Exemple #1
0
def generateOrders():
    empire = fo.getEmpire()
    print "Empire:  " + empire.name + " TURN: " + str(fo.currentTurn())
    print "Capital: " + str(empire.capitalID)

    # turn cleanup
    splitFleet()

    identifyShipDesigns()
    identifyFleetsRoles()
    foAIstate.clean(ExplorationAI.getHomeSystemID(), FleetUtilsAI.getEmpireFleetIDs())
    # ...missions
    # ...demands/priorities

    # call AI modules
    PriorityAI.calculatePriorities()
    ExplorationAI.assignScoutsToExploreSystems()
    ColonisationAI.assignColonyFleetsToColonise()
    InvasionAI.assignInvasionFleetsToInvade()
    FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions()
    FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions()
    ResearchAI.generateResearchOrders()
    ProductionAI.generateProductionOrders()
    ResourcesAI.generateResourcesOrders()    

    foAIstate.afterTurnCleanup()
    fo.doneTurn()
Exemple #2
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def generateOrders():
    print ("Genearting Orders")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    planetID = empire.capitalID
    planet = universe.getPlanet(planetID)
    print "EmpireID:    " + str(empire.empireID) + " Name: " + empire.name + " Turn: " + str(fo.currentTurn())
    print "CapitalID: " + str(planetID) + " Name: " + planet.name + " Species: " + planet.speciesName 

    # turn cleanup
    splitFleet()

    identifyShipDesigns()
    identifyFleetsRoles()
    foAIstate.clean(ExplorationAI.getHomeSystemID(), FleetUtilsAI.getEmpireFleetIDs())
    # ...missions
    # ...demands/priorities

    print("Calling AI Modules")

    # call AI modules
    PriorityAI.calculatePriorities()
    ExplorationAI.assignScoutsToExploreSystems()
    ColonisationAI.assignColonyFleetsToColonise()
    InvasionAI.assignInvasionFleetsToInvade()
    MilitaryAI.assignMilitaryFleetsToSystems()
    FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions()
    FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions()
    ResearchAI.generateResearchOrders()
    ProductionAI.generateProductionOrders()
    ResourcesAI.generateResourcesOrders()    

    foAIstate.afterTurnCleanup()
    fo.doneTurn()
Exemple #3
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def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations

    universe = fo.getUniverse()
    empire_id = fo.empireID()
    home_system_id = PlanetUtilsAI.get_capital_sys_id()

    all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None
                              else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY))

    if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main":
        try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset")
        return

    mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
    mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True)
    avail_mil_rating = sum(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids))

    if not mil_fleets_ids:
        if "Main" in thisround:
            _military_allocations = []
        return []

    # for each system, get total rating of fleets assigned to it
    already_assigned_rating = {}
    already_assigned_rating_vs_planets = {}
    systems_status = foAI.foAIstate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[sys_id] = 0
        already_assigned_rating_vs_planets[sys_id] = 0
        enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', [])))
    for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]:
        ai_fleet_mission = foAI.foAIstate.get_fleet_mission(fleet_id)
        if not ai_fleet_mission.target:  # shouldn't really be possible
            continue
        last_sys = ai_fleet_mission.target.get_system().id  # will count this fleet as assigned to last system in target list  # TODO last_sys or target sys?
        this_rating = CombatRatingsAI.get_fleet_rating(fleet_id)
        this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating.get(last_sys, 0), this_rating)
        already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets)
    for sys_id in universe.systemIDs:
        my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0)
        already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id])
        if _verbose_mil_reporting and already_assigned_rating[sys_id]:
            print "\t System %s already assigned rating %.1f" % (
                universe.getSystem(sys_id), already_assigned_rating[sys_id])

    # get systems to defend
    capital_id = PlanetUtilsAI.get_capital()
    if capital_id is not None:
        capital_planet = universe.getPlanet(capital_id)
    else:
        capital_planet = None
    # TODO: if no owned planets try to capture one!
    if capital_planet:
        capital_sys_id = capital_planet.systemID
    else:  # should be rare, but so as to not break code below, pick a randomish mil-centroid system
        capital_sys_id = None  # unless we can find one to use
        system_dict = {}
        for fleet_id in all_military_fleet_ids:
            status = foAI.foAIstate.fleetStatus.get(fleet_id, None)
            if status is not None:
                system_id = status['sysID']
                if not list(universe.getSystem(system_id).planetIDs):
                    continue
                system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0)
        ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()])
        if ranked_systems:
            capital_sys_id = ranked_systems[-1][-1]
        else:
            try:
                capital_sys_id = foAI.foAIstate.fleetStatus.items()[0][1]['sysID']
            except:
                pass

    num_targets = max(10, PriorityAI.allotted_outpost_targets)
    top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
                           if pscore > MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisableOutpostIDs.items()[:num_targets]
                           if pscore > MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisablePlanetIDs.items()[:num_targets]
                           if pscore > MIN_INVASION_SCORE])
    top_target_planets.extend(foAI.foAIstate.qualifyingTroopBaseTargets.keys())
    base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets)
    top_target_systems = []
    for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems:
        if sys_id not in top_target_systems:
            if foAI.foAIstate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating():
                continue
            top_target_systems.append(sys_id)  # doing this rather than set, to preserve order

    try:
        # capital defense
        allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset)
        if capital_sys_id is not None:
            CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate()

        # defend other planets
        empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
        empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id})
        for sys_id in empire_occupied_system_ids:
            PlanetDefenseAllocator(sys_id, allocation_helper).allocate()

        # attack / protect high priority targets
        for sys_id in top_target_systems:
            TopTargetAllocator(sys_id, allocation_helper).allocate()

        # enemy planets
        other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            TargetAllocator(sys_id, allocation_helper).allocate()

        # colony / outpost targets
        other_targeted_system_ids = [sys_id for sys_id in
                                     list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            OutpostTargetAllocator(sys_id, allocation_helper).allocate()

        # TODO blockade enemy systems

        # interior systems
        targetable_ids = set(state.get_systems_by_supply_tier(0))
        current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations]
        interior_targets1 = targetable_ids.difference(current_mil_systems)
        interior_targets = [sid for sid in interior_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in interior_targets:
            InteriorTargetsAllocator(sys_id, allocation_helper).allocate()

