neighbors %s" % this_system) if verbose else self.area_ratings(neighbors)
            sys_status['neighborThreat'] = threat
            sys_status['max_neighbor_threat'] = max_threat
            sys_status['my_neighbor_rating'] = myrating
            threat, max_threat, myrating, j2_threats = self.area_ratings(jump2ring, ref_sys_name="jump2 %s" % this_system) if verbose else self.area_ratings(jump2ring)
            sys_status['jump2_threat'] = threat
            sys_status['my_jump2_rating'] = myrating
            threat, max_threat, myrating, j3_threats = self.area_ratings(jump3ring)
            sys_status['jump3_threat'] = threat
            sys_status['my_jump3_rating'] = myrating
            threat_keys = ['fleetThreat', 'neighborThreat', 'jump2_threat']  # for local system includes both enemies and mobs
            sys_status['regional_threat'] = CombatRatingsAI.combine_ratings_list(map(lambda x: sys_status.get(x, 0), threat_keys))
            # TODO: investigate cases where regional_threat has been nonzero but no regional_threat_fleets
            # (probably due to attenuating history of past threats)
            sys_status.setdefault('regional_fleet_threats', set()).update(j1_threats, j2_threats)
Exemple #5
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    def __clean_fleet_roles(self, just_resumed=False):
        """Removes fleetRoles if a fleet has been lost, and update fleet Ratings."""
        universe = fo.getUniverse()
        current_empire_fleets = FleetUtilsAI.get_empire_fleet_ids()
        self.shipCount = 0
        destroyed_object_ids = universe.destroyedObjectIDs(fo.empireID())

        fleet_table = Table([
            Text('Fleet'), Float('Rating'), Float('Troops'),
            Text('Location'), Text('Destination')],
            table_name="Fleet Summary Turn %d" % fo.currentTurn()
        )
        # need to loop over a copy as entries are deleted in loop
        for fleet_id in list(self.__fleetRoleByID):
            fleet_status = self.fleetStatus.setdefault(fleet_id, {})
            rating = CombatRatingsAI.get_fleet_rating(fleet_id, self.get_standard_enemy())
            old_sys_id = fleet_status.get('sysID', -2)  # TODO: Introduce helper function instead
            fleet = universe.getFleet(fleet_id)
            if fleet:
                sys_id = fleet.systemID
                if old_sys_id in [-2, -1]:
                    old_sys_id = sys_id
                fleet_status['nships'] = len(fleet.shipIDs)  # TODO: Introduce helper function instead
                self.shipCount += fleet_status['nships']
            else:
                # can still retrieve a fleet object even if fleet was just destroyed, so shouldn't get here
                # however,this has been observed happening, and is the reason a fleet check was added a few lines below.
                # Not at all sure how this came about, but was throwing off threat assessments
                sys_id = old_sys_id

            # check if fleet is destroyed and if so, delete stored information
            if fleet_id not in current_empire_fleets:  # or fleet.empty:
                # TODO(Morlic): Is this condition really correct? Seems like should actually be in destroyed object ids
                if (fleet and self.__fleetRoleByID.get(fleet_id, -1) != -1 and
                        fleet_id not in destroyed_object_ids and
                        any(ship_id not in destroyed_object_ids for ship_id in fleet.shipIDs)):
                    if not just_resumed:
                        fleetsLostBySystem.setdefault(old_sys_id, []).append(max(rating, MilitaryAI.MinThreat))

                self.delete_fleet_info(fleet_id)
                continue

            # if reached here, the fleet does still exist
            this_sys = universe.getSystem(sys_id)
            next_sys = universe.getSystem(fleet.nextSystemID)

            fleet_table.add_row([
                    fleet,
                    rating,
                    FleetUtilsAI.count_troops_in_fleet(fleet_id),
                    this_sys or 'starlane',
                    next_sys or '-',
                ])

            fleet_status['rating'] = rating
            if next_sys:
                fleet_status['sysID'] = next_sys.id
            elif this_sys:
                fleet_status['sysID'] = this_sys.id
            else:
                error("Fleet %s has no valid system." % fleet)
        info(fleet_table)
        # Next string used in charts. Don't modify it!
        debug("Empire Ship Count: %s" % self.shipCount)
        debug("Empire standard fighter summary: %s", (CombatRatingsAI.get_empire_standard_fighter().get_stats(), ))
        debug("------------------------")
Exemple #6
0
    def __update_system_status(self):
        debug('{0} Updating System Threats {0}'.format(10 * "="))
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        destroyed_object_ids = universe.destroyedObjectIDs(empire_id)
        supply_unobstructed_systems = set(empire.supplyUnobstructedSystems)
        min_hidden_attack = 4
        min_hidden_health = 8
        observed_empires = self.misc.setdefault("observed_empires", set())

