Esempio n. 1
0
    def doPrep(self):
        log.info("Prep phase")

        self.max_distance_between_planets = 0
        for p1 in self.all_planets:
            for p2 in self.all_planets:
                self.max_distance_between_planets = max(self.max_distance_between_planets, p1.distance(p2))
        #log.info("Max distance: %s" % self.max_distance_between_planets)

        # calculate current high level metrics
        self.my_total_ships_available = 0
        self.my_total_ships = 0
        self.my_total_growth_rate = 0
        self.enemy_total_ships_available = 0
        self.enemy_total_ships = 0
        self.enemy_total_growth_rate = 0
        self.ships_available = {}
        self.ships_needed = {}
        self.planet_timeline = {}
        for planet in self.all_planets:
            if len(planet.attacking_fleets) == 0:
                self.ships_available[planet] = planet.ship_count
                self.ships_needed[planet] = 0
                simulation_distance = self.max_distance_between_planets
                self.planet_timeline[planet] = planet.in_future_timeline(simulation_distance)
            else:
                simulation_distance = self.max_distance_between_planets
                self.planet_timeline[planet] = planet.in_future_timeline(simulation_distance)
                max_needed = 0
                min_available = 1000000
                #log.info("timeline for %s: %s" % (planet, self.planet_timeline[planet]))
                for step in self.planet_timeline[planet]:
                    owner = step[0]
                    ship_count = step[1]
                    if owner != planet.owner:
                        max_needed = max(max_needed, ship_count)
                    else:
                        min_available = min(min_available, ship_count)
                if max_needed > 0:
                    # do we bail if we are going to lose this planet anyway?
                    self.ships_available[planet] = 0
                    self.ships_needed[planet] = max_needed
                else:
                    self.ships_available[planet] = min_available
                    self.ships_needed[planet] = 0

            if (planet.owner == player.ME):
                self.my_total_ships_available += self.ships_available[planet]
                self.my_total_growth_rate += planet.growth_rate
                self.my_total_ships += planet.ship_count
            else:
                self.enemy_total_ships_available += self.ships_available[planet]
                self.enemy_total_growth_rate += planet.growth_rate
                self.enemy_total_ships += planet.ship_count
            #log.info("avail ships for %s: %s" % (planet, self.ships_available[planet]))

        # prevent initial overexpansion
        if self.universe.game.turn_count <= 2:
            for my_planet in self.my_planets:
                for enemy_planet in self.enemy_planets:
                    max_enemy_fleet = self.ships_available[enemy_planet]
                    distance = my_planet.distance(enemy_planet)
                    ships_needed_for_safety = max_enemy_fleet-distance*my_planet.growth_rate
                    if ships_needed_for_safety > (my_planet.ship_count - self.ships_available[my_planet]):
                        deficit = ships_needed_for_safety - (my_planet.ship_count - self.ships_available[my_planet])
                        #log.info("deficit for %s: %s" % (my_planet, deficit))
                        if deficit > self.ships_available[my_planet]:
                            deficit = self.ships_available[my_planet]

                        self.ships_available[my_planet] -= deficit
                        self.my_total_ships_available -= deficit

        self.my_total_ships += self.total_fleet_ship_count(player.ME)
        self.enemy_total_ships += self.total_fleet_ship_count(player.NOT_ME)

        # calculate enemy's center of mass
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.enemy_planets:
            weighted_x += planet.position.x * (self.ships_available[planet] + planet.growth_rate)
            weighted_y += planet.position.y * (self.ships_available[planet] + planet.growth_rate)
            div += self.ships_available[planet] + planet.growth_rate
        if div == 0:
            div = 1

        self.enemy_com = Planet(self.universe, 666, weighted_x/div, weighted_y/div, 2, 0, 0)
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.enemy_planets:
            weighted_x += planet.position.x * (planet.growth_rate+1)
            weighted_y += planet.position.y * (planet.growth_rate+1)
            div += planet.growth_rate+1
        self.enemy_growth_com = Planet(self.universe, 666, weighted_x/div, weighted_y/div, 2, 0, 0)


