def can_travel_to_system(fleet_id, start, target, ensure_return=False): """ Return list systems to be visited. :param fleet_id: :type fleet_id: int :param start: :type start: target.TargetSystem :param target: :type target: target.TargetSystem :param ensure_return: :type ensure_return: bool :return: :rtype: list """ if start == target: return [TargetSystem(start.id)] debug("Requesting path for fleet %s from %s to %s" % (fo.getUniverse().getFleet(fleet_id), start, target)) target_distance_from_supply = -min(state.get_system_supply(target.id), 0) # low-aggression AIs may not travel far from supply if not get_aistate().character.may_travel_beyond_supply(target_distance_from_supply): debug("May not move %d out of supply" % target_distance_from_supply) return [] min_fuel_at_target = target_distance_from_supply if ensure_return else 0 path_info = pathfinding.find_path_with_resupply(start.id, target.id, fleet_id, minimum_fuel_at_target=min_fuel_at_target) if path_info is None: debug("Found no valid path.") return [] debug("Found valid path: %s" % str(path_info)) return [TargetSystem(sys_id) for sys_id in path_info.path]
def can_travel_to_system(fleet_id, start, target, ensure_return=False): """ Return list systems to be visited. :param fleet_id: :type fleet_id: int :param start: :type start: target.TargetSystem :param target: :type target: target.TargetSystem :param ensure_return: :type ensure_return: bool :return: :rtype: list """ if start == target: return [TargetSystem(start.id)] debug("Requesting path for fleet %s from %s to %s" % (fo.getUniverse().getFleet(fleet_id), start, target)) target_distance_from_supply = -min(state.get_system_supply(target.id), 0) # low-aggression AIs may not travel far from supply if not get_aistate().character.may_travel_beyond_supply( target_distance_from_supply): debug("May not move %d out of supply" % target_distance_from_supply) return [] min_fuel_at_target = target_distance_from_supply if ensure_return else 0 path_info = pathfinding.find_path_with_resupply( start.id, target.id, fleet_id, minimum_fuel_at_target=min_fuel_at_target) if path_info is None: debug("Found no valid path.") return [] debug("Found valid path: %s" % str(path_info)) return [TargetSystem(sys_id) for sys_id in path_info.path]
def find_path_with_resupply(start, target, fleet_id, minimum_fuel_at_target=0, mission_type_override=None): """ :param start: start system id :type start: int :param target: target system id :type target: int :param fleet_id: fleet to find the path for :type fleet_id: int :param minimum_fuel_at_target: optional - if specified, only accept paths that leave the fleet with at least this much fuel left at the target system :type minimum_fuel_at_target: int :param mission_type_override: optional - use the specified mission type, rather than the fleet's current mission type, for pathfinding routing choices :type mission_type_override: MissionType :return: shortest possible path including resupply-detours in the form of system ids including both start and target system :rtype: path_information """ universe = fo.getUniverse() fleet = universe.getFleet(fleet_id) if not fleet: return None empire = fo.getEmpire() supplied_systems = set(empire.fleetSupplyableSystemIDs) start_fuel = fleet.maxFuel if start in supplied_systems else fleet.fuel # We have 1 free jump from supplied system into unsupplied systems. # Thus, the target system must be at most maxFuel + 1 jumps away # in order to reach the system under standard conditions. # In some edge cases, we may have more supply here than what the # supply graph suggests. For example, we could have recently refueled # in a system that is now blockaded by an enemy or we have found # the refuel special. target_distance_from_supply = -min(state.get_system_supply(target), 0) if (fleet.maxFuel + 1 < (target_distance_from_supply + minimum_fuel_at_target) and universe.jumpDistance(start, target) > (start_fuel - minimum_fuel_at_target)): # can't possibly reach this system with the required fuel return None mission_type = (mission_type_override if