Esempio n. 1
0
def assign_colonisation_values(planet_ids,
                               mission_type,
                               species,
                               detail=None,
                               return_all=False):
    """Creates a dictionary that takes planetIDs as key and their colonisation score as value."""
    empire_research_list = tuple(element.tech
                                 for element in fo.getEmpire().researchQueue)
    if detail is None:
        detail = []
    orig_detail = detail
    planet_values = {}
    if mission_type == MissionType.OUTPOST:
        # print "\n=========\nAssigning Outpost Values\n========="
        try_species = [""]
    elif species is not None:
        # print "\n=========\nAssigning Colony Values\n========="
        if isinstance(species, str):
            try_species = [species]
        elif isinstance(species, list):
            try_species = species
        else:
            try_species = [species.name]
    else:
        # print "\n=========\nAssigning Colony Values\n========="
        try_species = list(get_colony_builders())
    for planet_id in planet_ids:
        pv = []
        for spec_name in try_species:
            detail = orig_detail[:]
            # appends (score, species_name, detail)
            pv.append((
                calculate_planet_colonization_rating(
                    planet_id=planet_id,
                    mission_type=mission_type,
                    spec_name=spec_name,
                    detail=detail,
                    empire_research_list=empire_research_list,
                ),
                spec_name,
                detail,
            ))
        all_sorted = sorted(pv, reverse=True)
        best = all_sorted[:1]
        if best:
            if return_all:
                planet_values[planet_id] = all_sorted
            else:
                planet_values[planet_id] = best[0]
                # print best[0][2]
    return planet_values
Esempio n. 2
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 def __update_score(self):
     planet_score = calculate_planet_colonization_rating(
         planet_id=self.target,
         mission_type=MissionType.OUTPOST,
         spec_name=None,
         detail=None,
         empire_research_list=None,
     )
     for species in get_colony_builders():
         this_score = calculate_planet_colonization_rating(
             planet_id=self.target,
             mission_type=MissionType.COLONISATION,
             spec_name=species,
             detail=None,
             empire_research_list=None,
         )
         planet_score = max(planet_score, this_score)
     self.__last_score_update = fo.currentTurn()
     self.__score = planet_score
Esempio n. 3
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def get_capital() -> PlanetId:
    """
    Return current empire capital id.

    If no current capital returns planet with biggest population in first not empty group.
    First check all planets with coloniser species, after that with ship builders and at last all inhabited planets.
    """
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID
    capital_id = empire.capitalID
    homeworld = universe.getPlanet(capital_id)
    if homeworld:
        if homeworld.owner == empire_id:
            return capital_id
        else:
            debug(
                "Nominal Capitol %s does not appear to be owned by empire %d %s"
                % (homeworld.name, empire_id, empire.name))
    empire_owned_planet_ids = get_owned_planets_by_empire(universe.planetIDs)
    peopled_planets = get_populated_planet_ids(empire_owned_planet_ids)
    if not peopled_planets:
        if empire_owned_planet_ids:
            return empire_owned_planet_ids[0]
        else:
            return INVALID_ID
    try:
        for spec_list in [get_colony_builders(), get_ship_builders(), None]:
            population_id_pairs = []
            for planet_id in peopled_planets:
                planet = universe.getPlanet(planet_id)
                if spec_list is None or planet.speciesName in spec_list:
                    population_id_pairs.append(
                        (planet.initialMeterValue(fo.meterType.population),
                         planet_id))
            if population_id_pairs:
                return max(population_id_pairs)[-1]
    except Exception as e:
        error(e, exc_info=True)
    return INVALID_ID  # shouldn't ever reach here
Esempio n. 4
0
def generate_classic_research_orders():
    """generate research orders"""
    empire = fo.getEmpire()
    empire_id = empire.empireID
    aistate = get_aistate()
    enemies_sighted = aistate.misc.get("enemies_sighted", {})
    galaxy_is_sparse = ColonisationAI.galaxy_is_sparse()

    resource_production = empire.resourceProduction(fo.resourceType.research)
    completed_techs = sorted(list(get_completed_techs()))
    _print_reserch_order_header(resource_production, completed_techs)