        # TODO: Variables that are recalculated each turn from scratch should not be stored in AIstate
        # clear previous game state
        for sys_id in self.systemStatus:
            self.systemStatus[sys_id]['enemy_ship_count'] = 0
            self.systemStatus[sys_id]['myFleetRating'] = 0
            self.systemStatus[sys_id]['myFleetRatingVsPlanets'] = 0

        # for use in debugging
        verbose = False

        # assess enemy fleets that may have been momentarily visible
        enemies_by_system = {}
        my_fleets_by_system = {}
        fleet_spot_position = {}
        current_turn = fo.currentTurn()
        for fleet_id in universe.fleetIDs:
            fleet = universe.getFleet(fleet_id)
            if not fleet or fleet.empty:
                self.delete_fleet_info(fleet_id)  # this is safe even if fleet wasn't mine
                continue
            # TODO: check if currently in system and blockaded before accepting destination as location
            this_system_id = fleet.nextSystemID if fleet.nextSystemID != INVALID_ID else fleet.systemID
            dead_fleet = fleet_id in destroyed_object_ids
            if dead_fleet:
                self.delete_fleet_info(fleet_id)

            if fleet.ownedBy(empire_id):
                if not dead_fleet:
                    my_fleets_by_system.setdefault(this_system_id, []).append(fleet_id)
                    fleet_spot_position.setdefault(fleet.systemID, []).append(fleet_id)
                continue

            # TODO: consider checking death of individual ships.  If ships had been moved from this fleet
            # into another fleet, we might have witnessed their death in that other fleet but if this fleet
            # had not been seen since before that transfer then the ships might also still be listed here.
            if dead_fleet:
                continue

            # we are only interested in immediately recent data
            if get_partial_visibility_turn(fleet_id) < (current_turn - 1):
                continue

            sys_status = self.systemStatus.setdefault(this_system_id, {})
            sys_status['enemy_ship_count'] = sys_status.get('enemy_ship_count', 0) + len(fleet.shipIDs)
            enemies_by_system.setdefault(this_system_id, []).append(fleet_id)

            if not fleet.unowned:
                self.misc.setdefault('enemies_sighted', {}).setdefault(current_turn, []).append(fleet_id)
                observed_empires.add(fleet.owner)

        # assess fleet and planet threats & my local fleets
        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus.setdefault(sys_id, {})
            system = universe.getSystem(sys_id)
            if verbose:
                debug("AIState threat evaluation for %s" % system)
            # update fleets
            sys_status['myfleets'] = my_fleets_by_system.get(sys_id, [])
            sys_status['myFleetsAccessible'] = fleet_spot_position.get(sys_id, [])
            local_enemy_fleet_ids = enemies_by_system.get(sys_id, [])
            sys_status['localEnemyFleetIDs'] = local_enemy_fleet_ids
            if system:
                sys_status['name'] = system.name

            # update threats
            monster_ratings = []  # immobile
            enemy_ratings = []  # owned & mobile
            mob_ratings = []  # mobile & unowned
            mobile_fleets = []  # mobile and either owned or unowned
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)  # ensured to exist
                fleet_rating = CombatRatingsAI.get_fleet_rating(
                    fid, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        debug("\t immobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating))
                    continue

                if verbose:
                    debug("\t mobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating))
                mobile_fleets.append(fid)
                if fleet.unowned:
                    mob_ratings.append(fleet_rating)
                else:
                    enemy_ratings.append(fleet_rating)

            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(monster_ratings)
            mob_rating = CombatRatingsAI.combine_ratings_list(mob_ratings)
            lost_fleets = fleetsLostBySystem.get(sys_id, [])
            lost_fleet_rating = CombatRatingsAI.combine_ratings_list(lost_fleets)

            # under current visibility rules should not be possible to have any losses or other info here,
            # but just in case...
            partial_vis_turn = get_partial_visibility_turn(sys_id)
            if not system or partial_vis_turn < 0:
                if verbose:
                    debug("Never had partial vis for %s - basing threat assessment on old info and lost ships" % system)
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['planetThreat'] = 0
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating),
                    0.98 * sys_status.get('fleetThreat', 0),
                    1.1*lost_fleet_rating - monster_rating)
                sys_status['monsterThreat'] = max(
                    monster_rating,
                    0.98 * sys_status.get('monsterThreat', 0),
                    1.1*lost_fleet_rating - enemy_rating - mob_rating)
                sys_status['enemy_threat'] = max(
                    enemy_rating,
                    0.98 * sys_status.get('enemy_threat', 0),
                    1.1*lost_fleet_rating - monster_rating - mob_rating)
                sys_status['mydefenses'] = {'overall': 0, 'attack': 0, 'health': 0}
                sys_status['totalThreat'] = sys_status['fleetThreat']
                sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
                continue

