def get_rating(self, fleet_id, force_new=False, enemy_stats=None, against_planets=False): """Returns a dict with various rating info.""" if fleet_id in self.fleetStatus and not force_new and enemy_stats is None: return self.fleetStatus[fleet_id].get('rating', 0) else: fleet = fo.getUniverse().getFleet(fleet_id) if not fleet: return { } # TODO: also ensure any info for that fleet is deleted status = { 'rating': CombatRatingsAI.get_fleet_rating(fleet_id, enemy_stats), 'ratingVsPlanets': CombatRatingsAI.get_fleet_rating_against_planets(fleet_id), 'sysID': fleet.systemID, 'nships': len(fleet.shipIDs) } self.fleetStatus[fleet_id] = status return status['rating'] if not against_planets else status[ 'ratingVsPlanets']
def get_rating(self, fleet_id, force_new=False, enemy_stats=None, against_planets=False): """Returns a dict with various rating info.""" if fleet_id in self.fleetStatus and not force_new and enemy_stats is None: return self.fleetStatus[fleet_id].get('rating', 0) else: fleet = fo.getUniverse().getFleet(fleet_id) if not fleet: return {} # TODO: also ensure any info for that fleet is deleted status = {'rating': CombatRatingsAI.get_fleet_rating(fleet_id, enemy_stats), 'ratingVsPlanets': CombatRatingsAI.get_fleet_rating_against_planets(fleet_id), 'sysID': fleet.systemID, 'nships': len(fleet.shipIDs)} self.fleetStatus[fleet_id] = status return status['rating'] if not against_planets else status['ratingVsPlanets']
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"): """Get armed military fleets.""" global _military_allocations universe = fo.getUniverse() empire_id = fo.empireID() home_system_id = PlanetUtilsAI.get_capital_sys_id() all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)) if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main": try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset") return mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids)) mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True) avail_mil_rating = sum(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids)) if not mil_fleets_ids: if "Main" in thisround: _military_allocations = [] return [] # for each system, get total rating of fleets assigned to it already_assigned_rating = {} already_assigned_rating_vs_planets = {} systems_status = foAI.foAIstate.systemStatus enemy_sup_factor = {} # enemy supply for sys_id in universe.systemIDs: already_assigned_rating[sys_id] = 0 already_assigned_rating_vs_planets[sys_id] = 0 enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', []))) for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]: ai_fleet_mission = foAI.foAIstate.get_fleet_mission(fleet_id) if not ai_fleet_mission.target: # shouldn't really be possible continue last_sys = ai_fleet_mission.target.get_system().id # will count this fleet as assigned to last system in target list # TODO last_sys or target sys? this_rating = CombatRatingsAI.get_fleet_rating(fleet_id) this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id) already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings( already_assigned_rating.get(last_sys, 0), this_rating) already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings( already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets) for sys_id in universe.systemIDs: my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0) already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id]) if _verbose_mil_reporting and already_assigned_rating[sys_id]: print "\t System %s already assigned rating %.1f" % ( universe.getSystem(sys_id), already_assigned_rating[sys_id]) # get systems to defend capital_id = PlanetUtilsAI.get_capital() if capital_id is not None: capital_planet = universe.getPlanet(capital_id) else: capital_planet = None # TODO: if no owned planets try to capture one! if capital_planet: capital_sys_id = capital_planet.systemID else: # should be rare, but so as to not break code below, pick a randomish mil-centroid system capital_sys_id = None # unless we can find one to use system_dict = {} for fleet_id in all_military_fleet_ids: status = foAI.foAIstate.fleetStatus.get(fleet_id, None) if status is not None: system_id = status['sysID'] if not list(universe.getSystem(system_id).planetIDs): continue system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0) ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()]) if ranked_systems: capital_sys_id = ranked_systems[-1][-1] else: try: capital_sys_id = foAI.foAIstate.fleetStatus.items()[0][1]['sysID'] except: pass num_targets = max(10, PriorityAI.allotted_outpost_targets) top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()] if pscore > MIN_INVASION_SCORE] + [pid for