    #
    # report techs currently at head of research queue
    #
    research_queue = empire.researchQueue
    research_queue_list = get_research_queue_techs()
    total_rp = empire.resourceProduction(fo.resourceType.research)
    tech_turns_left = {}
    if research_queue_list:
        debug("Techs currently at head of Research Queue:")
        for element in list(research_queue)[:10]:
            tech_turns_left[element.tech] = element.turnsLeft
            this_tech = fo.getTech(element.tech)
            if not this_tech:
                warning("Can't retrieve tech ", element.tech)
                continue
            missing_prereqs = [
                preReq
                for preReq in this_tech.recursivePrerequisites(empire_id)
                if preReq not in completed_techs
            ]
            # unlocked_items = [(uli.name, uli.type) for uli in this_tech.unlocked_items]
            unlocked_items = [uli.name for uli in this_tech.unlockedItems]
            if not missing_prereqs:
                debug(
                    "    %25s allocated %6.2f RP (%d turns left)-- unlockable items: %s ",
                    element.tech,
                    element.allocation,
                    tech_turns_left[element.tech],
                    unlocked_items,
                )
            else:
                debug(
                    "    %25s allocated %6.2f RP -- missing preReqs: %s -- unlockable items: %s ",
                    element.tech,
                    element.allocation,
                    missing_prereqs,
                    unlocked_items,
                )
        debug("")
    #
    # set starting techs, or after turn 100 add any additional default techs
    #
    if (fo.currentTurn() <= 2) or ((total_rp - research_queue.totalSpent) > 0):
        research_index = get_research_index()
        if fo.currentTurn() == 1:
            # do only this one on first turn, to facilitate use of a turn-1 savegame for testing of alternate
            # research strategies
            new_tech = ["LRN_PHYS_BRAIN", "GRO_PLANET_ECOL"]
        else:
            new_tech = (TechsListsAI.sparse_galaxy_techs(research_index)
                        if galaxy_is_sparse else
                        TechsListsAI.primary_meta_techs(research_index))
        debug("Empire %s (%d) is selecting research index %d", empire.name,
              empire_id, research_index)
        # techs_to_enqueue = (set(new_tech)-(set(completed_techs)|set(research_queue_list)))
        techs_to_enqueue = new_tech[:]
        tech_base = set(completed_techs + research_queue_list)
        techs_to_add = []
        for tech in techs_to_enqueue:
            if tech not in tech_base:
                this_tech = fo.getTech(tech)
                if this_tech is None:
                    error("Desired tech '%s' appears to not exist" % tech)
                    continue
                missing_prereqs = [
                    preReq
                    for preReq in this_tech.recursivePrerequisites(empire_id)
                    if preReq not in tech_base
                ]
                techs_to_add.extend(missing_prereqs + [tech])
                tech_base.update(missing_prereqs + [tech])
        cum_cost = 0
        debug("  Enqueued Tech: %20s \t\t %8s \t %s", "Name", "Cost",
              "CumulativeCost")
        for name in techs_to_add:
            try:
                enqueue_res = fo.issueEnqueueTechOrder(name, -1)
                if enqueue_res == 1:
                    this_tech = fo.getTech(name)
                    this_cost = 0
                    if this_tech:
                        this_cost = this_tech.researchCost(empire_id)
                        cum_cost += this_cost
                    debug("    Enqueued Tech: %20s \t\t %8.0f \t %8.0f", name,
                          this_cost, cum_cost)
                else:
                    warning("    Failed attempt to enqueued Tech: " + name)
            except:  # noqa: E722
                warning("    Failed attempt to enqueued Tech: " + name,
                        exc_info=True)