            # have either stale or current info
            pattack = phealth = 0
            mypattack = myphealth = 0
            for pid in system.planetIDs:
                planet = universe.getPlanet(pid)
                if not planet:
                    continue
                prating = self.assess_planet_threat(pid, sighting_age=current_turn - partial_vis_turn)
                if planet.ownedBy(empire_id):  # TODO: check for diplomatic status
                    mypattack += prating['attack']
                    myphealth += prating['health']
                else:
                    pattack += prating['attack']
                    phealth += prating['health']
                    if any("_NEST_" in special for special in planet.specials):
                        sys_status['nest_threat'] = 100
            sys_status['planetThreat'] = pattack * phealth
            sys_status['mydefenses'] = {'overall': mypattack * myphealth, 'attack': mypattack, 'health': myphealth}

            # previous threat assessment could account for losses, ignore the losses now
            if max(sys_status.get('totalThreat', 0), pattack * phealth) >= 0.6 * lost_fleet_rating:
                lost_fleet_rating = 0

            # TODO use sitrep combat info rather than estimating stealthed enemies by fleets lost to them
            # TODO also only consider past stealthed fleet threat to still be present if the system is still obstructed
            # TODO: track visibility across turns in order to distinguish the blip of visibility in (losing) combat,
            #       which FO currently treats as being for the previous turn,
            #       partially superseding the previous visibility for that turn

            if not partial_vis_turn == current_turn:
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['currently_visible'] = False
                # print ("Stale visibility for system %d ( %s ) -- last seen %d, "
                #        "current Turn %d -- basing threat assessment on old info and lost ships") % (
                #     sys_id, sys_status.get('name', "name unknown"), partial_vis_turn, currentTurn)
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating),
                    0.98 * sys_status.get('fleetThreat', 0),
                    2.0 * lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating))
                sys_status['enemy_threat'] = max(
                    enemy_rating,
                    0.98 * sys_status.get('enemy_threat', 0),
                    1.1*lost_fleet_rating - max(sys_status.get('monsterThreat', 0), monster_rating))
                sys_status['monsterThreat'] = max(monster_rating, 0.98 * sys_status.get('monsterThreat', 0))
                # sys_status['totalThreat'] = ((pattack + enemy_attack + monster_attack) ** 0.8)\
                #                             * ((phealth + enemy_health + monster_health)** 0.6)  # reevaluate this
                sys_status['totalThreat'] = max(
                    CombatRatingsAI.combine_ratings_list([enemy_rating, mob_rating, monster_rating, pattack * phealth]),
                    2 * lost_fleet_rating,
                    0.98 * sys_status.get('totalThreat', 0))
            else:  # system considered visible
                sys_status['currently_visible'] = True
                sys_status['local_fleet_threats'] = set(mobile_fleets)
                # includes mobile monsters
                sys_status['fleetThreat'] = max(
                    CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 2*lost_fleet_rating - monster_rating)
                if verbose:
                    debug("enemy threat calc parts: enemy rating %.1f, lost fleet rating %.1f, monster_rating %.1f" % (
                        enemy_rating, lost_fleet_rating, monster_rating))
                # does NOT include mobile monsters
                sys_status['enemy_threat'] = max(enemy_rating, 2*lost_fleet_rating - monster_rating)
                sys_status['monsterThreat'] = monster_rating
                sys_status['totalThreat'] = CombatRatingsAI.combine_ratings_list(
                    [enemy_rating, mob_rating, monster_rating, pattack * phealth])
            sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
            sys_status['fleetThreat'] = max(sys_status['fleetThreat'], sys_status.get('nest_threat', 0))
            sys_status['totalThreat'] = max(sys_status['totalThreat'], sys_status.get('nest_threat', 0))

            # has been seen with Partial Vis, but is currently supply-blocked
            if partial_vis_turn > 0 and sys_id not in supply_unobstructed_systems:
                sys_status['fleetThreat'] = max(sys_status['fleetThreat'], min_hidden_attack * min_hidden_health)
                sys_status['totalThreat'] = max(
                    sys_status['totalThreat'],
                    ((pattack + min_hidden_attack) ** 0.8) * ((phealth + min_hidden_health) ** 0.6))
            if verbose and sys_status['fleetThreat'] > 0:
                debug("%s intermediate status: %s" % (system, sys_status))