pid, (pscore, spec) in foAI.foAIstate.colonisableOutpostIDs.items()[:num_targets] if pscore > MIN_INVASION_SCORE] + [pid for pid, (pscore, spec) in foAI.foAIstate.colonisablePlanetIDs.items()[:num_targets] if pscore > MIN_INVASION_SCORE]) top_target_planets.extend(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets) top_target_systems = [] for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems: if sys_id not in top_target_systems: if foAI.foAIstate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating(): continue top_target_systems.append(sys_id) # doing this rather than set, to preserve order try: # capital defense allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset) if capital_sys_id is not None: CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate() # defend other planets empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs) empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id}) for sys_id in empire_occupied_system_ids: PlanetDefenseAllocator(sys_id, allocation_helper).allocate() # attack / protect high priority targets for sys_id in top_target_systems: TopTargetAllocator(sys_id, allocation_helper).allocate() # enemy planets other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if sys_id not in top_target_systems] for sys_id in other_targeted_system_ids: TargetAllocator(sys_id, allocation_helper).allocate() # colony / outpost targets other_targeted_system_ids = [sys_id for sys_id in list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if sys_id not in top_target_systems] for sys_id in other_targeted_system_ids: OutpostTargetAllocator(sys_id, allocation_helper).allocate() # TODO blockade enemy systems # interior systems targetable_ids = set(state.get_systems_by_supply_tier(0)) current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations] interior_targets1 = targetable_ids.difference(current_mil_systems) interior_targets = [sid for sid in interior_targets1 if ( allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])] for sys_id in interior_targets: InteriorTargetsAllocator(sys_id, allocation_helper).allocate() # TODO Exploration targets # border protections visible_system_ids = foAI.foAIstate.visInteriorSystemIDs | foAI.foAIstate.visBorderSystemIDs accessible_system_ids = ([sys_id for sys_id in visible_system_ids if universe.systemsConnected(sys_id, home_system_id, empire_id)] if home_system_id != INVALID_ID else []) current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0] border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems] border_targets = [sid for sid in border_targets1 if ( allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get( 'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])] for sys_id in border_targets: BorderSecurityAllocator(sys_id, allocation_helper).allocate() except ReleaseMilitaryException: try_again(all_military_fleet_ids) return new_allocations = [] remaining_mil_rating = avail_mil_rating # for top categories assign max_alloc right away as available for cat in ['capitol', 'occupied', 'topTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if remaining_mil_rating <= 0: break this_alloc = min(remaining_mil_rating, max_alloc) new_allocations.append((sid, this_alloc, alloc, rvp, take_any)) remaining_mil_rating -= this_alloc base_allocs = set() # for lower priority categories, first assign base_alloc around to all, then top up as available for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if remaining_mil_rating <= 0: break base_allocs.add(sid) remaining_mil_rating -= alloc for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if sid not in base_allocs: break if remaining_mil_rating <= 0: new_allocations.append((sid, alloc, alloc, rvp, take_any)) else: new_rating = min(remaining_mil_rating + alloc, max_alloc) new_allocations.append((sid, new_rating, alloc, rvp, take_any)) remaining_mil_rating -= (new_rating - alloc) if "Main" in thisround: _military_allocations = new_allocations if _verbose_mil_reporting or "Main" in thisround: print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations])) print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating return new_allocations