        debug("\n\nAll techs:")
        debug("=" * 20)
        alltechs = fo.techs()
        print_in_columns(sorted(fo.techs()), columns=3)

        debug("\n\nAll unqueued techs:")
        debug("=" * 20)
        # coveredTechs = new_tech+completed_techs
        print_in_columns([tn for tn in alltechs if tn not in tech_base],
                         columns=3)
        debug("")

        if fo.currentTurn() == 1:
            return
        if True:
            research_queue_list = get_research_queue_techs()
            def_techs = TechsListsAI.defense_techs_1()
            for def_tech in def_techs:
                if (aistate.character.may_research_tech_classic(def_tech)
                        and def_tech not in research_queue_list[:5]
                        and not tech_is_complete(def_tech)):
                    res = fo.issueEnqueueTechOrder(
                        def_tech, min(3, len(research_queue_list)))
                    debug(
                        "Empire is very defensive, so attempted to fast-track %s, got result %d",
                        def_tech, res)
        if False:  # with current stats of Conc Camps, disabling this fast-track
            research_queue_list = get_research_queue_techs()
            if "CON_CONC_CAMP" in research_queue_list and aistate.character.may_research_tech_classic(
                    "CON_CONC_CAMP"):
                insert_idx = min(40,
                                 research_queue_list.index("CON_CONC_CAMP"))
            else:
                insert_idx = max(0, min(40, len(research_queue_list) - 10))
            if "SHP_DEFLECTOR_SHIELD" in research_queue_list and aistate.character.may_research_tech_classic(
                    "SHP_DEFLECTOR_SHIELD"):
                insert_idx = min(
                    insert_idx,
                    research_queue_list.index("SHP_DEFLECTOR_SHIELD"))
            for cc_tech in ["CON_ARCH_PSYCH", "CON_CONC_CAMP"]:
                if (cc_tech not in research_queue_list[:insert_idx + 1]
                        and not tech_is_complete(cc_tech) and
                        aistate.character.may_research_tech_classic(cc_tech)):
                    res = fo.issueEnqueueTechOrder(cc_tech, insert_idx)
                    debug(
                        "Empire is very aggressive, so attempted to fast-track %s, got result %d",
                        cc_tech, res)

    elif fo.currentTurn() > 100:
        generate_default_research_order()

    research_queue_list = get_research_queue_techs()
    num_techs_accelerated = 1  # will ensure leading tech doesn't get dislodged
    got_ggg_tech = tech_is_complete("PRO_ORBITAL_GEN")
    got_sym_bio = tech_is_complete("GRO_SYMBIOTIC_BIO")
    got_xeno_gen = tech_is_complete("GRO_XENO_GENETICS")
    #
    # Consider accelerating techs; priority is
    # Supply/Detect range
    # xeno arch
    # ast / GG
    # gro xeno gen
    # distrib thought
    # quant net
    # pro sing gen
    # death ray 1 cleanup

    nest_tech = Dep.NEST_DOMESTICATION_TECH
    artif_minds = Dep.LRN_ARTIF_MINDS_1

    if have_nest() and not tech_is_complete(nest_tech):
        if artif_minds in research_queue_list:
            insert_idx = 1 + research_queue_list.index(artif_minds)
        else:
            insert_idx = 1
        res = fo.issueEnqueueTechOrder(nest_tech, insert_idx)
        num_techs_accelerated += 1
        debug(
            "Have a monster nest, so attempted to fast-track %s, got result %d",
            nest_tech, res)
        research_queue_list = get_research_queue_techs()