mission_type_override is not None else foAI.foAIstate.get_fleet_mission(fleet_id)) may_travel_starlane_func = _STARLANE_TRAVEL_FUNC_MAP.get( mission_type, _more_careful_travel_starlane_func) path_info = find_path_with_resupply_generic( start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target, may_travel_starlane_func=may_travel_starlane_func) if not _DEBUG_CHAT: return path_info if may_travel_starlane_func != _may_travel_anywhere: risky_path = find_path_with_resupply_generic( start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target) if path_info and may_travel_starlane_func == _risky_travel_starlane_func: safest_path = find_path_with_resupply_generic( start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target, may_travel_starlane_func=_more_careful_travel_starlane_func) if safest_path and path_info.distance < safest_path.distance: message = "(Scout?) Fleet %d chose somewhat risky path %s instead of safe path %s" % ( fleet_id, _info_string(path_info), _info_string(risky_path)) chat_human(message) if path_info and risky_path and risky_path.distance < path_info.distance: message = "Fleet %d chose safer path %s instead of risky path %s" % ( fleet_id, _info_string(path_info), _info_string(risky_path)) chat_human(message) return path_info
def find_path_with_resupply(start, target, fleet_id, minimum_fuel_at_target=0, mission_type_override=None): """ :param start: start system id :type start: int :param target: target system id :type target: int :param fleet_id: fleet to find the path for :type fleet_id: int :param minimum_fuel_at_target: optional - if specified, only accept paths that leave the fleet with at least this much fuel left at the target system :type minimum_fuel_at_target: int :param mission_type_override: optional - use the specified mission type, rather than the fleet's current mission type, for pathfinding routing choices :type mission_type_override: MissionType :return: shortest possible path including resupply-detours in the form of system ids including both start and target system :rtype: path_information """ universe = fo.getUniverse() fleet = universe.getFleet(fleet_id) if not fleet: return None empire = fo.getEmpire() supplied_systems = set(empire.fleetSupplyableSystemIDs) start_fuel = fleet.maxFuel if start in supplied_systems else fleet.fuel # We have 1 free jump from supplied system into unsupplied systems. # Thus, the target system must be at most maxFuel + 1 jumps away # in order to reach the system under standard conditions. # In some edge cases, we may have more supply here than what the # supply graph suggests. For example, we could have recently refueled # in a system that is now blockaded by an enemy or we have found # the refuel special. target_distance_from_supply = -min(state.get_system_supply(target), 0) if (fleet.maxFuel + 1 < (target_distance_from_supply + minimum_fuel_at_target) and universe.jumpDistance(start, target) > (start_fuel - minimum_fuel_at_target)): # can't possibly reach this system with the required fuel return None mission_type = (mission_type_override if mission_type_override is not None else foAI.foAIstate.get_fleet_mission(fleet_id)) may_travel_starlane_func = _STARLANE_TRAVEL_FUNC_MAP.get(mission_type, _more_careful_travel_starlane_func) path_info = find_path_with_resupply_generic(start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target, may_travel_starlane_func=may_travel_starlane_func) if not _DEBUG_CHAT: return path_info if may_travel_starlane_func != _may_travel_anywhere: risky_path = find_path_with_resupply_generic(start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target) if path_info and may_travel_starlane_func == _risky_travel_starlane_func: safest_path = find_path_with_resupply_generic(start, target, start_fuel, fleet.maxFuel, lambda s: s in supplied_systems, minimum_fuel_at_target, may_travel_starlane_func=_more_careful_travel_starlane_func) if safest_path and path_info.distance < safest_path.distance: message = "(Scout?) Fleet %d chose somewhat risky path %s instead of safe path %s" % ( fleet_id, _info_string(path_info), _info_string(risky_path)) chat_human(message) if path_info and risky_path and risky_path.distance < path_info.distance: message = "Fleet %d chose safer path %s instead of risky path %s" % ( fleet_id, _info_string(path_info), _info_string(risky_path)) chat_human(message) return path_info