        enemy_supply, enemy_near_supply = self.assess_enemy_supply()  # TODO: assess change in enemy supply over time
        # assess secondary threats (threats of surrounding systems) and update my fleet rating
        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus[sys_id]
            sys_status['enemies_supplied'] = enemy_supply.get(sys_id, [])
            observed_empires.update(enemy_supply.get(sys_id, []))
            sys_status['enemies_nearly_supplied'] = enemy_near_supply.get(sys_id, [])
            my_ratings_list = []
            my_ratings_against_planets_list = []
            for fid in sys_status['myfleets']:
                this_rating = self.get_rating(fid, True, self.get_standard_enemy())
                my_ratings_list.append(this_rating)
                my_ratings_against_planets_list.append(self.get_rating(fid, against_planets=True))
            if sys_id != INVALID_ID:
                sys_status['myFleetRating'] = CombatRatingsAI.combine_ratings_list(my_ratings_list)
                sys_status['myFleetRatingVsPlanets'] = CombatRatingsAI.combine_ratings_list(
                    my_ratings_against_planets_list)
                sys_status['all_local_defenses'] = CombatRatingsAI.combine_ratings(
                    sys_status['myFleetRating'], sys_status['mydefenses']['overall'])
            sys_status['neighbors'] = set(universe.getImmediateNeighbors(sys_id, self.empireID))

        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus[sys_id]
            neighbors = sys_status.get('neighbors', set())
            this_system = universe.getSystem(sys_id)
            if verbose:
                debug("Regional Assessment for %s with local fleet threat %.1f" % (
                    this_system, sys_status.get('fleetThreat', 0)))
            jumps2 = set()
            jumps3 = set()
            jumps4 = set()
            for seta, setb in [(neighbors, jumps2), (jumps2, jumps3), (jumps3, jumps4)]:
                for sys2id in seta:
                    setb.update(self.systemStatus.get(sys2id, {}).get('neighbors', set()))
            jump2ring = jumps2 - neighbors - {sys_id}
            jump3ring = jumps3 - jumps2 - neighbors - {sys_id}
            jump4ring = jumps4 - jumps3 - jumps2 - neighbors - {sys_id}
            sys_status['2jump_ring'] = jump2ring
            sys_status['3jump_ring'] = jump3ring
            sys_status['4jump_ring'] = jump4ring
            threat, max_threat, myrating, j1_threats = self.area_ratings(neighbors)
            sys_status['neighborThreat'] = threat
            sys_status['max_neighbor_threat'] = max_threat
            sys_status['my_neighbor_rating'] = myrating
            threat, max_threat, myrating, j2_threats = self.area_ratings(jump2ring)
            sys_status['jump2_threat'] = threat
            sys_status['my_jump2_rating'] = myrating
            threat, max_threat, myrating, j3_threats = self.area_ratings(jump3ring)
            sys_status['jump3_threat'] = threat
            sys_status['my_jump3_rating'] = myrating
            # for local system includes both enemies and mobs
            threat_keys = ['fleetThreat', 'neighborThreat', 'jump2_threat']
            sys_status['regional_threat'] = CombatRatingsAI.combine_ratings_list(
                [sys_status.get(x, 0) for x in threat_keys])
            # TODO: investigate cases where regional_threat has been nonzero but no regional_threat_fleets
            # (probably due to attenuating history of past threats)
            sys_status.setdefault('regional_fleet_threats', set()).update(j1_threats, j2_threats)
Exemple #7
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    def __clean_fleet_roles(self, just_resumed=False):
        """Removes fleetRoles if a fleet has been lost, and update fleet Ratings."""
        for sys_id in self.systemStatus:
            self.systemStatus[sys_id]['myFleetRating'] = 0
            self.systemStatus[sys_id]['myFleetRatingVsPlanets'] = 0

        universe = fo.getUniverse()
        ok_fleets = FleetUtilsAI.get_empire_fleet_ids()
        fleet_list = sorted(list(self.__fleetRoleByID))
        ship_count = 0
        destroyed_object_ids = universe.destroyedObjectIDs(fo.empireID())