    #
    # Supply range and detection range
    if False:  # disabled for now, otherwise just to help with cold-folding / organization
        if len(aistate.colonisablePlanetIDs) == 0:
            best_colony_site_score = 0
        else:
            best_colony_site_score = next(
                iter(aistate.colonisablePlanetIDs.items()))[1]
        if len(aistate.colonisableOutpostIDs) == 0:
            best_outpost_site_score = 0
        else:
            best_outpost_site_score = next(
                iter(aistate.colonisableOutpostIDs.items()))[1]
        need_improved_scouting = best_colony_site_score < 150 or best_outpost_site_score < 200

        if need_improved_scouting:
            if not tech_is_complete("CON_ORBITAL_CON"):
                num_techs_accelerated += 1
                if ("CON_ORBITAL_CON"
                        not in research_queue_list[:1 + num_techs_accelerated]
                    ) and (tech_is_complete("PRO_FUSION_GEN") or
                           ("PRO_FUSION_GEN"
                            in research_queue_list[:1 +
                                                   num_techs_accelerated])):
                    res = fo.issueEnqueueTechOrder("CON_ORBITAL_CON",
                                                   num_techs_accelerated)
                    debug(
                        "Empire has poor colony/outpost prospects, so attempted to fast-track %s, got result %d",
                        "CON_ORBITAL_CON",
                        res,
                    )
            elif not tech_is_complete("CON_CONTGRAV_ARCH"):
                num_techs_accelerated += 1
                if ("CON_CONTGRAV_ARCH"
                        not in research_queue_list[:1 + num_techs_accelerated]
                    ) and (tech_is_complete("CON_METRO_INFRA")):
                    for supply_tech in [
                            _s_tech for _s_tech in
                        ["CON_ARCH_MONOFILS", "CON_CONTGRAV_ARCH"]
                            if not tech_is_complete(_s_tech)
                    ]:
                        res = fo.issueEnqueueTechOrder(supply_tech,
                                                       num_techs_accelerated)
                        debug(
                            "Empire has poor colony/outpost prospects, so attempted to fast-track %s, got result %d",
                            supply_tech,
                            res,
                        )
            else:
                pass
            research_queue_list = get_research_queue_techs()
            # could add more supply tech

            if False and not tech_is_complete(
                    "SPY_DETECT_2"):  # disabled for now, detect2
                num_techs_accelerated += 1
                if "SPY_DETECT_2" not in research_queue_list[:2 +
                                                             num_techs_accelerated] and tech_is_complete(
                                                                 "PRO_FUSION_GEN"
                                                             ):
                    if "CON_ORBITAL_CON" not in research_queue_list[:1 +
                                                                    num_techs_accelerated]:
                        res = fo.issueEnqueueTechOrder("SPY_DETECT_2",
                                                       num_techs_accelerated)
                    else:
                        co_idx = research_queue_list.index("CON_ORBITAL_CON")
                        res = fo.issueEnqueueTechOrder("SPY_DETECT_2",
                                                       co_idx + 1)
                    debug(
                        "Empire has poor colony/outpost prospects, so attempted to fast-track %s, got result %d"
                        "CON_ORBITAL_CON",
                        res,
                    )
                research_queue_list = get_research_queue_techs()

    #
    # check to accelerate xeno_arch
    if True:  # just to help with cold-folding /  organization
        if (have_ruins() and not tech_is_complete("LRN_XENOARCH") and
                aistate.character.may_research_tech_classic("LRN_XENOARCH")):
            if artif_minds in research_queue_list:
                insert_idx = 7 + research_queue_list.index(artif_minds)
            elif "GRO_SYMBIOTIC_BIO" in research_queue_list:
                insert_idx = research_queue_list.index("GRO_SYMBIOTIC_BIO") + 1
            else:
                insert_idx = num_techs_accelerated
            if "LRN_XENOARCH" not in research_queue_list[:insert_idx]:
                for xenoTech in [
                        "LRN_XENOARCH", "LRN_TRANSLING_THT", "LRN_PHYS_BRAIN",
                        "LRN_ALGO_ELEGANCE"
                ]:
                    if not tech_is_complete(
                            xenoTech
                    ) and xenoTech not in research_queue_list[:(insert_idx +
                                                                4)]:
                        res = fo.issueEnqueueTechOrder(xenoTech, insert_idx)
                        num_techs_accelerated += 1
                        debug(
                            "ANCIENT_RUINS: have an ancient ruins, so attempted to fast-track %s to enable LRN_XENOARCH, got result %d",
                            xenoTech,
                            res,
                        )
                research_queue_list = get_research_queue_techs()