def evaluate_invasion_planet(planet_id, secure_fleet_missions, verbose=True): """Return the invasion value (score, troops) of a planet.""" detail = [] building_values = { "BLD_IMPERIAL_PALACE": 1000, "BLD_CULTURE_ARCHIVES": 1000, "BLD_AUTO_HISTORY_ANALYSER": 100, "BLD_SHIPYARD_BASE": 100, "BLD_SHIPYARD_ORG_ORB_INC": 200, "BLD_SHIPYARD_ORG_XENO_FAC": 200, "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200, "BLD_SHIPYARD_CON_NANOROBO": 300, "BLD_SHIPYARD_CON_GEOINT": 400, "BLD_SHIPYARD_CON_ADV_ENGINE": 1000, "BLD_SHIPYARD_AST": 300, "BLD_SHIPYARD_AST_REF": 1000, "BLD_SHIPYARD_ENRG_SOLAR": 1500, "BLD_INDUSTRY_CENTER": 500, "BLD_GAS_GIANT_GEN": 200, "BLD_SOL_ORB_GEN": 800, "BLD_BLACK_HOLE_POW_GEN": 2000, "BLD_ENCLAVE_VOID": 500, "BLD_NEUTRONIUM_EXTRACTOR": 2000, "BLD_NEUTRONIUM_SYNTH": 2000, "BLD_NEUTRONIUM_FORGE": 1000, "BLD_CONC_CAMP": 100, "BLD_BIOTERROR_PROJECTOR": 1000, "BLD_SHIPYARD_ENRG_COMP": 3000, } # TODO: add more factors, as used for colonization universe = fo.getUniverse() empire_id = fo.empireID() max_jumps = 8 planet = universe.getPlanet(planet_id) if planet is None: # TODO: exclude planets with stealth higher than empireDetection print "invasion AI couldn't access any info for planet id %d" % planet_id return [0, 0] sys_partial_vis_turn = get_partial_visibility_turn(planet.systemID) planet_partial_vis_turn = get_partial_visibility_turn(planet_id) if planet_partial_vis_turn < sys_partial_vis_turn: print "invasion AI couldn't get current info on planet id %d (was stealthed at last sighting)" % planet_id # TODO: track detection strength, order new scouting when it goes up return [ 0, 0 ] # last time we had partial vis of the system, the planet was stealthed to us species_name = planet.speciesName species = fo.getSpecies(species_name) if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags: # this call iterates over this Empire's available species with which it could colonize after an invasion planet_eval = ColonisationAI.assign_colonisation_values( [planet_id], MissionType.INVASION, None, detail) pop_val = max( 0.75 * planet_eval.get(planet_id, [0])[0], ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST, None, detail)) else: pop_val = ColonisationAI.evaluate_planet(planet_id, MissionType.INVASION, species_name, detail) bld_tally = 0 for bldType in [ universe.getBuilding(bldg).buildingTypeName for bldg in planet.buildingIDs ]: bval = building_values.get(bldType, 50) bld_tally += bval detail.append("%s: %d" % (bldType, bval)) tech_tally = 0 for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get( species_name, []): if not tech_is_complete(unlocked_tech): rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id) tech_tally += rp_cost * 4 detail.append("%s: %d" % (unlocked_tech, rp_cost * 4)) p_sys_id = planet.systemID capitol_id = PlanetUtilsAI.get_capital() least_jumps_path = [] clear_path = True if capitol_id: homeworld = universe.getPlanet(capitol_id) if homeworld: home_system_id = homeworld.systemID eval_system_id = planet.systemID if (home_system_id != INVALID_ID) and (eval_system_id != INVALID_ID): least_jumps_path = list( universe.leastJumpsPath(home_system_id, eval_system_id, empire_id)) max_jumps = len(least_jumps_path) system_status = foAI.foAIstate.systemStatus.get(p_sys_id, {}) system_fleet_treat = system_status.get('fleetThreat', 1000) system_monster_threat = system_status.get('monsterThreat', 0) sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get( 'planetThreat', 0) max_path_threat = system_fleet_treat mil_ship_rating = MilitaryAI.cur_best_mil_ship_rating() for path_sys_id in least_jumps_path: path_leg_status = foAI.foAIstate.systemStatus.get(path_sys_id, {}) path_leg_threat = path_leg_status.get( 'fleetThreat', 1000) + path_leg_status.get('monsterThreat', 