        fleet_table = Table([
            Text('Fleet'),
            Float('Rating'),
            Float('Troops'),
            Text('Location'),
            Text('Destination')
        ],
                            table_name="Fleet Summary Turn %d" %
                            fo.currentTurn())
        for fleet_id in fleet_list:
            status = self.fleetStatus.setdefault(fleet_id, {})
            rating = CombatRatingsAI.get_fleet_rating(
                fleet_id, self.get_standard_enemy())
            troops = FleetUtilsAI.count_troops_in_fleet(fleet_id)
            old_sys_id = status.get('sysID', -2)
            fleet = universe.getFleet(fleet_id)
            if fleet:
                sys_id = fleet.systemID
                if old_sys_id in [-2, -1]:
                    old_sys_id = sys_id
                status['nships'] = len(fleet.shipIDs)
                ship_count += status['nships']
            else:
                # can still retrieve a fleet object even if fleet was just destroyed, so shouldn't get here
                # however,this has been observed happening, and is the reason a fleet check was added a few lines below.
                # Not at all sure how this came about, but was throwing off threat assessments
                sys_id = old_sys_id
            if fleet_id not in ok_fleets:  # or fleet.empty:
                if (fleet and self.__fleetRoleByID.get(fleet_id, -1) != -1
                        and fleet_id not in destroyed_object_ids
                        and any(ship_id not in destroyed_object_ids
                                for ship_id in fleet.shipIDs)):
                    if not just_resumed:
                        fleetsLostBySystem.setdefault(old_sys_id, []).append(
                            max(rating, MilitaryAI.MinThreat))
                if fleet_id in self.__fleetRoleByID:
                    del self.__fleetRoleByID[fleet_id]
                if fleet_id in self.__aiMissionsByFleetID:
                    del self.__aiMissionsByFleetID[fleet_id]
                if fleet_id in self.fleetStatus:
                    del self.fleetStatus[fleet_id]
                continue
            else:  # fleet in ok fleets
                this_sys = universe.getSystem(sys_id)
                next_sys = universe.getSystem(fleet.nextSystemID)

                fleet_table.add_row([
                    fleet,
                    rating,
                    troops,
                    this_sys or 'starlane',
                    next_sys or '-',
                ])

                status['rating'] = rating
                if next_sys:
                    status['sysID'] = next_sys.id
                elif this_sys:
                    status['sysID'] = this_sys.id
                else:
                    main_mission = self.get_fleet_mission(fleet_id)
                    main_mission_type = (main_mission.getAIMissionTypes() +
                                         [-1])[0]
                    if main_mission_type != -1:
                        targets = main_mission.getAITargets(main_mission_type)
                        if targets:
                            m_mt0 = targets[0]
                            if isinstance(m_mt0.target_type, System):
                                status[
                                    'sysID'] = m_mt0.target.id  # hmm, but might still be a fair ways from here
        fleet_table.print_table()
        self.shipCount = ship_count
        # Next string used in charts. Don't modify it!
        print "Empire Ship Count: ", ship_count
        print "Empire standard fighter summary: ", CombatRatingsAI.get_empire_standard_fighter(
        ).get_stats()
        print "------------------------"
    def update_system_status(self):
        print 10 * "=", "Updating System Threats", 10 * "="
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        destroyed_object_ids = universe.destroyedObjectIDs(empire_id)
        supply_unobstructed_systems = set(empire.supplyUnobstructedSystems)
        min_hidden_attack = 4
        min_hidden_health = 8
        system_id_list = universe.systemIDs  # will normally look at this, the list of all known systems

        # for use in debugging
        verbose = False

        # assess enemy fleets that may have been momentarily visible
        cur_e_fighters = {
            CombatRatingsAI.default_ship_stats().get_stats(hashable=True): [0]
        }  # start with a dummy entry
        old_e_fighters = {
            CombatRatingsAI.default_ship_stats().get_stats(hashable=True): [0]
        }  # start with a dummy entry
        enemy_fleet_ids = []
        enemies_by_system = {}
        my_fleets_by_system = {}
        fleet_spot_position = {}
        saw_enemies_at_system = {}
        my_milship_rating = MilitaryAI.cur_best_mil_ship_rating()
        current_turn = fo.currentTurn()
        for fleet_id in universe.fleetIDs:
            fleet = universe.getFleet(fleet_id)
            if fleet is None:
                continue
            if not fleet.empty:
                # TODO: check if currently in system and blockaded before accepting destination as location
                this_system_id = (fleet.nextSystemID != INVALID_ID
                                  and fleet.nextSystemID) or fleet.systemID
                if fleet.ownedBy(empire_id):
                    if fleet_id not in destroyed_object_ids:
                        my_fleets_by_system.setdefault(this_system_id,
                                                       []).append(fleet_id)
                        fleet_spot_position.setdefault(fleet.systemID,
                                                       []).append(fleet_id)
                else:
                    dead_fleet = fleet_id in destroyed_object_ids
                    if not fleet.ownedBy(-1) and (fleet.hasArmedShips
                                                  or fleet.hasFighterShips):
                        ship_stats = CombatRatingsAI.FleetCombatStats(
                            fleet_id).get_ship_stats(hashable=True)
                        e_f_dict = [
                            cur_e_fighters, old_e_fighters
                        ][dead_fleet]  # track old/dead enemy fighters for rating assessments in case not enough current info
                        for stats in ship_stats:
                            attacks = stats[0]
                            if attacks:
                                e_f_dict.setdefault(stats, [0])[0] += 1
                    partial_vis_turn = universe.getVisibilityTurnsMap(
                        fleet_id, empire_id).get(fo.visibility.partial, -9999)
                    if not dead_fleet:
                        # TODO: consider checking death of individual ships.  If ships had been moved from this fleet
                        # into another fleet, we might have witnessed their death in that other fleet but if this fleet
                        # had not been seen since before that transfer then the ships might also still be listed here.
                        sys_status = self.systemStatus.setdefault(
                            this_system_id, {})
                        sys_status['enemy_ship_count'] = sys_status.get(
                            'enemy_ship_count', 0) + len(fleet.shipIDs)
                        if partial_vis_turn >= current_turn - 1:  # only interested in immediately recent data
                            saw_enemies_at_system[fleet.systemID] = True
                            enemy_fleet_ids.append(fleet_id)
                            enemies_by_system.setdefault(this_system_id,
                                                         []).append(fleet_id)
                            if not fleet.ownedBy(-1):
                                self.misc.setdefault('enemies_sighted',
                                                     {}).setdefault(
                                                         current_turn,
                                                         []).append(fleet_id)
                                rating = CombatRatingsAI.get_fleet_rating(
                                    fleet_id,
                                    enemy_stats=CombatRatingsAI.
                                    get_empire_standard_fighter())
                                if rating > 0.25 * my_milship_rating:
                                    self.misc.setdefault(
                                        'dangerous_enemies_sighted',
                                        {}).setdefault(current_turn,
                                                       []).append(fleet_id)
        e_f_dict = [cur_e_fighters, old_e_fighters][len(cur_e_fighters) == 1]
        std_fighter = sorted([(v, k) for k, v in e_f_dict.items()])[-1][1]
        self.__empire_standard_enemy = std_fighter
        self.empire_standard_enemy_rating = self.get_standard_enemy(
        ).get_rating()
        # TODO: If no current information available, rate against own fighters