    if False and not enemies_sighted:  # curently disabled
        # params = [ (tech, gate, target_slot, add_tech_list), ]
        params = [
            ("GRO_XENO_GENETICS", "PRO_EXOBOTS", "PRO_EXOBOTS",
             ["GRO_GENETIC_MED", "GRO_XENO_GENETICS"]),
            ("PRO_EXOBOTS", "PRO_ADAPTIVE_AUTOMATION",
             "PRO_ADAPTIVE_AUTOMATION", ["PRO_EXOBOTS"]),
            ("PRO_ADAPTIVE_AUTOMATION", "PRO_NANOTECH_PROD",
             "PRO_NANOTECH_PROD", ["PRO_ADAPTIVE_AUTOMATION"]),
            (
                "PRO_INDUSTRY_CENTER_I",
                "GRO_SYMBIOTIC_BIO",
                "GRO_SYMBIOTIC_BIO",
                [
                    "PRO_ROBOTIC_PROD", "PRO_FUSION_GEN",
                    "PRO_INDUSTRY_CENTER_I"
                ],
            ),
            ("GRO_SYMBIOTIC_BIO", "SHP_ORG_HULL", "SHP_ZORTRIUM_PLATE",
             ["GRO_SYMBIOTIC_BIO"]),
        ]
        for (tech, gate, target_slot, add_tech_list) in params:
            if tech_is_complete(tech):
                break
            if tech_turns_left.get(gate, 0) not in [
                    0,
                    1,
                    2,
            ]:  # needs to exclude -1, the flag for no predicted completion
                continue
            if target_slot in research_queue_list:
                target_index = 1 + research_queue_list.index(target_slot)
            else:
                target_index = num_techs_accelerated
            for move_tech in add_tech_list:
                debug(
                    "for tech %s, target_slot %s, target_index:%s ; num_techs_accelerated:%s",
                    move_tech,
                    target_slot,
                    target_index,
                    num_techs_accelerated,
                )
                if tech_is_complete(move_tech):
                    continue
                if target_index <= num_techs_accelerated:
                    num_techs_accelerated += 1
                if move_tech not in research_queue_list[:1 + target_index]:
                    fo.issueEnqueueTechOrder(move_tech, target_index)
                    debug(
                        "Research: To prioritize %s, have advanced %s to slot %d",
                        tech, move_tech, target_index)
                    target_index += 1
    #
    # check to accelerate asteroid or GG tech
    if True:  # just to help with cold-folding / organization
        if have_asteroids():
            insert_idx = (num_techs_accelerated
                          if "GRO_SYMBIOTIC_BIO" not in research_queue_list
                          else research_queue_list.index("GRO_SYMBIOTIC_BIO"))
            ast_tech = "PRO_MICROGRAV_MAN"
            if not (tech_is_complete(ast_tech)
                    or ast_tech in research_queue_list[:(1 + insert_idx)]):
                res = fo.issueEnqueueTechOrder(ast_tech, insert_idx)
                num_techs_accelerated += 1
                debug(
                    "Asteroids: plan to colonize an asteroid belt, so attempted to fast-track %s , got result %d",
                    ast_tech,
                    res,
                )
                research_queue_list = get_research_queue_techs()
            elif tech_is_complete("SHP_ZORTRIUM_PLATE"):
                insert_idx = (
                    (1 + insert_idx)
                    if "LRN_FORCE_FIELD" not in research_queue_list else max(
                        1 + insert_idx,
                        research_queue_list.index("LRN_FORCE_FIELD") - 1))
                for ast_tech in [
                        "SHP_ASTEROID_HULLS", "SHP_IMPROVED_ENGINE_COUPLINGS"
                ]:
                    if not tech_is_complete(
                            ast_tech
                    ) and ast_tech not in research_queue_list[:insert_idx + 1]:
                        res = fo.issueEnqueueTechOrder(ast_tech, insert_idx)
                        num_techs_accelerated += 1
                        insert_idx += 1
                        debug(
                            "Asteroids: plan to colonize an asteroid belt, so attempted to fast-track %s , got result %d",
                            ast_tech,
                            res,
                        )
                research_queue_list = get_research_queue_techs()
        if have_gas_giant() and not tech_is_complete("PRO_ORBITAL_GEN"):
            fusion_idx = (0 if "PRO_FUSION_GEN" not in research_queue_list else
                          (1 + research_queue_list.index("PRO_FUSION_GEN")))
            forcefields_idx = (0 if "LRN_FORCE_FIELD"
                               not in research_queue_list else
                               (1 +
                                research_queue_list.index("LRN_FORCE_FIELD")))
            insert_idx = max(
                fusion_idx, forcefields_idx) if enemies_sighted else fusion_idx
            if "PRO_ORBITAL_GEN" not in research_queue_list[:insert_idx + 1]:
                res = fo.issueEnqueueTechOrder("PRO_ORBITAL_GEN", insert_idx)
                num_techs_accelerated += 1
                debug(
                    "GasGiant: plan to colonize a gas giant, so attempted to fast-track %s, got result %d",
                    "PRO_ORBITAL_GEN",
                    res,
                )
                research_queue_list = get_research_queue_techs()
    #
    # assess if our empire has any non-lousy colonizers, & boost gro_xeno_gen if we don't
    if True:  # just to help with cold-folding / organization
        if got_ggg_tech and got_sym_bio and (not got_xeno_gen):
            most_adequate = 0
            for specName in get_colony_builders():
                environs = {}
                this_spec = fo.getSpecies(specName)
                if not this_spec:
                    continue
                for ptype in [