def can_issue_order(self, verbose=False): if not super(OrderMove, self).can_issue_order(verbose=verbose): return False # TODO: figure out better way to have invasions (& possibly colonizations) # require visibility on target without needing visibility of all intermediate systems # if False and main_mission_type not in [MissionType.ATTACK, # TODO: consider this later # MissionType.MILITARY, # MissionType.SECURE, # MissionType.HIT_AND_RUN, # MissionType.EXPLORATION]: # if not universe.getVisibility(target_id, get_aistate().empireID) >= fo.visibility.partial: # #if not target_id in interior systems # get_aistate().needsEmergencyExploration.append(fleet.systemID) # return False system_id = self.fleet.get_system().id if system_id == self.target.get_system().id: return True # TODO: already there, but could consider retreating aistate = get_aistate() main_fleet_mission = aistate.get_fleet_mission(self.fleet.id) # TODO: Rate against specific enemies here fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id) fleet_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets( self.fleet.id) target_sys_status = aistate.systemStatus.get(self.target.id, {}) f_threat = target_sys_status.get('fleetThreat', 0) m_threat = target_sys_status.get('monsterThreat', 0) p_threat = target_sys_status.get('planetThreat', 0) threat = f_threat + m_threat + p_threat safety_factor = aistate.character.military_safety_factor() universe = fo.getUniverse() if main_fleet_mission.type == MissionType.INVASION and not trooper_move_reqs_met( main_fleet_mission, self, verbose): return False if fleet_rating >= safety_factor * threat and fleet_rating_vs_planets >= p_threat: return True elif not p_threat and self.target.id in fo.getEmpire( ).supplyUnobstructedSystems: return True else: sys1 = universe.getSystem(system_id) sys1_name = sys1 and sys1.name or "unknown" target_system = self.target.get_system() target_system_name = (target_system and target_system.get_object().name) or "unknown" # TODO: adjust calc for any departing fleets my_other_fleet_rating = aistate.systemStatus.get( self.target.id, {}).get('myFleetRating', 0) my_other_fleet_rating_vs_planets = aistate.systemStatus.get( self.target.id, {}).get('myFleetRatingVsPlanets', 0) is_military = aistate.get_fleet_role( self.fleet.id) == MissionType.MILITARY total_rating = CombatRatingsAI.combine_ratings( my_other_fleet_rating, fleet_rating) total_rating_vs_planets = CombatRatingsAI.combine_ratings( my_other_fleet_rating_vs_planets, fleet_rating_vs_planets) if (my_other_fleet_rating > 3 * safety_factor * threat or (is_military and total_rating_vs_planets > 2.5 * p_threat and total_rating > safety_factor * threat)): debug(( "\tAdvancing fleet %d (rating %d) at system %d (%s) into system %d (%s) with threat %d" " because of sufficient empire fleet strength already at destination" % (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat))) return True elif (threat == p_threat and not self.fleet.get_object().aggressive and not my_other_fleet_rating and not target_sys_status.get('localEnemyFleetIDs', [-1])): if verbose: debug( "\tAdvancing fleet %d (rating %d) at system %d (%s) " "into system %d (%s) with planet threat %d because non aggressive" " and no other fleets present to trigger combat" % (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat)) return True else: if verbose: _info = (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat) debug( "\tHolding fleet %d (rating %d) at system %d (%s) " "before travelling to system %d (%s) with threat %d" % _info) needs_vis = aistate.misc.setdefault('needs_vis', []) if self.target.id not in needs_vis: needs_vis.append(self.target.id) return False
def can_issue_order(self, verbose=False): if not super(OrderMove, self).can_issue_order(verbose=verbose): return False # TODO: figure out better way to have invasions (& possibly colonizations) # require visibility on target without needing visibility of all intermediate systems # if False and main_mission_type not in [MissionType.ATTACK, # TODO: consider this later # MissionType.MILITARY, # MissionType.SECURE, # MissionType.HIT_AND_RUN, # MissionType.EXPLORATION]: # if not universe.getVisibility(target_id, foAI.foAIstate.empireID) >= fo.visibility.partial: # #if not target_id in interior systems # foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID) # return False system_id = self.fleet.get_system().id if system_id == self.target.get_system().id: return True # TODO: already there, but could consider retreating main_fleet_mission = foAI.foAIstate.get_fleet_mission(self.fleet.id) fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id) fleet_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(self.fleet.id) target_sys_status = foAI.foAIstate.systemStatus.get(self.target.id, {}) f_threat = target_sys_status.get('fleetThreat', 0) m_threat = target_sys_status.get('monsterThreat', 0) p_threat = target_sys_status.get('planetThreat', 0) threat = f_threat + m_threat + p_threat safety_factor = foAI.foAIstate.character.military_safety_factor() universe = fo.getUniverse() if main_fleet_mission.type == MissionType.INVASION and not trooper_move_reqs_met(main_fleet_mission, self, verbose): return