        # For every planet, and every turn, calculate how many ships the enemy CAN sent to it's aid
        self.max_aid_at_turn = {}
        self.max_aid_at_turn_single = {}
        enemy_planets_incl_candidates = list(self.enemy_planets) + self.get_neutrals_under_enemy_attack()
        for planet in self.all_planets:
            self.max_aid_at_turn[planet] = {}
            self.max_aid_at_turn_single[planet] = {}
            for turn in range(1, self.max_distance_between_planets+1):
                max_aid = 0
                max_aid_single = 0
                #for enemy_planet in self.all_planets:
                for enemy_planet in enemy_planets_incl_candidates:
                    if enemy_planet.id != planet.id and planet.distance(enemy_planet) < turn:
                        enemy_planet_time_step = self.planet_timeline[enemy_planet][turn - planet.distance(enemy_planet)]
                        if (enemy_planet_time_step[0] in player.ENEMIES):
                            max_aid += enemy_planet_time_step[1]
                            max_aid_single = max(max_aid_single, enemy_planet_time_step[1])
                            #log.info("adding to max aid: %s" %  enemy_planet_time_step[1])
                    else:
                        if enemy_planet.id != planet.id and planet.distance(enemy_planet) == turn:
                            enemy_planet_time_step = self.planet_timeline[enemy_planet][0]
                            if (enemy_planet_time_step[0] in player.ENEMIES):
                                max_aid += enemy_planet.ship_count
                                max_aid_single = max(max_aid_single, enemy_planet.ship_count)
                if self.planet_timeline[planet][turn-1][0] in player.ENEMIES:
                    max_aid += self.planet_timeline[planet][turn-1][1]
                    max_aid_single = max(max_aid_single, self.planet_timeline[planet][turn-1][1])
                    #log.info("self aid: %s" % self.planet_timeline[planet][turn-1][1])
                self.max_aid_at_turn[planet][turn] = max_aid
                self.max_aid_at_turn_single[planet][turn] = max_aid_single
                #log.info("Max aid for %s at %s: %s" % (planet.id, turn, self.max_aid_at_turn[planet][turn]))
        #log.info("Max aid: %s" % self.max_aid_at_turn)

        # For every planet, and every turn, calculate how many ships I CAN send to its aid
        self.my_max_aid_at_turn = {}
        my_planets_incl_candidates = list(self.my_planets) + self.get_neutrals_under_my_attack()
        for planet in self.all_planets:
            self.my_max_aid_at_turn[planet] = {}
            for turn in range(1, self.max_distance_between_planets+1):
                max_aid = 0
                #for my_planet in self.my_planets:
                for my_planet in my_planets_incl_candidates:
                    if my_planet.id != planet.id and planet.distance(my_planet) < turn:
                        my_planet_time_step = self.planet_timeline[my_planet][turn - planet.distance(my_planet)]
                        if (my_planet_time_step[0] == player.ME):
                            max_aid += my_planet_time_step[1]
                            #max_aid = max(max_aid, my_planet_time_step[1])
                            #log.info("adding to my max aid: %s" %  my_planet_time_step[1])
                    else:
                        if my_planet.id != planet.id and planet.distance(my_planet) == turn:
                            my_planet_time_step = self.planet_timeline[my_planet][0]
                            if (my_planet_time_step[0] == player.ME):
                                max_aid += my_planet.ship_count
                                #max_aid = max(max_aid, my_planet.ship_count)
                #if self.planet_timeline[planet][turn-1][0] == player.ME:
                    #max_aid += self.planet_timeline[planet][turn-1][1]
                    #log.info("self aid: %s" % self.planet_timeline[planet][turn-1][1])
                self.my_max_aid_at_turn[planet][turn] = max_aid
                #log.info("My Max aid for %s at %s: %s" % (planet.id, turn, self.my_max_aid_at_turn[planet][turn]))
        #log.info("My Max aid: %s" % self.my_max_aid_at_turn)