        # TODO Exploration targets

        # border protections
        visible_system_ids = foAI.foAIstate.visInteriorSystemIDs | foAI.foAIstate.visBorderSystemIDs
        accessible_system_ids = ([sys_id for sys_id in visible_system_ids if
                                 universe.systemsConnected(sys_id, home_system_id, empire_id)]
                                 if home_system_id != INVALID_ID else [])
        current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0]
        border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems]
        border_targets = [sid for sid in border_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get(
                    'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in border_targets:
            BorderSecurityAllocator(sys_id, allocation_helper).allocate()
    except ReleaseMilitaryException:
        try_again(all_military_fleet_ids)
        return

    new_allocations = []
    remaining_mil_rating = avail_mil_rating
    # for top categories assign max_alloc right away as available
    for cat in ['capitol', 'occupied', 'topTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            this_alloc = min(remaining_mil_rating, max_alloc)
            new_allocations.append((sid, this_alloc, alloc, rvp, take_any))
            remaining_mil_rating -= this_alloc

    base_allocs = set()
    # for lower priority categories, first assign base_alloc around to all, then top up as available
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            base_allocs.add(sid)
            remaining_mil_rating -= alloc
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if sid not in base_allocs:
                break
            if remaining_mil_rating <= 0:
                new_allocations.append((sid, alloc, alloc, rvp, take_any))
            else:
                new_rating = min(remaining_mil_rating + alloc, max_alloc)
                new_allocations.append((sid, new_rating, alloc, rvp, take_any))
                remaining_mil_rating -= (new_rating - alloc)

    if "Main" in thisround:
        _military_allocations = new_allocations
    if _verbose_mil_reporting or "Main" in thisround:
        print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations]))
        print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating

    return new_allocations
Exemple #4
0
def _calculate_planet_colonization_rating(
    planet_id: PlanetId,
    mission_type: MissionType,
    species_name: SpeciesName,
    detail: list,
    empire_research_list: Sequence,
) -> float:
    empire = fo.getEmpire()
    retval = 0
    character = get_aistate().character
    discount_multiplier = character.preferred_discount_multiplier([30.0, 40.0])
    species = fo.getSpecies(species_name)
    species_foci = [] and species and list(species.foci)
    tag_list = list(species.tags) if species else []
    pilot_val = pilot_rating = 0
    if species and species.canProduceShips:
        pilot_val = pilot_rating = rate_piloting_tag(species_name)
        if pilot_val > best_pilot_rating():
            pilot_val *= 2
        if pilot_val > 2:
            retval += discount_multiplier * 5 * pilot_val
            detail.append("Pilot Val %.1f" %
                          (discount_multiplier * 5 * pilot_val))

    if empire.productionPoints < 100:
        backup_factor = 0.0
    else:
        backup_factor = min(1.0, (empire.productionPoints / 200.0)**2)

    universe = fo.getUniverse()
    capital_id = PlanetUtilsAI.get_capital()
    homeworld = universe.getPlanet(capital_id)
    planet = universe.getPlanet(planet_id)
    prospective_invasion_targets = [
        pid for pid, pscore, trp in
        AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
        if pscore > InvasionAI.MIN_INVASION_SCORE
    ]

    if species_name != planet.speciesName and planet.speciesName and mission_type != MissionType.INVASION:
        return 0

    this_sysid = planet.systemID
    if homeworld:
        home_system_id = homeworld.systemID
        eval_system_id = this_sysid
        if home_system_id != INVALID_ID and eval_system_id != INVALID_ID:
            least_jumps = universe.jumpDistance(home_system_id, eval_system_id)
            if least_jumps == -1:  # indicates no known path
                return 0.0

    if planet is None:
        vis_map = universe.getVisibilityTurnsMap(planet_id, empire.empireID)
        debug("Planet %d object not available; visMap: %s" %
              (planet_id, vis_map))
        return 0
    # only count existing presence if not target planet
    # TODO: consider neighboring sytems for smaller contribution, and bigger contributions for
    # local colonies versus local outposts
    locally_owned_planets = [
        lpid for lpid in get_owned_planets_in_system(this_sysid)
        if lpid != planet_id
    ]
    planets_with_species = get_inhabited_planets()
    locally_owned_pop_ctrs = [
        lpid for lpid in locally_owned_planets if lpid in planets_with_species
    ]
    # triple count pop_ctrs
    existing_presence = len(
        locally_owned_planets) + 2 * len(locally_owned_pop_ctrs)
    system = universe.getSystem(this_sysid)

    sys_supply = get_system_supply(this_sysid)
    planet_supply = AIDependencies.supply_by_size.get(planet.size, 0)
    bld_types = set(
        universe.getBuilding(bldg).buildingTypeName
        for bldg in planet.buildingIDs).intersection(
            AIDependencies.building_supply)
    planet_supply += sum(
        AIDependencies.building_supply[bld_type].get(int(psize), 0)
        for psize in [-1, planet.size] for bld_type in bld_types)

    supply_specials = set(planet.specials).union(system.specials).intersection(
        AIDependencies.SUPPLY_MOD_SPECIALS)
    planet_supply += sum(
        AIDependencies.SUPPLY_MOD_SPECIALS[_special].get(int(psize), 0)
        for _special in supply_specials for psize in [-1, planet.size])

    ind_tag_mod = AIDependencies.SPECIES_INDUSTRY_MODIFIER.get(
        get_species_tag_grade(species_name, Tags.INDUSTRY), 1.0)
    res_tag_mod = AIDependencies.SPECIES_RESEARCH_MODIFIER.get(
        get_species_tag_grade(species_name, Tags.RESEARCH), 1.0)
    if species:
        supply_tag_mod = AIDependencies.SPECIES_SUPPLY_MODIFIER.get(
            get_species_tag_grade(species_name, Tags.SUPPLY), 1)
    else:
        supply_tag_mod = 0

    # determine the potential supply provided by owning this planet, and if the planet is currently populated by
    # the evaluated species, then save this supply value in a cache.
    # The system supply value can be negative (indicates the respective number of starlane jumps to the closest supplied
    # system).  So if this total planet supply value is non-negative, then the planet would be supply connected (to at
    # least a portion of the existing empire) if the planet becomes owned by the AI.

    planet_supply += supply_tag_mod
    planet_supply = max(planet_supply, 0)  # planets can't have negative supply
    if planet.speciesName == species_name:
        update_planet_supply(planet_id, planet_supply + sys_supply)

    threat_factor = _determine_colony_threat_factor(planet_id, species_name,
                                                    existing_presence)

    sys_partial_vis_turn = get_partial_visibility_turn(this_sysid)
    planet_partial_vis_turn = get_partial_visibility_turn(planet_id)

    if planet_partial_vis_turn < sys_partial_vis_turn:
        # last time we had partial vis of the system, the planet was stealthed to us
        # print "Colonization AI couldn't get current info on planet id %d (was stealthed at last sighting)" % planet_id
        return 0  # TODO: track detection strength, order new scouting when it goes up