        # assess fleet and planet threats & my local fleets
        for sys_id in system_id_list:
            sys_status = self.systemStatus.setdefault(sys_id, {})
            system = universe.getSystem(sys_id)
            if verbose:
                print "AIState threat evaluation for %s" % system
            # update fleets
            sys_status['myfleets'] = my_fleets_by_system.get(sys_id, [])
            sys_status['myFleetsAccessible'] = fleet_spot_position.get(
                sys_id, [])
            local_enemy_fleet_ids = enemies_by_system.get(sys_id, [])
            sys_status['localEnemyFleetIDs'] = local_enemy_fleet_ids
            if system:
                sys_status['name'] = system.name
                for fid in system.fleetIDs:
                    if fid in destroyed_object_ids:  # TODO: double check are these checks/deletes necessary?
                        self.delete_fleet_info(
                            fid)  # this is safe even if fleet wasn't mine
                        continue
                    fleet = universe.getFleet(fid)
                    if not fleet or fleet.empty:
                        self.delete_fleet_info(
                            fid)  # this is safe even if fleet wasn't mine
                        continue

            # update threats
            sys_vis_dict = universe.getVisibilityTurnsMap(
                sys_id, fo.empireID())
            partial_vis_turn = sys_vis_dict.get(fo.visibility.partial, -9999)
            mob_ratings = []  # for mobile unowned monster fleets
            lost_fleet_rating = 0
            enemy_ratings = []
            monster_ratings = []
            mobile_fleets = []
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)
                if not fleet:
                    continue
                fleet_rating = CombatRatingsAI.get_fleet_rating(
                    fid,
                    enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        print "\t immobile enemy fleet %s has rating %.1f" % (
                            fleet, fleet_rating)
                else:
                    if verbose:
                        print "\t mobile enemy fleet %s has rating %.1f" % (
                            fleet, fleet_rating)
                    mobile_fleets.append(fid)
                    if fleet.unowned:
                        mob_ratings.append(fleet_rating)
                    else:
                        enemy_ratings.append(fleet_rating)
            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(
                monster_ratings)
            mob_rating = CombatRatingsAI.combine_ratings_list(mob_ratings)
            if fleetsLostBySystem.get(sys_id, []):
                lost_fleet_rating = CombatRatingsAI.combine_ratings_list(
                    fleetsLostBySystem[sys_id])
            if not system or partial_vis_turn == -9999:  # under current visibility rules should not be possible to have any losses or other info here, but just in case...
                if verbose:
                    print "Have never had partial vis for system %d ( %s ) -- basing threat assessment on old info and lost ships" % (
                        sys_id, sys_status.get('name', "name unknown"))
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['planetThreat'] = 0
                sys_status['fleetThreat'] = int(
                    max(
                        CombatRatingsAI.combine_ratings(
                            enemy_rating, mob_rating),
                        0.98 * sys_status.get('fleetThreat', 0),
                        1.1 * lost_fleet_rating - monster_rating))
                sys_status['monsterThreat'] = int(
                    max(monster_rating,
                        0.98 * sys_status.get('monsterThreat', 0),
                        1.1 * lost_fleet_rating - enemy_rating - mob_rating))
                sys_status['enemy_threat'] = int(
                    max(enemy_rating, 0.98 * sys_status.get('enemy_threat', 0),
                        1.1 * lost_fleet_rating - monster_rating - mob_rating))
                sys_status['mydefenses'] = {
                    'overall': 0,
                    'attack': 0,
                    'health': 0
                }
                sys_status['totalThreat'] = sys_status['fleetThreat']
                sys_status['regional_fleet_threats'] = sys_status[
                    'local_fleet_threats'].copy()
                continue