        log.info("MY STATUS: %s/%s - %s available" % (self.my_total_ships, self.my_total_growth_rate, self.my_total_ships_available))
        log.info("ENEMY STATUS: %s/%s - %s available" % (self.enemy_total_ships, self.enemy_total_growth_rate, self.enemy_total_ships_available))
Esempio n. 2
0
    def doPrep(self):
        log.info("Prep phase")
        if self.current_turn == 1:
            self.my_home = list(self.my_planets)[0]
            self.enemy_home = list(self.enemy_planets)[0]

        self.max_distance_between_planets = 0
        for p1 in self.all_planets:
            for p2 in self.all_planets:
                self.max_distance_between_planets = max(self.max_distance_between_planets, p1.distance(p2))
        #log.info("Max distance: %s" % self.max_distance_between_planets)

        # calculate current high level metrics
        self.total_ships = {PLAYER1:0, PLAYER2:0}
        self.total_growth_rate = {PLAYER1:0, PLAYER2:0}
        self.ships_available_at_turn = {}
        self.ships_needed = {}
        self.ships_needed_at_turn = {}
        self.ships_needed_later = {}
        self.planet_timeline = {}

        for planet in self.all_planets:
            self.ships_available_at_turn[planet] = {}
            scheduled_fleets_to_planet = self.get_scheduled_fleets_to(planet)
            scheduled_fleets_from_planet = self.get_scheduled_fleets_from(planet)
            self.planet_timeline[planet] = planet.in_future_timeline(self.max_distance_between_planets + 20, scheduled_fleets_to_planet, scheduled_fleets_from_planet)
            need_help = False
            if planet.id == 7:
                log.info("timeline for %s: %s" % (planet, self.planet_timeline[planet]))
                #log.info("attacking fleets by me: %s" % (self.universe.find_fleets(PLAYER1, destination=planet)))
            prev_owner = planet.owner
            for step in self.planet_timeline[planet]:
                owner = step[0]
                ship_count = step[1]
                if owner != prev_owner and prev_owner == planet.owner and prev_owner != NOBODY and not need_help:
                    self.ships_needed[planet] = ship_count
                    self.ships_needed_at_turn[planet] = self.planet_timeline[planet].index(step) + 1
                    need_help = True
                    self.ships_needed_later[planet] = []
                    #log.info("Planet %s needs help %s at %s" % (planet, ship_count, self.ships_needed_at_turn[planet]))
                prev_owner = owner
            if not need_help:
                self.ships_needed[planet] = 0
                min_available = 1000000
                step_index = len(self.planet_timeline[planet])
                for step in reversed(self.planet_timeline[planet]):
                    ship_count = step[1]
                    min_available = min(min_available, ship_count)
                    if step[0] == NOBODY:
                        min_available = 0
                    if min_available < 0:
                        log.info("Negative min_available: %s for %s" % (min_available, planet))
                        min_available = 0
                    self.ships_available_at_turn[planet][step_index] = min_available
                    #log.info("avail for %s at %s: %s" % (planet, step_index, min_available))
                    step_index -= 1
                self.ships_available_at_turn[planet][0] = max(0,min(planet.ship_count, self.ships_available_at_turn[planet][1] - planet.growth_rate))
            else:
                for step_index in range(0, len(self.planet_timeline[planet])+1):
                    self.ships_available_at_turn[planet][step_index] = 0
            if planet.owner != NOBODY:
                self.total_ships[planet.owner] += planet.ship_count
                self.total_growth_rate[planet.owner] += planet.growth_rate
#            if planet.id == 14:
#                log.info("avail timeline for %s is: %s" % (planet, self.ships_available_at_turn[planet]))
        self.total_ships[PLAYER1] += self.total_fleet_ship_count(PLAYER1)
        self.total_ships[PLAYER2] += self.total_fleet_ship_count(PLAYER2)