    star_bonus = 0
    colony_star_bonus = 0
    research_bonus = 0
    growth_val = 0
    fixed_ind = 0
    fixed_res = 0
    if system:
        already_got_this_one = this_sysid in get_owned_planets()
        # TODO: Should probably consider pilot rating also for Phototropic species
        if "PHOTOTROPHIC" not in tag_list and pilot_rating >= best_pilot_rating(
        ):
            if system.starType == fo.starType.red and tech_is_complete(
                    "LRN_STELLAR_TOMOGRAPHY"):
                star_bonus += 40 * discount_multiplier  # can be used for artif'l black hole and solar hull
                detail.append(
                    "Red Star for Art Black Hole for solar hull %.1f" %
                    (40 * discount_multiplier))
            elif system.starType == fo.starType.blackHole and tech_is_complete(
                    "SHP_FRC_ENRG_COMP"):
                star_bonus += 100 * discount_multiplier  # can be used for solar hull
                detail.append("Black Hole for solar hull %.1f" %
                              (100 * discount_multiplier))

        if tech_is_complete("PRO_SOL_ORB_GEN"
                            ) or "PRO_SOL_ORB_GEN" in empire_research_list[:5]:
            if system.starType in [fo.starType.blue, fo.starType.white]:
                if not has_claimed_star(fo.starType.blue, fo.starType.white):
                    star_bonus += 20 * discount_multiplier
                    detail.append("PRO_SOL_ORB_GEN BW %.1f" %
                                  (20 * discount_multiplier))
                elif not already_got_this_one:
                    # still has extra value as an alternate location for solar generators
                    star_bonus += 10 * discount_multiplier * backup_factor
                    detail.append("PRO_SOL_ORB_GEN BW Backup Location %.1f" %
                                  (10 * discount_multiplier * backup_factor))
                elif fo.currentTurn() > 100:  # lock up this whole system
                    pass
                    # starBonus += 5  # TODO: how much?
                    # detail.append("PRO_SOL_ORB_GEN BW LockingDownSystem %.1f"%5)
            if system.starType in [fo.starType.yellow, fo.starType.orange]:
                if not has_claimed_star(fo.starType.blue, fo.starType.white,
                                        fo.starType.yellow,
                                        fo.starType.orange):
                    star_bonus += 10 * discount_multiplier
                    detail.append("PRO_SOL_ORB_GEN YO %.1f" %
                                  (10 * discount_multiplier))
                else:
                    pass
                    # starBonus +=2  # still has extra value as an alternate location for solar generators
                    # detail.append("PRO_SOL_ORB_GEN YO Backup %.1f" % 2)
        if system.starType in [fo.starType.blackHole
                               ] and fo.currentTurn() > 100:
            if not already_got_this_one:
                # whether have tech yet or not, assign some base value
                star_bonus += 10 * discount_multiplier * backup_factor
                detail.append("Black Hole %.1f" %
                              (10 * discount_multiplier * backup_factor))
            else:
                star_bonus += 5 * discount_multiplier * backup_factor
                detail.append("Black Hole Backup %.1f" %
                              (5 * discount_multiplier * backup_factor))
        if tech_is_complete(AIDependencies.PRO_SOL_ORB_GEN
                            ):  # start valuing as soon as PRO_SOL_ORB_GEN done
            if system.starType == fo.starType.blackHole:
                # pretty rare planets, good for generator
                this_val = 0.5 * max(population_with_industry_focus(),
                                     20) * discount_multiplier
                if not has_claimed_star(fo.starType.blackHole):
                    star_bonus += this_val
                    detail.append("PRO_SINGULAR_GEN %.1f" % this_val)
                elif not is_system_star_claimed(system):
                    # still has extra value as an alternate location for generators & for blocking enemies generators
                    star_bonus += this_val * backup_factor
                    detail.append("PRO_SINGULAR_GEN Backup %.1f" %
                                  (this_val * backup_factor))
            elif system.starType == fo.starType.red and not has_claimed_star(
                    fo.starType.blackHole):
                rfactor = (1.0 + count_claimed_stars(fo.starType.red))**-2
                star_bonus += 40 * discount_multiplier * backup_factor * rfactor  # can be used for artif'l black hole
                detail.append(
                    "Red Star for Art Black Hole %.1f" %
                    (40 * discount_multiplier * backup_factor * rfactor))
        if tech_is_complete(
                "PRO_NEUTRONIUM_EXTRACTION"
        ) or "PRO_NEUTRONIUM_EXTRACTION" in empire_research_list[:8]:
            if system.starType in [fo.starType.neutron]:
                if not has_claimed_star(fo.starType.neutron):
                    star_bonus += 80 * discount_multiplier  # pretty rare planets, good for armor
                    detail.append("PRO_NEUTRONIUM_EXTRACTION %.1f" %
                                  (80 * discount_multiplier))
                else:
                    # still has extra value as an alternate location for generators & for bnlocking enemies generators
                    star_bonus += 20 * discount_multiplier * backup_factor
                    detail.append("PRO_NEUTRONIUM_EXTRACTION Backup %.1f" %
                                  (20 * discount_multiplier * backup_factor))
        if tech_is_complete(
                "SHP_ENRG_BOUND_MAN"
        ) or "SHP_ENRG_BOUND_MAN" in empire_research_list[:6]:
            # TODO: base this on pilot val, and also consider red stars
            if system.starType in [fo.starType.blackHole, fo.starType.blue]:
                init_val = 100 * discount_multiplier * (pilot_val or 1)
                if not has_claimed_star(fo.starType.blackHole,
                                        fo.starType.blue):
                    colony_star_bonus += init_val  # pretty rare planets, good for energy shipyards
                    detail.append("SHP_ENRG_BOUND_MAN %.1f" % init_val)
                elif not is_system_star_claimed(system):
                    # still has extra value as an alternate location for energy shipyard
                    colony_star_bonus += 0.5 * init_val * backup_factor
                    detail.append("SHP_ENRG_BOUND_MAN Backup %.1f" %
                                  (0.5 * init_val * backup_factor))
    retval += star_bonus

    planet_specials = list(planet.specials)
    if "ECCENTRIC_ORBIT_SPECIAL" in planet.specials:
        fixed_res += discount_multiplier * 6
        detail.append("ECCENTRIC_ORBIT_SPECIAL %.1f" %
                      (discount_multiplier * 6))

    if mission_type == MissionType.OUTPOST or (
            mission_type == MissionType.INVASION and not species_name):

        if "ANCIENT_RUINS_SPECIAL" in planet.specials:  # TODO: add value for depleted ancient ruins
            retval += discount_multiplier * 30
            detail.append("Undepleted Ruins %.1f" % discount_multiplier * 30)