            # have either stale or current info
            pattack = 0
            phealth = 0
            mypattack, myphealth = 0, 0
            for pid in system.planetIDs:
                prating = self.assess_planet_threat(pid,
                                                    sighting_age=current_turn -
                                                    partial_vis_turn)
                planet = universe.getPlanet(pid)
                if not planet:
                    continue
                if planet.owner == self.empireID:  # TODO: check for diplomatic status
                    mypattack += prating['attack']
                    myphealth += prating['health']
                else:
                    if [
                            special for special in planet.specials
                            if "_NEST_" in special
                    ]:
                        sys_status['nest_threat'] = 100
                    pattack += prating['attack']
                    phealth += prating['health']
            sys_status['planetThreat'] = pattack * phealth
            sys_status['mydefenses'] = {
                'overall': mypattack * myphealth,
                'attack': mypattack,
                'health': myphealth
            }

            if max(
                    sys_status.get('totalThreat', 0), pattack * phealth
            ) >= 0.6 * lost_fleet_rating:  # previous threat assessment could account for losses, ignore the losses now
                lost_fleet_rating = 0

            # TODO use sitrep combat info rather than estimating stealthed enemies by fleets lost to them
            # TODO also only consider past stealthed fleet threat to still be present if the system is still obstructed
            # TODO: track visibility across turns in order to distinguish the blip of visibility in (losing) combat,
            # which FO currently treats as being for the previous turn, partially superseding the previous visibility for that turn
            if not partial_vis_turn == current_turn:  # (universe.getVisibility(sys_id, self.empire_id) >= fo.visibility.partial):
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['currently_visible'] = False
                # print "Stale visibility for system %d ( %s ) -- last seen %d, current Turn %d -- basing threat assessment on old info and lost ships"%(sys_id, sys_status.get('name', "name unknown"), partial_vis_turn, currentTurn)
                sys_status['fleetThreat'] = int(
                    max(
                        CombatRatingsAI.combine_ratings(
                            enemy_rating, mob_rating),
                        0.98 * sys_status.get('fleetThreat', 0),
                        2.0 * lost_fleet_rating -
                        max(sys_status.get('monsterThreat', 0),
                            monster_rating)))
                sys_status['enemy_threat'] = int(
                    max(
                        enemy_rating, 0.98 * sys_status.get('enemy_threat', 0),
                        1.1 * lost_fleet_rating -
                        max(sys_status.get('monsterThreat', 0),
                            monster_rating)))
                sys_status['monsterThreat'] = int(
                    max(monster_rating,
                        0.98 * sys_status.get('monsterThreat', 0)))
                # sys_status['totalThreat'] = ((pattack + enemy_attack + monster_attack) ** 0.8) * ((phealth + enemy_health + monster_health)** 0.6)  # reevaluate this
                sys_status['totalThreat'] = max(
                    CombatRatingsAI.combine_ratings_list([
                        enemy_rating, mob_rating, monster_rating,
                        pattack * phealth
                    ]), 2 * lost_fleet_rating,
                    0.98 * sys_status.get('totalThreat', 0))
            else:  # system considered visible #TODO: reevaluate as visibility rules change
                sys_status['currently_visible'] = True
                sys_status['local_fleet_threats'] = set(mobile_fleets)
                sys_status['fleetThreat'] = int(
                    max(
                        CombatRatingsAI.combine_ratings(
                            enemy_rating, mob_rating), 2 * lost_fleet_rating -
                        monster_rating))  # includes mobile monsters
                if verbose:
                    print "enemy threat calc parts: enemy rating %.1f, lost fleet rating %.1f, monster_rating %.1f" % (
                        enemy_rating, lost_fleet_rating, monster_rating)
                sys_status['enemy_threat'] = int(
                    max(enemy_rating, 2 * lost_fleet_rating -
                        monster_rating))  # does NOT include mobile monsters
                sys_status['monsterThreat'] = monster_rating
                sys_status[
                    'totalThreat'] = CombatRatingsAI.combine_ratings_list([
                        enemy_rating, mob_rating, monster_rating,
                        pattack * phealth
                    ])
            sys_status['regional_fleet_threats'] = sys_status[
                'local_fleet_threats'].copy()
            sys_status['fleetThreat'] = max(sys_status['fleetThreat'],
                                            sys_status.get('nest_threat', 0))
            sys_status['totalThreat'] = max(sys_status['totalThreat'],
                                            sys_status.get('nest_threat', 0))