        for my_planet in [self.my_home]:
            for enemy_planet in [self.enemy_home]:
#                if self.ships_available_at_turn[enemy_planet][0] < self.ships_available_at_turn[my_planet][0]:
#                    continue
                if my_planet.owner != PLAYER1 or enemy_planet.owner != PLAYER2:
                    continue
                max_enemy_fleet = self.ships_available_at_turn[enemy_planet][0]
                distance = my_planet.distance(enemy_planet)
                ships_needed_for_safety = max_enemy_fleet-(self.planet_timeline[my_planet][distance-1][1] - my_planet.ship_count) - enemy_planet.growth_rate
                #ships_needed_for_safety = max_enemy_fleet-(self.planet_timeline[my_planet][distance-1][1] - my_planet.ship_count)
                if ships_needed_for_safety > (my_planet.ship_count - self.ships_available_at_turn[my_planet][0]):
                    deficit = ships_needed_for_safety - (my_planet.ship_count - self.ships_available_at_turn[my_planet][0])
                    #log.info("deficit for %s: %s, max enemy fleet %s" % (my_planet, deficit, max_enemy_fleet))
                    if deficit > self.ships_available_at_turn[my_planet][0]:
                        deficit = self.ships_available_at_turn[my_planet][0]
                    self.decrease_ships_available(my_planet, 0, deficit)

        # calculate enemy's center of mass
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.enemy_planets:
            weighted_x += planet.position.x * (self.ships_available_at_turn[planet][0] + planet.growth_rate)
            weighted_y += planet.position.y * (self.ships_available_at_turn[planet][0] + planet.growth_rate)
            div += self.ships_available_at_turn[planet][0] + planet.growth_rate
        if div == 0:
            div = 1

        self.enemy_com = Planet(self.universe, 666, weighted_x/div, weighted_y/div, 2, 0, 0)

        # For every planet, and every turn, calculate how many ships each player can send to it
        # TODO should we use ships_available_at_turn here?
        self.max_aid_at_turn = {PLAYER1:{}, PLAYER2:{}}
        for player in (PLAYER1 | PLAYER2):
            source_planets = list(self.universe.find_planets(player)) + self.get_neutrals_under_player_attack(player)
            for planet in self.all_planets:
                self.max_aid_at_turn[player][planet] = {}
                for turn in range(1, self.max_distance_between_planets+21):
                    max_aid = 0
                    for source_planet in source_planets:
                        if source_planet.id != planet.id and planet.distance(source_planet) < turn:
                            source_planet_time_step = self.planet_timeline[source_planet][turn - planet.distance(source_planet) - 1]
                            if (source_planet_time_step[0] == player):
                                #log.info("Max aid by %s for %s from %s at %s: %s" % (player.id, planet.id, source_planet.id, turn, source_planet_time_step[1]))
                                max_aid += source_planet_time_step[1]
                        else:
                            if source_planet.id != planet.id and planet.distance(source_planet) == turn:
                                if (source_planet.owner == player):
                                    max_aid += source_planet.ship_count
                    self.max_aid_at_turn[player][planet][turn] = max_aid
                    #log.info("Max aid by %s for %s at %s: %s" % (player.id, planet.id, turn, self.max_aid_at_turn[player][planet][turn]))

        log.info("MY STATUS: %s/%s" % (self.total_ships[PLAYER1], self.total_growth_rate[PLAYER1]))
        log.info("ENEMY STATUS: %s/%s" % (self.total_ships[PLAYER2], self.total_growth_rate[PLAYER2]))
Esempio n. 3
0
    def doPrep(self):
        log.info("Prep phase")

        self.max_distance_between_planets = 0
        for p1 in self.all_planets:
            for p2 in self.all_planets:
                self.max_distance_between_planets = max(self.max_distance_between_planets, p1.distance(p2))
        #log.info("Max distance: %s" % self.max_distance_between_planets)