        for special in planet_specials:
            if "_NEST_" in special:
                nest_val = get_nest_rating(
                    special, 5.0
                ) * discount_multiplier  # get an outpost on the nest quick
                retval += nest_val
                detail.append("%s %.1f" % (special, nest_val))
            elif special == "FORTRESS_SPECIAL":
                fort_val = 10 * discount_multiplier
                retval += fort_val
                detail.append("%s %.1f" % (special, fort_val))
            elif special == "HONEYCOMB_SPECIAL":
                honey_val = 0.3 * (AIDependencies.HONEYCOMB_IND_MULTIPLIER *
                                   AIDependencies.INDUSTRY_PER_POP *
                                   population_with_industry_focus() *
                                   discount_multiplier)
                retval += honey_val
                detail.append("%s %.1f" % (special, honey_val))
        if planet.size == fo.planetSize.asteroids:
            ast_val = 0
            if system:
                for pid in system.planetIDs:
                    other_planet = universe.getPlanet(pid)
                    if other_planet.size == fo.planetSize.asteroids:
                        if pid == planet_id:
                            continue
                        elif pid < planet_id and planet.unowned:
                            ast_val = 0
                            break
                    elif other_planet.speciesName:
                        if other_planet.owner == empire.empireID:
                            ownership_factor = 1.0
                        elif pid in prospective_invasion_targets:
                            ownership_factor = character.secondary_valuation_factor_for_invasion_targets(
                            )
                        else:
                            ownership_factor = 0.0
                        ast_val += ownership_factor * _base_asteroid_mining_val(
                        ) * discount_multiplier
                retval += ast_val
                if ast_val > 0:
                    detail.append("AsteroidMining %.1f" % ast_val)
            ast_val = 0
            if tech_is_complete("SHP_ASTEROID_HULLS"):
                per_ast = 20
            elif tech_is_complete("CON_ORBITAL_CON"):
                per_ast = 5
            else:
                per_ast = 0.1
            if system:
                for pid in system.planetIDs:
                    other_planet = universe.getPlanet(pid)
                    if other_planet.size == fo.planetSize.asteroids:
                        if pid == planet_id:
                            continue
                        elif pid < planet_id and planet.unowned:
                            ast_val = 0
                            break
                    elif other_planet.speciesName:
                        other_species = fo.getSpecies(other_planet.speciesName)
                        if other_species and other_species.canProduceShips:
                            if other_planet.owner == empire.empireID:
                                ownership_factor = 1.0
                            elif pid in prospective_invasion_targets:
                                ownership_factor = character.secondary_valuation_factor_for_invasion_targets(
                                )
                            else:
                                ownership_factor = 0.0
                            ast_val += ownership_factor * per_ast * discount_multiplier
                retval += ast_val
                if ast_val > 0:
                    detail.append("AsteroidShipBuilding %.1f" % ast_val)
        # We will assume that if any GG in the system is populated, they all will wind up populated; cannot then hope
        # to build a GGG on a non-populated GG
        populated_gg_factor = 1.0
        per_gg = 0
        if planet.size == fo.planetSize.gasGiant:
            # TODO: Given current industry calc approach, consider bringing this max val down to actual max val of 10
            if tech_is_complete("PRO_ORBITAL_GEN"):
                per_gg = 20
            elif tech_is_complete("CON_ORBITAL_CON"):
                per_gg = 10
            if species_name:
                populated_gg_factor = 0.5
        else:
            per_gg = 5
        if system:
            gg_list = []
            orb_gen_val = 0
            gg_detail = []
            for pid in system.planetIDs:
                other_planet = universe.getPlanet(pid)
                if other_planet.size == fo.planetSize.gasGiant:
                    gg_list.append(pid)
                    if other_planet.speciesName:
                        populated_gg_factor = 0.5
                if (pid != planet_id and other_planet.owner == empire.empireID
                        and FocusType.FOCUS_INDUSTRY
                        in list(other_planet.availableFoci) +
                    [other_planet.focus]):
                    orb_gen_val += per_gg * discount_multiplier
                    # Note, this reported value may not take into account a later adjustment from a populated gg
                    gg_detail.append("GGG for %s %.1f" %
                                     (other_planet.name, discount_multiplier *
                                      per_gg * populated_gg_factor))
            if planet_id in sorted(gg_list)[:1]:
                retval += orb_gen_val * populated_gg_factor
                detail.extend(gg_detail)
            else:
                detail.append("Won't GGG")
        if existing_presence:
            detail.append("preexisting system colony")
            retval = (retval + existing_presence *
                      _get_defense_value(species_name)) * 1.5

        # Fixme - sys_supply is always <= 0 leading to incorrect supply bonus score
        supply_val = 0
        if sys_supply < 0:
            if sys_supply + planet_supply >= 0:
                supply_val += 30 * (planet_supply - max(-3, sys_supply))
            else:
                retval += 30 * (planet_supply + sys_supply)  # a penalty
        elif planet_supply > sys_supply and (
                sys_supply < 2):  # TODO: check min neighbor supply
            supply_val += 25 * (planet_supply - sys_supply)
        detail.append("sys_supply: %d, planet_supply: %d, supply_val: %.0f" %
                      (sys_supply, planet_supply, supply_val))
        retval += supply_val

        if threat_factor < 1.0:
            threat_factor = _revise_threat_factor(threat_factor, retval,
                                                  this_sysid,
                                                  MINIMUM_COLONY_SCORE)
            retval *= threat_factor
            detail.append("threat reducing value by %3d %%" %
                          (100 * (1 - threat_factor)))
        return int(retval)
    else:  # colonization mission
        if not species:
            return 0
        supply_val = 0
        if "ANCIENT_RUINS_SPECIAL" in planet.specials:
            retval += discount_multiplier * 50
            detail.append("Undepleted Ruins %.1f" % discount_multiplier * 50)
        if "HONEYCOMB_SPECIAL" in planet.specials:
            honey_val = (AIDependencies.HONEYCOMB_IND_MULTIPLIER *
                         AIDependencies.INDUSTRY_PER_POP *
                         population_with_industry_focus() *
                         discount_multiplier)
            if FocusType.FOCUS_INDUSTRY not in species_foci:
                honey_val *= -0.3  # discourage settlement by colonizers not able to use Industry Focus
            retval += honey_val
            detail.append("%s %.1f" % ("HONEYCOMB_SPECIAL", honey_val))

        # Fixme - sys_supply is always <= 0 leading to incorrect supply bonus score
        if sys_supply <= 0:
            if sys_supply + planet_supply >= 0:
                supply_val = 40 * (planet_supply - max(-3, sys_supply))
            else:
                supply_val = 200 * (planet_supply + sys_supply)  # a penalty
                if species_name == "SP_SLY":
                    # Sly are essentially stuck with lousy supply, so don't penalize for that
                    supply_val = 0
        elif planet_supply > sys_supply == 1:  # TODO: check min neighbor supply
            supply_val = 20 * (planet_supply - sys_supply)
        detail.append("sys_supply: %d, planet_supply: %d, supply_val: %.0f" %
                      (sys_supply, planet_supply, supply_val))

