コード例 #1
0
ファイル: MoveUtilsAI.py プロジェクト: adrianbroher/freeorion
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]
コード例 #2
0
ファイル: MoveUtilsAI.py プロジェクト: rafafelp/freeorion
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]
コード例 #3
0
ファイル: pathfinding.py プロジェクト: fraang/freeorion
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
コード例 #4
0
ファイル: pathfinding.py プロジェクト: matt474/freeorion
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
コード例 #5
0
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]