        # calculate current high level metrics
        self.total_ships = {PLAYER1:0, PLAYER2:0}
        self.total_growth_rate = {PLAYER1:0, PLAYER2:0}
        self.ships_available = {}
        self.ships_needed = {}
        self.ships_needed_at_turn = {}
        self.planet_timeline = {}

        for planet in self.all_planets:
            scheduled_fleets_to_planet = self.get_scheduled_fleets_to(planet)
            scheduled_fleets_from_planet = self.get_scheduled_fleets_from(planet)
            self.planet_timeline[planet] = planet.in_future_timeline(self.max_distance_between_planets + 20, scheduled_fleets_to_planet, scheduled_fleets_from_planet)
            need_help = False
            min_available = 1000000
            #log.info("timeline for %s: %s" % (planet, self.planet_timeline[planet]))
            prev_owner = planet.owner
            for step in self.planet_timeline[planet]:
                owner = step[0]
                ship_count = step[1]
                if owner == PLAYER2 and prev_owner == PLAYER1 and not need_help:
                    self.ships_needed[planet] = ship_count
                    self.ships_needed_at_turn[planet] = self.planet_timeline[planet].index(step) + 1
                    need_help = True
                    log.info("Planet %s needs help %s at %s" % (planet, ship_count, self.ships_needed_at_turn[planet]))
                if owner == planet.owner:
                    min_available = min(min_available, ship_count)
                    if min_available < 0:
                        log.info("Negative min_available: %s for %s" % (min_available, planet))
                        min_available = 0
                prev_owner = owner
            if need_help:
                self.ships_available[planet] = 0
            else:
                self.ships_available[planet] = min(min_available, planet.ship_count)
                self.ships_needed[planet] = 0

            if planet.owner != NOBODY:
                self.total_ships[planet.owner] += planet.ship_count
                self.total_growth_rate[planet.owner] += planet.growth_rate

        self.total_ships[PLAYER1] += self.total_fleet_ship_count(PLAYER1)
        self.total_ships[PLAYER2] += self.total_fleet_ship_count(PLAYER2)

        if self.universe.game.turn_count <= 2:
            for my_planet in self.my_planets:
                for enemy_planet in self.enemy_planets:
                    max_enemy_fleet = self.ships_available[enemy_planet]
                    distance = my_planet.distance(enemy_planet)
                    ships_needed_for_safety = max_enemy_fleet-distance*my_planet.growth_rate
                    if ships_needed_for_safety > (my_planet.ship_count - self.ships_available[my_planet]):
                        deficit = ships_needed_for_safety - (my_planet.ship_count - self.ships_available[my_planet])
                        #log.info("deficit for %s: %s" % (my_planet, deficit))
                        if deficit > self.ships_available[my_planet]:
                            deficit = self.ships_available[my_planet]
                        self.ships_available[my_planet] -= deficit

        # calculate enemy's center of mass
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.enemy_planets:
            weighted_x += planet.position.x * (self.ships_available[planet] + planet.growth_rate)
            weighted_y += planet.position.y * (self.ships_available[planet] + planet.growth_rate)
            div += self.ships_available[planet] + planet.growth_rate
        if div == 0:
            div = 1

        self.enemy_com = Planet(self.universe, 666, weighted_x/div, weighted_y/div, 2, 0, 0)