        # if AITags != "":
        # print "Species %s has AITags %s"%(specName, AITags)

        retval += fixed_res
        retval += colony_star_bonus
        asteroid_bonus = 0
        gas_giant_bonus = 0
        flat_industry = 0
        mining_bonus = 0
        per_ggg = 10

        asteroid_factor = 0.0
        gg_factor = 0.0
        ast_shipyard_name = ""
        if system and FocusType.FOCUS_INDUSTRY in species.foci:
            for pid in system.planetIDs:
                if pid == planet_id:
                    continue
                p2 = universe.getPlanet(pid)
                if p2:
                    if p2.size == fo.planetSize.asteroids:
                        this_factor = 0.0
                        if p2.owner == empire.empireID:
                            this_factor = 1.0
                        elif p2.unowned:
                            this_factor = 0.5
                        elif pid in prospective_invasion_targets:
                            this_factor = character.secondary_valuation_factor_for_invasion_targets(
                            )
                        if this_factor > asteroid_factor:
                            asteroid_factor = this_factor
                            ast_shipyard_name = p2.name
                    if p2.size == fo.planetSize.gasGiant:
                        if p2.owner == empire.empireID:
                            gg_factor = max(gg_factor, 1.0)
                        elif p2.unowned:
                            gg_factor = max(gg_factor, 0.5)
                        elif pid in prospective_invasion_targets:
                            gg_factor = max(
                                gg_factor,
                                character.
                                secondary_valuation_factor_for_invasion_targets(
                                ))
        if asteroid_factor > 0.0:
            if tech_is_complete(
                    "PRO_MICROGRAV_MAN"
            ) or "PRO_MICROGRAV_MAN" in empire_research_list[:10]:
                flat_industry += 2 * asteroid_factor  # will go into detailed industry projection
                detail.append("Asteroid mining ~ %.1f" %
                              (5 * asteroid_factor * discount_multiplier))
            if tech_is_complete(
                    "SHP_ASTEROID_HULLS"
            ) or "SHP_ASTEROID_HULLS" in empire_research_list[:11]:
                if species and species.canProduceShips:
                    asteroid_bonus = 30 * discount_multiplier * pilot_val
                    detail.append("Asteroid ShipBuilding from %s %.1f" %
                                  (ast_shipyard_name,
                                   discount_multiplier * 30 * pilot_val))
        if gg_factor > 0.0:
            if tech_is_complete(
                    "PRO_ORBITAL_GEN"
            ) or "PRO_ORBITAL_GEN" in empire_research_list[:5]:
                flat_industry += per_ggg * gg_factor  # will go into detailed industry projection
                detail.append("GGG ~ %.1f" %
                              (per_ggg * gg_factor * discount_multiplier))

        # calculate the maximum population of the species on that planet.
        if planet.speciesName not in AIDependencies.SPECIES_FIXED_POPULATION:
            max_pop_size = calc_max_pop(planet, species, detail)
        else:
            max_pop_size = AIDependencies.SPECIES_FIXED_POPULATION[
                planet.speciesName]
            detail.append("Fixed max population of %.2f" % max_pop_size)

        if max_pop_size <= 0:
            detail.append(
                "Non-positive population projection for species '%s', so no colonization value"
                % (species and species.name))
            return 0

        for special in [
                "MINERALS_SPECIAL", "CRYSTALS_SPECIAL", "ELERIUM_SPECIAL"
        ]:
            if special in planet_specials:
                mining_bonus += 1

        has_blackhole = has_claimed_star(fo.starType.blackHole)
        ind_tech_map_flat = AIDependencies.INDUSTRY_EFFECTS_FLAT_NOT_MODIFIED_BY_SPECIES
        ind_tech_map_before_species_mod = AIDependencies.INDUSTRY_EFFECTS_PER_POP_MODIFIED_BY_SPECIES
        ind_tech_map_after_species_mod = AIDependencies.INDUSTRY_EFFECTS_PER_POP_NOT_MODIFIED_BY_SPECIES

        ind_mult = 1
        for tech in ind_tech_map_before_species_mod:
            if tech_is_complete(tech) and (
                    tech != AIDependencies.PRO_SINGULAR_GEN or has_blackhole):
                ind_mult += ind_tech_map_before_species_mod[tech]

        ind_mult = ind_mult * max(
            ind_tag_mod, 0.5 *
            (ind_tag_mod +
             res_tag_mod))  # TODO: report an actual calc for research value

        for tech in ind_tech_map_after_species_mod:
            if tech_is_complete(tech) and (
                    tech != AIDependencies.PRO_SINGULAR_GEN or has_blackhole):
                ind_mult += ind_tech_map_after_species_mod[tech]

        max_ind_factor = 0
        for tech in ind_tech_map_flat:
            if tech_is_complete(tech):
                fixed_ind += discount_multiplier * ind_tech_map_flat[tech]

        if FocusType.FOCUS_INDUSTRY in species.foci:
            if "TIDAL_LOCK_SPECIAL" in planet.specials:
                ind_mult += 1
            max_ind_factor += AIDependencies.INDUSTRY_PER_POP * mining_bonus
            max_ind_factor += AIDependencies.INDUSTRY_PER_POP * ind_mult
        cur_pop = 1.0  # assume an initial colonization value
        if planet.speciesName != "":
            cur_pop = planet.currentMeterValue(fo.meterType.population)
        elif tech_is_complete("GRO_LIFECYCLE_MAN"):
            cur_pop = 3.0
        cur_industry = planet.currentMeterValue(fo.meterType.industry)
        ind_val = _project_ind_val(cur_pop, max_pop_size, cur_industry,
                                   max_ind_factor, flat_industry,
                                   discount_multiplier)
        detail.append("ind_val %.1f" % ind_val)
        # used to give preference to closest worlds

        for special in [
                spec for spec in planet_specials
                if spec in AIDependencies.metabolismBoosts
        ]:
            # TODO: also consider potential future benefit re currently unpopulated planets
            gbonus = (discount_multiplier * AIDependencies.INDUSTRY_PER_POP *
                      ind_mult * empire_metabolisms.get(
                          AIDependencies.metabolismBoosts[special], 0)
                      )  # due to growth applicability to other planets
            growth_val += gbonus
            detail.append("Bonus for %s: %.1f" % (special, gbonus))

        if FocusType.FOCUS_RESEARCH in species.foci:
            research_bonus += discount_multiplier * 2 * AIDependencies.RESEARCH_PER_POP * max_pop_size
            if "ANCIENT_RUINS_SPECIAL" in planet.specials or "ANCIENT_RUINS_DEPLETED_SPECIAL" in planet.specials:
                research_bonus += discount_multiplier * 2 * AIDependencies.RESEARCH_PER_POP * max_pop_size * 5
                detail.append("Ruins Research")
            if "TEMPORAL_ANOMALY_SPECIAL" in planet.specials:
                research_bonus += discount_multiplier * 2 * AIDependencies.RESEARCH_PER_POP * max_pop_size * 25
                detail.append("Temporal Anomaly Research")
            if AIDependencies.COMPUTRONIUM_SPECIAL in planet.specials:
                comp_bonus = (0.5 * AIDependencies.TECH_COST_MULTIPLIER *
                              AIDependencies.RESEARCH_PER_POP *
                              AIDependencies.COMPUTRONIUM_RES_MULTIPLIER *
                              population_with_research_focus() *
                              discount_multiplier)
                if have_computronium():
                    comp_bonus *= backup_factor
                research_bonus += comp_bonus
                detail.append(AIDependencies.COMPUTRONIUM_SPECIAL)