                        fo.planetType.swamp,
                        fo.planetType.radiated,
                        fo.planetType.toxic,
                        fo.planetType.inferno,
                        fo.planetType.barren,
                        fo.planetType.tundra,
                        fo.planetType.desert,
                        fo.planetType.terran,
                        fo.planetType.ocean,
                        fo.planetType.asteroids,
                ]:
                    environ = this_spec.getPlanetEnvironment(ptype)
                    environs.setdefault(environ, []).append(ptype)
                most_adequate = max(
                    most_adequate,
                    len(environs.get(fo.planetEnvironment.adequate, [])))
            if most_adequate == 0:
                insert_idx = num_techs_accelerated
                for xg_tech in ["GRO_XENO_GENETICS", "GRO_GENETIC_ENG"]:
                    if (xg_tech
                            not in research_queue_list[:1 +
                                                       num_techs_accelerated]
                            and not tech_is_complete(xg_tech)
                            and aistate.character.may_research_tech_classic(
                                xg_tech)):
                        res = fo.issueEnqueueTechOrder(xg_tech, insert_idx)
                        num_techs_accelerated += 1
                        debug(
                            "Empire has poor colonizers, so attempted to fast-track %s, got result %d",
                            xg_tech,
                            res,
                        )
                research_queue_list = get_research_queue_techs()
    #
    # check to accelerate translinguistics
    if True:  # just to help with cold-folding / organization
        # planet is needed to determine the cost. Without a capital we have bigger problems anyway...
        if not tech_is_complete("LRN_TRANSLING_THT") and translators_wanted():
            insert_idx = num_techs_accelerated
            for dt_ech in [
                    "LRN_TRANSLING_THT", "LRN_PHYS_BRAIN", "LRN_ALGO_ELEGANCE"
            ]:
                if (dt_ech not in research_queue_list[:insert_idx + 2]
                        and not tech_is_complete(dt_ech) and
                        aistate.character.may_research_tech_classic(dt_ech)):
                    res = fo.issueEnqueueTechOrder(dt_ech, insert_idx)
                    num_techs_accelerated += 1
                    insert_idx += 1
                    fmt_str = "Empire wants to build translators, so attempted to fast-track %s (got result %d)"
                    fmt_str += " with current target_RP %.1f and current pop %.1f, on turn %d"
                    debug(fmt_str, dt_ech, res, resource_production,
                          empire.population(), fo.currentTurn())
            research_queue_list = get_research_queue_techs()
    #
    # check to accelerate distrib thought
    if True:  # just to help with cold-folding / organization
        if not tech_is_complete("LRN_DISTRIB_THOUGHT"):
            got_telepathy = False
            for specName in get_empire_planets_by_species():
                this_spec = fo.getSpecies(specName)
                if this_spec and ("TELEPATHIC" in list(this_spec.tags)):
                    got_telepathy = True
                    break
            pop_threshold = 100 if got_telepathy else 300
            if empire.population() > pop_threshold:
                insert_idx = num_techs_accelerated
                for dt_ech in [
                        "LRN_PHYS_BRAIN", "LRN_TRANSLING_THT", "LRN_PSIONICS",
                        "LRN_DISTRIB_THOUGHT"
                ]:
                    if (dt_ech not in research_queue_list[:insert_idx + 2]
                            and not tech_is_complete(dt_ech)
                            and aistate.character.may_research_tech_classic(
                                dt_ech)):
                        res = fo.issueEnqueueTechOrder(dt_ech, insert_idx)
                        num_techs_accelerated += 1
                        insert_idx += 1
                        fmt_str = "Empire has a telepathic race, so attempted to fast-track %s (got result %d)"
                        fmt_str += " with current target_RP %.1f and current pop %.1f, on turn %d"
                        debug(fmt_str, dt_ech, res, resource_production,
                              empire.population(), fo.currentTurn())
                research_queue_list = get_research_queue_techs()
    #
    # check to accelerate quant net
    if False:  # disabled for now, otherwise just to help with cold-folding / organization
        if aistate.character.may_research_tech_classic("LRN_QUANT_NET") and (
                population_with_research_focus() >= 40):
            if not tech_is_complete("LRN_QUANT_NET"):
                insert_idx = num_techs_accelerated  # TODO determine min target slot if reenabling
                for qnTech in ["LRN_NDIM_SUBSPACE", "LRN_QUANT_NET"]:
                    if qnTech not in research_queue_list[:insert_idx +
                                                         2] and not tech_is_complete(
                                                             qnTech):
                        res = fo.issueEnqueueTechOrder(qnTech, insert_idx)
                        num_techs_accelerated += 1
                        insert_idx += 1
                        debug(
                            "Empire has many researchers, so attempted to fast-track %s (got result %d) on turn %d",
                            qnTech,
                            res,
                            fo.currentTurn(),
                        )
                research_queue_list = get_research_queue_techs()