        # For every planet, and every turn, calculate how many ships each player can send to it
        self.max_aid_at_turn = {PLAYER1:{}, PLAYER2:{}}
        for player in (PLAYER1 | PLAYER2):
            source_planets = list(self.universe.find_planets(player)) + self.get_neutrals_under_player_attack(player)
            for planet in self.all_planets:
                self.max_aid_at_turn[player][planet] = {}
                for turn in range(1, self.max_distance_between_planets+21):
                    max_aid = 0
                    for source_planet in source_planets:
                        if source_planet.id != planet.id and planet.distance(source_planet) < turn:
                            source_planet_time_step = self.planet_timeline[source_planet][turn - planet.distance(source_planet)]
                            if (source_planet_time_step[0] == player):
                                max_aid += source_planet_time_step[1]
                        else:
                            if source_planet.id != planet.id and planet.distance(source_planet) == turn:
                                source_planet_time_step = self.planet_timeline[source_planet][0]
                                if (source_planet_time_step[0] == player):
                                    max_aid += source_planet.ship_count
                    self.max_aid_at_turn[player][planet][turn] = max_aid
                    #log.info("Max aid by %s for %s at %s: %s" % (player.id, planet.id, turn, self.max_aid_at_turn[player][planet][turn]))

        log.info("MY STATUS: %s/%s" % (self.total_ships[PLAYER1], self.total_growth_rate[PLAYER1]))
        log.info("ENEMY STATUS: %s/%s" % (self.total_ships[PLAYER2], self.total_growth_rate[PLAYER2]))
Esempio n. 4
0
    def doPrep(self):
        log.info("Prep phase")

        # calculate current high level metrics
        self.my_total_ships_available = 0
        self.my_total_ships = 0
        self.my_total_growth_rate = 0
        self.enemy_total_ships_available = 0
        self.enemy_total_ships = 0
        self.enemy_total_growth_rate = 0
        self.ships_available = {}
        self.ships_needed = {}
        for planet in self.universe.my_planets | self.universe.enemy_planets:
            if len(planet.attacking_fleets) == 0:
                self.ships_available[planet] = planet.ship_count
                self.ships_needed[planet] = 0
            else:
                simulation_distance = self.max_turns_remaining(
                    planet.attacking_fleets | planet.reinforcement_fleets)
                planet_timeline = planet.in_future_timeline(
                    simulation_distance)
                max_needed = 0
                min_available = 1000000
                log.info("timeline for %s: %s" % (planet, planet_timeline))
                for step in planet_timeline:
                    owner = step[0]
                    ship_count = step[1]
                    if owner != planet.owner:
                        max_needed = max(max_needed, ship_count)
                    else:
                        min_available = min(min_available, ship_count)
                if max_needed > 0:
                    # do we bail if we are going to lose this planet anyway?
                    self.ships_available[planet] = 0
                    self.ships_needed[planet] = max_needed
                else:
                    self.ships_available[planet] = min_available
                    self.ships_needed[planet] = 0
            if (planet.owner == player.ME):
                self.my_total_ships_available += self.ships_available[planet]
                self.my_total_growth_rate += planet.growth_rate
                self.my_total_ships += planet.ship_count
            else:
                self.enemy_total_ships_available += self.ships_available[
                    planet]
                self.enemy_total_growth_rate += planet.growth_rate
                self.enemy_total_ships += planet.ship_count
            #log.info("avail ships for %s: %s" % (planet, self.ships_available[planet]))

        # prevent initial overexpansion
        if self.universe.game.turn_count <= 2:
            for my_planet in self.universe.my_planets:
                for enemy_planet in self.universe.enemy_planets:
                    max_enemy_fleet = self.ships_available[enemy_planet]
                    distance = my_planet.distance(enemy_planet)
                    ships_needed_for_safety = max_enemy_fleet - distance * my_planet.growth_rate
                    if ships_needed_for_safety > (
                            my_planet.ship_count -
                            self.ships_available[my_planet]):
                        deficit = ships_needed_for_safety - (
                            my_planet.ship_count -
                            self.ships_available[my_planet])
                        log.info("deficit for %s: %s" % (my_planet, deficit))
                        if deficit > self.ships_available[my_planet]:
                            deficit = self.ships_available[my_planet]

                        self.ships_available[my_planet] -= deficit
                        self.my_total_ships_available -= deficit

        self.my_total_ships += self.total_fleet_ship_count(player.ME)
        self.enemy_total_ships += self.total_fleet_ship_count(player.NOT_ME)