        retval += (max(ind_val + asteroid_bonus + gas_giant_bonus,
                       research_bonus, growth_val) + fixed_ind + fixed_res +
                   supply_val)
        if existing_presence:
            detail.append("preexisting system colony")
            retval = (retval +
                      existing_presence * _get_defense_value(species_name)) * 2
        if threat_factor < 1.0:
            threat_factor = _revise_threat_factor(threat_factor, retval,
                                                  this_sysid,
                                                  MINIMUM_COLONY_SCORE)
            retval *= threat_factor
            detail.append("threat reducing value by %3d %%" %
                          (100 * (1 - threat_factor)))
    return retval
Exemple #5
0
def generateOrders():
    global lastTurnTimestamp
    universe = fo.getUniverse()
    turnStartTime=time() #starting AI timer here, to be sure AI doesn't get blame for any  lags in server being able to provide the Universe object
    empire = fo.getEmpire()
    planetID = PlanetUtilsAI.getCapital()
    planet=None
    if planetID is not None:
        planet = universe.getPlanet(planetID)
    print "***************************************************************************"
    print "***************************************************************************"
    print ("Generating Orders")
    print "EmpireID:    " + str(empire.empireID) + " Name: " + empire.name+ "_"+str(empire.empireID-1) +"_pid:"+str(fo.playerID())+"_"+fo.playerName()+"_"+aggressions.get(foAIstate.aggression,  "?") + " Turn: " + str(fo.currentTurn())
    empireColor=empire.colour
    print "EmpireColors: %d %d %d %d"%(empireColor.r,  empireColor.g,  empireColor.b,  empireColor.a)
    if planet: 
        print "CapitalID: " + str(planetID) + " Name: " + planet.name + " Species: " + planet.speciesName 
    else:
        print "CapitalID: None Currently      Name: None     Species: None "
    print "***************************************************************************"
    print "***************************************************************************"
    
    if fo.currentTurn() == 1:
        declareWarOnAll()

    # turn cleanup !!! this was formerly done at start of every turn -- not sure why
    splitNewFleets()

    #updateShipDesigns()   #should not be needed anymore;
    #updateFleetsRoles()
    
    foAIstate.clean() #checks exploration border & clears roles/missions of missing fleets & updates fleet locs
    foAIstate.reportSystemThreats()
    # ...missions
    # ...demands/priorities

    print("Calling AI Modules")

    # call AI modules
    timer=[time()]
    try: PriorityAI.calculatePriorities()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc() # try traceback.print_exc()
    timer.append( time()  )
    try: ExplorationAI.assignScoutsToExploreSystems()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ColonisationAI.assignColonyFleetsToColonise()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: InvasionAI.assignInvasionFleetsToInvade()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: MilitaryAI.assignMilitaryFleetsToSystems()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ResearchAI.generateResearchOrders()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ProductionAI.generateProductionOrders()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ResourcesAI.generateResourcesOrders()    
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: foAIstate.afterTurnCleanup()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    times = [timer[i] - timer[i-1] for i in range(1,  len(timer) ) ]
    turnEndTime=time()
    timeFmt = "%30s: %8d msec  "
    print "AI Module Time Requirements:"
    for mod,  modTime in zip(__timerEntries,  times):
        print timeFmt%((30*' '+mod)[-30:],  int(1000*modTime))
    if __timerFile:
        __timerFile.write(  __timerFileFmt%tuple( [ fo.currentTurn() ]+map(lambda x: int(1000*x),  times )) +'\n')
        __timerFile.flush()
    if __timerBucketFile:
        __timerBucketFile.write(  __timerBucketFileFmt%tuple( [ fo.currentTurn(),  (turnStartTime-lastTurnTimestamp)*1000, (turnEndTime-turnStartTime)*1000   ]) +'\n')
        __timerBucketFile.flush()
        lastTurnTimestamp = time()
        
    try: fo.doneTurn()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
Exemple #6
0
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations

    universe = fo.getUniverse()
    empire_id = fo.empireID()
    home_system_id = PlanetUtilsAI.get_capital_sys_id()

    all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None else
                              FleetUtilsAI.get_empire_fleet_ids_by_role(
                                  MissionType.MILITARY))

    # Todo: This block had been originally added to address situations where fleet missions were not properly
    #  terminating, leaving fleets stuck in stale deployments. Assess if this block is still needed at all; delete
    #  if not, otherwise restructure the following code so that in event a reset is occurring greater priority is given
    #  to providing military support to locations where a necessary Secure mission might have just been released (i.e.,
    #  at invasion and colony/outpost targets where the troopships and colony ships are on their way), or else allow
    #  only a partial reset which does not reset Secure missions.
    enable_periodic_mission_reset = False
    if enable_periodic_mission_reset and try_reset and (
            fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main":
        debug(
            "Resetting all Military missions as part of an automatic periodic reset to clear stale missions."
        )
        try_again(all_military_fleet_ids,
                  try_reset=False,
                  thisround=thisround + " Reset")
        return

    mil_fleets_ids = list(
        FleetUtilsAI.extract_fleet_ids_without_mission_types(
            all_military_fleet_ids))
    mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(
        mil_fleets_ids, split_ships=True)
    avail_mil_rating = combine_ratings(
        get_fleet_rating(x) for x in mil_fleets_ids)

    if not mil_fleets_ids:
        if "Main" in thisround:
            _military_allocations = []
        return []

    # for each system, get total rating of fleets assigned to it
    already_assigned_rating = {}
    already_assigned_rating_vs_planets = {}
    aistate = get_aistate()
    systems_status = aistate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[sys_id] = 0
        already_assigned_rating_vs_planets[sys_id] = 0
        enemy_sup_factor[sys_id] = min(
            2,
            len(
                systems_status.get(sys_id, {}).get("enemies_nearly_supplied",
                                                   [])))
    for fleet_id in [
            fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids
    ]:
        ai_fleet_mission = aistate.get_fleet_mission(fleet_id)
        if not ai_fleet_mission.target:  # shouldn't really be possible
            continue
        last_sys = (
            ai_fleet_mission.target.get_system().id
        )  # will count this fleet as assigned to last system in target list  # TODO last_sys or target sys?
        this_rating = get_fleet_rating(fleet_id)
        this_rating_vs_planets = get_fleet_rating_against_planets(fleet_id)
        already_assigned_rating[last_sys] = combine_ratings(
            already_assigned_rating.get(last_sys, 0), this_rating)
        already_assigned_rating_vs_planets[last_sys] = combine_ratings(
            already_assigned_rating_vs_planets.get(last_sys, 0),
            this_rating_vs_planets)
    for sys_id in universe.systemIDs:
        my_defense_rating = systems_status.get(sys_id,
                                               {}).get("mydefenses",
                                                       {}).get("overall", 0)
        already_assigned_rating[sys_id] = combine_ratings(
            my_defense_rating, already_assigned_rating[sys_id])
        if _verbose_mil_reporting and already_assigned_rating[sys_id]:
            debug(
                "\t System %s already assigned rating %.1f" %
                (universe.getSystem(sys_id), already_assigned_rating[sys_id]))