    #
    # if we own a blackhole, accelerate sing_gen and conc camp
    if True:  # just to help with cold-folding / organization
        if (fo.currentTurn() > 50 and
                len(AIstate.empireStars.get(fo.starType.blackHole, [])) != 0
                and
                aistate.character.may_research_tech_classic("PRO_SINGULAR_GEN")
                and not tech_is_complete(Dep.PRO_SINGULAR_GEN)
                and tech_is_complete("LRN_EVERYTHING")):
            # sing_tech_list = [ "LRN_GRAVITONICS" , "PRO_SINGULAR_GEN"]  # formerly also "CON_ARCH_PSYCH", "CON_CONC_CAMP",
            sing_gen_tech = fo.getTech(Dep.PRO_SINGULAR_GEN)
            sing_tech_list = [
                pre_req
                for pre_req in sing_gen_tech.recursivePrerequisites(empire_id)
                if not tech_is_complete(pre_req)
            ]
            sing_tech_list += [Dep.PRO_SINGULAR_GEN]
            for singTech in sing_tech_list:
                if singTech not in research_queue_list[:num_techs_accelerated +
                                                       1]:
                    res = fo.issueEnqueueTechOrder(singTech,
                                                   num_techs_accelerated)
                    num_techs_accelerated += 1
                    debug(
                        "have a black hole star outpost/colony, so attempted to fast-track %s, got result %d",
                        singTech,
                        res,
                    )
            research_queue_list = get_research_queue_techs()