        # calculate enemy's center of mass
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.universe.enemy_planets:
            #weighted_x += planet.position.x * self.ships_available[planet]
            #weighted_y += planet.position.y * self.ships_available[planet]
            weighted_x += planet.position.x * (self.ships_available[planet] +
                                               planet.growth_rate)
            weighted_y += planet.position.y * (self.ships_available[planet] +
                                               planet.growth_rate)
            div += self.ships_available[planet] + planet.growth_rate
        if div == 0:
            div = 1

        self.enemy_com = Planet(self.universe, 666, weighted_x / div,
                                weighted_y / div, 2, 0, 0)

        log.info("MY STATUS: %s/%s - %s available" %
                 (self.my_total_ships, self.my_total_growth_rate,
                  self.my_total_ships_available))
        log.info("ENEMY STATUS: %s/%s - %s available" %
                 (self.enemy_total_ships, self.enemy_total_growth_rate,
                  self.enemy_total_ships_available))
        log.info("ENEMY COM: %s, %s" %
                 (self.enemy_com.position.x, self.enemy_com.position.y))
    def doPrep(self):
        log.info("Prep phase")

        # calculate current high level metrics
        self.my_total_ships_available = 0
        self.my_total_ships = 0
        self.my_total_growth_rate = 0
        self.enemy_total_ships_available = 0
        self.enemy_total_ships = 0
        self.enemy_total_growth_rate = 0
        self.ships_available = {}
        self.ships_needed = {}
        for planet in self.universe.my_planets | self.universe.enemy_planets:
            if len(planet.attacking_fleets) == 0:
                self.ships_available[planet] = planet.ship_count
                self.ships_needed[planet] = 0
            else:
                simulation_distance = self.max_turns_remaining(
                    planet.attacking_fleets | planet.reinforcement_fleets)
                planet_future = planet.in_future(simulation_distance)
                #log.info("PLANET FUTURE %s %s in %s turns" % (planet_future, planet.owner, simulation_distance))
                if planet_future.owner != planet.owner:
                    # do we bail if we are going to lose this planet anyway?
                    self.ships_available[planet] = 0
                    self.ships_needed[planet] = planet_future.ship_count
                else:
                    self.ships_available[planet] = max(
                        0, planet_future.ship_count -
                        planet.growth_rate * simulation_distance +
                        self.effective_fleet_ship_count_enroute(
                            planet.owner, planet))
                    self.ships_needed[planet] = 0
            if (planet.owner == player.ME):
                self.my_total_ships_available += self.ships_available[planet]
                self.my_total_growth_rate += planet.growth_rate
                self.my_total_ships += planet.ship_count
            else:
                self.enemy_total_ships_available += self.ships_available[
                    planet]
                self.enemy_total_growth_rate += planet.growth_rate
                self.enemy_total_ships += planet.ship_count

        self.my_total_ships += self.total_fleet_ship_count(player.ME)
        self.enemy_total_ships += self.total_fleet_ship_count(player.NOT_ME)

        # calculate enemy's center of mass
        weighted_x = 0
        weighted_y = 0
        div = 0
        for planet in self.universe.enemy_planets:
            weighted_x += planet.position.x * planet.ship_count
            weighted_y += planet.position.y * planet.ship_count
            div += planet.ship_count
        if div == 0:
            div = 1

        self.enemy_com = Planet(self.universe, 666, weighted_x / div,
                                weighted_y / div, 2, 0, 0)

        log.info("MY STATUS: %s/%s - %s available" %
                 (self.my_total_ships, self.my_total_growth_rate,
                  self.my_total_ships_available))
        log.info("ENEMY STATUS: %s/%s - %s available" %
                 (self.enemy_total_ships, self.enemy_total_growth_rate,
                  self.enemy_total_ships_available))
        log.info("ENEMY COM: %s, %s" %
                 (self.enemy_com.position.x, self.enemy_com.position.y))