    # get systems to defend
    capital_id = PlanetUtilsAI.get_capital()
    if capital_id is not None:
        capital_planet = universe.getPlanet(capital_id)
    else:
        capital_planet = None
    # TODO: if no owned planets try to capture one!
    if capital_planet:
        capital_sys_id = capital_planet.systemID
    else:  # should be rare, but so as to not break code below, pick a randomish mil-centroid system
        capital_sys_id = None  # unless we can find one to use
        system_dict = {}
        for fleet_id in all_military_fleet_ids:
            status = aistate.fleetStatus.get(fleet_id, None)
            if status is not None:
                system_id = status["sysID"]
                if not list(universe.getSystem(system_id).planetIDs):
                    continue
                system_dict[system_id] = system_dict.get(
                    system_id, 0) + status.get("rating", 0)
        ranked_systems = sorted([(val, sys_id)
                                 for sys_id, val in system_dict.items()])
        if ranked_systems:
            capital_sys_id = ranked_systems[-1][-1]
        else:
            try:
                capital_sys_id = next(iter(
                    aistate.fleetStatus.items()))[1]["sysID"]
            except:  # noqa: E722
                pass

    num_targets = max(10, PriorityAI.allotted_outpost_targets)
    top_target_planets = ([
        pid for pid, pscore, trp in
        AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
        if pscore > InvasionAI.MIN_INVASION_SCORE
    ] + [
        pid
        for pid, (pscore, spec) in list(aistate.colonisableOutpostIDs.items())
        [:num_targets] if pscore > InvasionAI.MIN_INVASION_SCORE
    ] + [
        pid
        for pid, (pscore, spec) in list(aistate.colonisablePlanetIDs.items())
        [:num_targets] if pscore > InvasionAI.MIN_INVASION_SCORE
    ])
    top_target_planets.extend(aistate.qualifyingTroopBaseTargets.keys())

    base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets)
    top_target_systems = []
    for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems:
        if sys_id not in top_target_systems:
            if aistate.systemStatus[sys_id][
                    "totalThreat"] > get_tot_mil_rating():
                continue
            top_target_systems.append(
                sys_id)  # doing this rather than set, to preserve order

    try:
        # capital defense
        allocation_helper = AllocationHelper(
            already_assigned_rating, already_assigned_rating_vs_planets,
            avail_mil_rating, try_reset)
        if capital_sys_id is not None:
            CapitalDefenseAllocator(capital_sys_id,
                                    allocation_helper).allocate()

        # defend other planets
        empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire()
        empire_occupied_system_ids = list(
            set(PlanetUtilsAI.get_systems(empire_planet_ids)) -
            {capital_sys_id})
        for sys_id in empire_occupied_system_ids:
            PlanetDefenseAllocator(sys_id, allocation_helper).allocate()

        # attack / protect high priority targets
        for sys_id in top_target_systems:
            TopTargetAllocator(sys_id, allocation_helper).allocate()

        # enemy planets
        other_targeted_system_ids = [
            sys_id for sys_id in set(
                PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs))
            if sys_id not in top_target_systems
        ]
        for sys_id in other_targeted_system_ids:
            TargetAllocator(sys_id, allocation_helper).allocate()

        # colony / outpost targets
        other_targeted_system_ids = [
            sys_id for sys_id in list(
                set(AIstate.colonyTargetedSystemIDs +
                    AIstate.outpostTargetedSystemIDs))
            if sys_id not in top_target_systems
        ]
        for sys_id in other_targeted_system_ids:
            OutpostTargetAllocator(sys_id, allocation_helper).allocate()

        # TODO blockade enemy systems

        # interior systems
        targetable_ids = set(get_systems_by_supply_tier(0))
        current_mil_systems = [
            sid for sid, _, _, _, _ in allocation_helper.allocations
        ]
        interior_targets1 = targetable_ids.difference(current_mil_systems)
        interior_targets = [
            sid for sid in interior_targets1
            if (allocation_helper.threat_bias +
                systems_status.get(sid, {}).get("totalThreat", 0) > 0.8 *
                allocation_helper.already_assigned_rating[sid])
        ]
        for sys_id in interior_targets:
            InteriorTargetsAllocator(sys_id, allocation_helper).allocate()

        # TODO Exploration targets

        # border protections
        visible_system_ids = aistate.visInteriorSystemIDs | aistate.visBorderSystemIDs
        accessible_system_ids = ([
            sys_id for sys_id in visible_system_ids
            if systems_connected(sys_id, home_system_id)
        ] if home_system_id != INVALID_ID else [])
        current_mil_systems = [
            sid
            for sid, alloc, rvp, take_any, _ in allocation_helper.allocations
            if alloc > 0
        ]
        border_targets1 = [
            sid for sid in accessible_system_ids
            if sid not in current_mil_systems
        ]
        border_targets = [
            sid for sid in border_targets1
            if (allocation_helper.threat_bias +
                systems_status.get(sid, {}).get("fleetThreat", 0) +
                systems_status.get(sid, {}).get("planetThreat", 0) > 0.8 *
                allocation_helper.already_assigned_rating[sid])
        ]
        for sys_id in border_targets:
            BorderSecurityAllocator(sys_id, allocation_helper).allocate()
    except ReleaseMilitaryException:
        try_again(all_military_fleet_ids)
        return

    new_allocations = []
    remaining_mil_rating = avail_mil_rating
    # for top categories assign max_alloc right away as available
    for cat in ["capitol", "occupied", "topTargets"]:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(
                cat, []):
            if remaining_mil_rating <= 0:
                break
            this_alloc = min(remaining_mil_rating, max_alloc)
            new_allocations.append((sid, this_alloc, alloc, rvp, take_any))
            remaining_mil_rating = rating_difference(remaining_mil_rating,
                                                     this_alloc)

    base_allocs = set()
    # for lower priority categories, first assign base_alloc around to all, then top up as available
    for cat in ["otherTargets", "accessibleTargets", "exploreTargets"]:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(
                cat, []):
            if remaining_mil_rating <= 0:
                break
            alloc = min(remaining_mil_rating, alloc)
            base_allocs.add(sid)
            remaining_mil_rating = rating_difference(remaining_mil_rating,
                                                     alloc)
    for cat in ["otherTargets", "accessibleTargets", "exploreTargets"]:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(
                cat, []):
            if sid not in base_allocs:
                break
            if remaining_mil_rating <= 0:
                new_allocations.append((sid, alloc, alloc, rvp, take_any))
            else:
                local_max_avail = combine_ratings(remaining_mil_rating, alloc)
                new_rating = min(local_max_avail, max_alloc)
                new_allocations.append((sid, new_rating, alloc, rvp, take_any))
                remaining_mil_rating = rating_difference(
                    local_max_avail, new_rating)