            if partial_vis_turn > 0 and sys_id not in supply_unobstructed_systems:  # has been seen with Partial Vis, but is currently supply-blocked
                sys_status['fleetThreat'] = max(
                    sys_status['fleetThreat'],
                    min_hidden_attack * min_hidden_health)
                sys_status['totalThreat'] = max(
                    sys_status['totalThreat'],
                    ((pattack + min_hidden_attack)**0.8) *
                    ((phealth + min_hidden_health)**0.6))
            if verbose and sys_status['fleetThreat'] > 0:
                print "%s intermediate status: %s" % (system, sys_status)

        enemy_supply, enemy_near_supply = self.assess_enemy_supply(
        )  # TODO: assess change in enemy supply over time
        # assess secondary threats (threats of surrounding systems) and update my fleet rating
        for sys_id in system_id_list:
            sys_status = self.systemStatus[sys_id]
            sys_status['enemies_supplied'] = enemy_supply.get(sys_id, [])
            sys_status['enemies_nearly_supplied'] = enemy_near_supply.get(
                sys_id, [])
            my_ratings_list = []
            my_ratings_against_planets_list = []
            for fid in sys_status['myfleets']:
                this_rating = self.get_rating(fid, True,
                                              self.get_standard_enemy())
                my_ratings_list.append(this_rating)
                my_ratings_against_planets_list.append(
                    self.get_rating(fid, against_planets=True))
            if sys_id != INVALID_ID:
                sys_status[
                    'myFleetRating'] = CombatRatingsAI.combine_ratings_list(
                        my_ratings_list)
                sys_status[
                    'myFleetRatingVsPlanets'] = CombatRatingsAI.combine_ratings_list(
                        my_ratings_against_planets_list)
                sys_status[
                    'all_local_defenses'] = CombatRatingsAI.combine_ratings(
                        sys_status['myFleetRating'],
                        sys_status['mydefenses']['overall'])
            sys_status['neighbors'] = set(
                dict_from_map(
                    universe.getSystemNeighborsMap(sys_id, self.empireID)))

        for sys_id in system_id_list:
            sys_status = self.systemStatus[sys_id]
            neighbors = sys_status.get('neighbors', set())
            this_system = fo.getUniverse().getSystem(sys_id)
            if verbose:
                print "Regional Assessment for %s with local fleet threat %.1f" % (
                    this_system, sys_status.get('fleetThreat', 0))
            jumps2 = set()
            jumps3 = set()
            jumps4 = set()
            for seta, setb in [(neighbors, jumps2), (jumps2, jumps3),
                               (jumps3, jumps4)]:
                for sys2id in seta:
                    setb.update(
                        self.systemStatus.get(sys2id,
                                              {}).get('neighbors', set()))
            jump2ring = jumps2 - neighbors - {sys_id}
            jump3ring = jumps3 - jumps2 - neighbors - {sys_id}
            jump4ring = jumps4 - jumps3 - jumps2 - neighbors - {sys_id}
            sys_status['2jump_ring'] = jump2ring
            sys_status['3jump_ring'] = jump3ring
            sys_status['4jump_ring'] = jump4ring
            threat, max_threat, myrating, j1_threats = self.area_ratings(
                neighbors, ref_sys_name="neighbors %s" %
                this_system) if verbose else self.area_ratings(neighbors)
            sys_status['neighborThreat'] = threat
            sys_status['max_neighbor_threat'] = max_threat
            sys_status['my_neighbor_rating'] = myrating
            threat, max_threat, myrating, j2_threats = self.area_ratings(
                jump2ring, ref_sys_name="jump2 %s" %
                this_system) if verbose else self.area_ratings(jump2ring)
            sys_status['jump2_threat'] = threat
            sys_status['my_jump2_rating'] = myrating
            threat, max_threat, myrating, j3_threats = self.area_ratings(
                jump3ring)
            sys_status['jump3_threat'] = threat
            sys_status['my_jump3_rating'] = myrating
            threat_keys = ['fleetThreat', 'neighborThreat', 'jump2_threat'
                           ]  # for local system includes both enemies and mobs
            sys_status[
                'regional_threat'] = CombatRatingsAI.combine_ratings_list(
                    map(lambda x: sys_status.get(x, 0), threat_keys))
            # TODO: investigate cases where regional_threat has been nonzero but no regional_threat_fleets
            # (probably due to attenuating history of past threats)
            sys_status.setdefault('regional_fleet_threats',
                                  set()).update(j1_threats, j2_threats)