0) if path_leg_threat > 0.5 * mil_ship_rating: clear_path = False if path_leg_threat > max_path_threat: max_path_threat = path_leg_threat pop = planet.currentMeterValue(fo.meterType.population) target_pop = planet.currentMeterValue(fo.meterType.targetPopulation) troops = planet.currentMeterValue(fo.meterType.troops) max_troops = planet.currentMeterValue(fo.meterType.maxTroops) # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop) this_system = universe.getSystem(p_sys_id) secure_targets = [p_sys_id] + list(this_system.planetIDs) system_secured = False for mission in secure_fleet_missions: if system_secured: break secure_fleet_id = mission.fleet.id s_fleet = universe.getFleet(secure_fleet_id) if not s_fleet or s_fleet.systemID != p_sys_id: continue if mission.type == MissionType.SECURE: target_obj = mission.target.get_object() if target_obj is not None and target_obj.id in secure_targets: system_secured = True break system_secured = system_secured and system_status.get('myFleetRating', 0) if verbose: print("Invasion eval of %s\n" " - maxShields: %.1f\n" " - sysFleetThreat: %.1f\n" " - sysMonsterThreat: %.1f") % ( planet, planet.currentMeterValue(fo.meterType.maxShield), system_fleet_treat, system_monster_threat) supply_val = 0 enemy_val = 0 if planet.owner != -1: # value in taking this away from an enemy enemy_val = 20 * ( planet.currentMeterValue(fo.meterType.targetIndustry) + 2 * planet.currentMeterValue(fo.meterType.targetResearch)) if p_sys_id in ColonisationAI.annexable_system_ids: # TODO: extend to rings supply_val = 100 elif p_sys_id in state.get_system_supply(-1): supply_val = 200 elif p_sys_id in state.get_systems_by_supply_tier(-2): supply_val = 300 elif p_sys_id in state.get_systems_by_supply_tier(-3): supply_val = 400 if max_path_threat > 0.5 * mil_ship_rating: if max_path_threat < 3 * mil_ship_rating: supply_val *= 0.5 else: supply_val *= 0.2 # devalue invasions that would require too much military force threat_factor = min( 1, 0.2 * MilitaryAI.get_tot_mil_rating() / (sys_total_threat + 0.001))**2 design_id, _, locs = ProductionAI.get_best_ship_info( PriorityType.PRODUCTION_INVASION) if not locs or not universe.getPlanet(locs[0]): # We are in trouble anyway, so just calculate whatever approximation... build_time = 4 planned_troops = troops if system_secured else min( troops + max_jumps + build_time, max_troops) planned_troops += .01 # we must attack with more troops than there are defenders troop_cost = math.ceil((planned_troops + _TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep() else: loc = locs[0] species_here = universe.getPlanet(loc).speciesName design = fo.getShipDesign(design_id) cost_per_ship = design.productionCost(empire_id, loc) build_time = design.productionTime(empire_id, loc) troops_per_ship = CombatRatingsAI.weight_attack_troops( design.troopCapacity, CombatRatingsAI.get_species_troops_grade(species_here)) planned_troops = troops if system_secured else min( troops + max_jumps + build_time, max_troops) planned_troops += .01 # we must attack with more troops than there are defenders ships_needed = math.ceil( (planned_troops + _TROOPS_SAFETY_MARGIN) / float(troops_per_ship)) troop_cost = ships_needed * cost_per_ship # fleet upkeep is already included in query from server # apply some bias to expensive operations normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1) normalized_cost = max(1, normalized_cost) cost_score = (normalized_cost**2 / 50.0) * troop_cost base_score = pop_val + supply_val + bld_tally + tech_tally + enemy_val - cost_score planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max( 0, base_score) if clear_path: planet_score *= 1.5 if verbose: print(' - planet score: %.2f\n' ' - troop score: %.2f\n' ' - projected troop cost: %.1f\n' ' - threat factor: %s\n' ' - planet detail: %s\n' ' - popval: %.1f\n' ' - supplyval: %.1f\n' ' - bldval: %s\n' ' - enemyval: %s') % (planet_score, planned_troops, troop_cost, threat_factor, detail, pop_val, supply_val, bld_tally, enemy_val) return [planet_score, planned_troops]