    #
    # if got deathray from Ruins, remove most prereqs from queue
    if True:  # just to help with cold-folding / organization
        if tech_is_complete("SHP_WEAPON_4_1"):
            this_tech = fo.getTech("SHP_WEAPON_4_1")
            if this_tech:
                missing_prereqs = [
                    preReq
                    for preReq in this_tech.recursivePrerequisites(empire_id)
                    if preReq in research_queue_list
                ]
                if len(missing_prereqs
                       ) > 2:  # leave plasma 4 and 3 if up to them already
                    for preReq in missing_prereqs:  # sorted(missing_prereqs, reverse=True)[2:]
                        if preReq in research_queue_list:
                            fo.issueDequeueTechOrder(preReq)
                    research_queue_list = get_research_queue_techs()
                    if "SHP_WEAPON_4_2" in research_queue_list:  # (should be)
                        idx = research_queue_list.index("SHP_WEAPON_4_2")
                        fo.issueEnqueueTechOrder("SHP_WEAPON_4_2",
                                                 max(0, idx - 18))

    # TODO: Remove the following example code
    # Example/Test code for the new ShipDesigner functionality
    techs = [
        "SHP_WEAPON_4_2", "SHP_TRANSSPACE_DRIVE", "SHP_INTSTEL_LOG",
        "SHP_ASTEROID_HULLS", ""
    ]
    for tech in techs:
        this_tech = fo.getTech(tech)
        if not this_tech:
            debug("Invalid Tech specified")
            continue
        unlocked_items = this_tech.unlockedItems
        unlocked_hulls = []
        unlocked_parts = []
        for item in unlocked_items:
            if item.type == fo.unlockableItemType.shipPart:
                debug("Tech %s unlocks a ShipPart: %s", tech, item.name)
                unlocked_parts.append(item.name)
            elif item.type == fo.unlockableItemType.shipHull:
                debug("Tech %s unlocks a ShipHull: %s", tech, item.name)
                unlocked_hulls.append(item.name)
        if not (unlocked_parts or unlocked_hulls):
            debug("No new ship parts/hulls unlocked by tech %s", tech)
            continue
        old_designs = ShipDesignAI.WarShipDesigner().optimize_design(
            consider_fleet_count=False)
        new_designs = ShipDesignAI.WarShipDesigner().optimize_design(
            additional_hulls=unlocked_hulls,
            additional_parts=unlocked_parts,
            consider_fleet_count=False)
        if not (old_designs and new_designs):
            # AI is likely defeated; don't bother with logging error message
            continue
        old_rating, old_pid, old_design_id, old_cost, old_stats = old_designs[
            0]
        old_design = fo.getShipDesign(old_design_id)
        new_rating, new_pid, new_design_id, new_cost, new_stats = new_designs[
            0]
        new_design = fo.getShipDesign(new_design_id)
        if new_rating > old_rating:
            debug("Tech %s gives access to a better design!", tech)
            debug("old best design: Rating %.5f", old_rating)
            debug("old design specs: %s - %s", old_design.hull,
                  list(old_design.parts))
            debug("new best design: Rating %.5f", new_rating)
            debug("new design specs: %s - %s", new_design.hull,
                  list(new_design.parts))
        else:
            debug(
                "Tech %s gives access to new parts or hulls but there seems to be no military advantage.",
                tech)