    if "Main" in thisround:
        _military_allocations = new_allocations
    if _verbose_mil_reporting or "Main" in thisround:
        debug(
            "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------"
            % (thisround,
               dict([(sid, alloc)
                     for sid, alloc, _, _, _ in new_allocations])))
        debug("(Apparently) remaining military rating: %.1f" %
              remaining_mil_rating)

    return new_allocations
Exemple #7
0
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations

    universe = fo.getUniverse()
    empire_id = fo.empireID()
    home_system_id = PlanetUtilsAI.get_capital_sys_id()

    all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None
                              else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY))

    if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main":
        try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset")
        return

    mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
    mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True)
    avail_mil_rating = combine_ratings_list(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids))

    if not mil_fleets_ids:
        if "Main" in thisround:
            _military_allocations = []
        return []

    # for each system, get total rating of fleets assigned to it
    already_assigned_rating = {}
    already_assigned_rating_vs_planets = {}
    aistate = get_aistate()
    systems_status = aistate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[sys_id] = 0
        already_assigned_rating_vs_planets[sys_id] = 0
        enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', [])))
    for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]:
        ai_fleet_mission = aistate.get_fleet_mission(fleet_id)
        if not ai_fleet_mission.target:  # shouldn't really be possible
            continue
        last_sys = ai_fleet_mission.target.get_system().id  # will count this fleet as assigned to last system in target list  # TODO last_sys or target sys?
        this_rating = CombatRatingsAI.get_fleet_rating(fleet_id)
        this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating.get(last_sys, 0), this_rating)
        already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets)
    for sys_id in universe.systemIDs:
        my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0)
        already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id])
        if _verbose_mil_reporting and already_assigned_rating[sys_id]:
            print "\t System %s already assigned rating %.1f" % (
                universe.getSystem(sys_id), already_assigned_rating[sys_id])

    # get systems to defend
    capital_id = PlanetUtilsAI.get_capital()
    if capital_id is not None:
        capital_planet = universe.getPlanet(capital_id)
    else:
        capital_planet = None
    # TODO: if no owned planets try to capture one!
    if capital_planet:
        capital_sys_id = capital_planet.systemID
    else:  # should be rare, but so as to not break code below, pick a randomish mil-centroid system
        capital_sys_id = None  # unless we can find one to use
        system_dict = {}
        for fleet_id in all_military_fleet_ids:
            status = aistate.fleetStatus.get(fleet_id, None)
            if status is not None:
                system_id = status['sysID']
                if not list(universe.getSystem(system_id).planetIDs):
                    continue
                system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0)
        ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()])
        if ranked_systems:
            capital_sys_id = ranked_systems[-1][-1]
        else:
            try:
                capital_sys_id = aistate.fleetStatus.items()[0][1]['sysID']
            except:
                pass

    num_targets = max(10, PriorityAI.allotted_outpost_targets)
    top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
                           if pscore > InvasionAI.MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in aistate.colonisableOutpostIDs.items()[:num_targets]
                           if pscore > InvasionAI.MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in aistate.colonisablePlanetIDs.items()[:num_targets]
                           if pscore > InvasionAI.MIN_INVASION_SCORE])
    top_target_planets.extend(aistate.qualifyingTroopBaseTargets.keys())

    base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets)
    top_target_systems = []
    for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems:
        if sys_id not in top_target_systems:
            if aistate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating():
                continue
            top_target_systems.append(sys_id)  # doing this rather than set, to preserve order

    try:
        # capital defense
        allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset)
        if capital_sys_id is not None:
            CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate()

        # defend other planets
        empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
        empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id})
        for sys_id in empire_occupied_system_ids:
            PlanetDefenseAllocator(sys_id, allocation_helper).allocate()

        # attack / protect high priority targets
        for sys_id in top_target_systems:
            TopTargetAllocator(sys_id, allocation_helper).allocate()

        # enemy planets
        other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            TargetAllocator(sys_id, allocation_helper).allocate()

        # colony / outpost targets
        other_targeted_system_ids = [sys_id for sys_id in
                                     list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            OutpostTargetAllocator(sys_id, allocation_helper).allocate()

        # TODO blockade enemy systems

        # interior systems
        targetable_ids = set(state.get_systems_by_supply_tier(0))
        current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations]
        interior_targets1 = targetable_ids.difference(current_mil_systems)
        interior_targets = [sid for sid in interior_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in interior_targets:
            InteriorTargetsAllocator(sys_id, allocation_helper).allocate()

        # TODO Exploration targets

        # border protections
        visible_system_ids = aistate.visInteriorSystemIDs | aistate.visBorderSystemIDs
        accessible_system_ids = ([sys_id for sys_id in visible_system_ids if
                                 universe.systemsConnected(sys_id, home_system_id, empire_id)]
                                 if home_system_id != INVALID_ID else [])
        current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0]
        border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems]
        border_targets = [sid for sid in border_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get(
                    'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in border_targets:
            BorderSecurityAllocator(sys_id, allocation_helper).allocate()
    except ReleaseMilitaryException:
        try_again(all_military_fleet_ids)
        return

    new_allocations = []
    remaining_mil_rating = avail_mil_rating
    # for top categories assign max_alloc right away as available
    for cat in ['capitol', 'occupied', 'topTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            this_alloc = min(remaining_mil_rating, max_alloc)
            new_allocations.append((sid, this_alloc, alloc, rvp, take_any))
            remaining_mil_rating = rating_difference(remaining_mil_rating,  this_alloc)

    base_allocs = set()
    # for lower priority categories, first assign base_alloc around to all, then top up as available
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            alloc = min(remaining_mil_rating, alloc)
            base_allocs.add(sid)
            remaining_mil_rating = rating_difference(remaining_mil_rating,  alloc)
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if sid not in base_allocs:
                break
            if remaining_mil_rating <= 0:
                new_allocations.append((sid, alloc, alloc, rvp, take_any))
            else:
                local_max_avail = combine_ratings(remaining_mil_rating, alloc)
                new_rating = min(local_max_avail, max_alloc)
                new_allocations.append((sid, new_rating, alloc, rvp, take_any))
                remaining_mil_rating = rating_difference(local_max_avail, new_rating)

    if "Main" in thisround:
        _military_allocations = new_allocations
    if _verbose_mil_reporting or "Main" in thisround:
        print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations]))
        print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating

    return new_allocations