False if fleet_rating >= safety_factor * threat and fleet_rating_vs_planets >= p_threat: return True elif not p_threat and self.target.id in fo.getEmpire().supplyUnobstructedSystems: return True else: sys1 = universe.getSystem(system_id) sys1_name = sys1 and sys1.name or "unknown" target_system = self.target.get_system() target_system_name = (target_system and target_system.get_object().name) or "unknown" # TODO: adjust calc for any departing fleets my_other_fleet_rating = foAI.foAIstate.systemStatus.get(self.target.id, {}).get('myFleetRating', 0) my_other_fleet_rating_vs_planets = foAI.foAIstate.systemStatus.get(self.target.id, {}).get( 'myFleetRatingVsPlanets', 0) is_military = foAI.foAIstate.get_fleet_role(self.fleet.id) == MissionType.MILITARY total_rating = CombatRatingsAI.combine_ratings(my_other_fleet_rating, fleet_rating) total_rating_vs_planets = CombatRatingsAI.combine_ratings(my_other_fleet_rating_vs_planets, fleet_rating_vs_planets) if (my_other_fleet_rating > 3 * safety_factor * threat or (is_military and total_rating_vs_planets > 2.5*p_threat and total_rating > safety_factor * threat)): debug(("\tAdvancing fleet %d (rating %d) at system %d (%s) into system %d (%s) with threat %d" " because of sufficient empire fleet strength already at destination") % (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat)) return True elif (threat == p_threat and not self.fleet.get_object().aggressive and not my_other_fleet_rating and not target_sys_status.get('localEnemyFleetIDs', [-1])): if verbose: print ("\tAdvancing fleet %d (rating %d) at system %d (%s) " "into system %d (%s) with planet threat %d because non aggressive" " and no other fleets present to trigger combat") % ( self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat) return True else: if verbose: print ("\tHolding fleet %d (rating %d) at system %d (%s) " "before travelling to system %d (%s) with threat %d") % ( self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat) needs_vis = foAI.foAIstate.misc.setdefault('needs_vis', []) if self.target.id not in needs_vis: needs_vis.append(self.target.id) return False
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"): """Get armed military fleets.""" global _military_allocations universe = fo.getUniverse() empire_id = fo.empireID() home_system_id = PlanetUtilsAI.get_capital_sys_id() all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)) if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main": try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset") return mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids)) mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True) avail_mil_rating = combine_ratings_list(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids)) if not mil_fleets_ids: if "Main" in thisround: _military_allocations = [] return [] # for each system, get total rating of fleets assigned to it already_assigned_rating = {} already_assigned_rating_vs_planets = {} aistate = get_aistate() systems_status = aistate.systemStatus enemy_sup_factor = {} # enemy supply for sys_id in universe.systemIDs: already_assigned_rating[sys_id] = 0 already_assigned_rating_vs_planets[sys_id] = 0 enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', []))) for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]: ai_fleet_mission = aistate.get_fleet_mission(fleet_id) if not ai_fleet_mission.target: # shouldn't really be possible continue last_sys = ai_fleet_mission.target.get_system().id # will count this fleet as assigned to last system in target list # TODO last_sys or target sys? this_rating = CombatRatingsAI.get_fleet_rating(fleet_id) this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id) already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings( already_assigned_rating.get(last_sys, 0), this_rating) already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings( already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets) for sys_id in universe.systemIDs: my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0) already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id]) if _verbose_mil_reporting and already_assigned_rating[sys_id]: print "\t System %s already assigned rating %.1f" % ( universe.getSystem(sys_id), already_assigned_rating[sys_id]) # get systems to defend capital_id = PlanetUtilsAI.get_capital() if capital_id is not None: capital_planet = universe.getPlanet(capital_id) else: capital_planet = None # TODO: if no owned planets try to capture one! if capital_planet: capital_sys_id = capital_planet.systemID else: # should be rare, but so as to not break code below, pick a randomish mil-centroid system capital_sys_id = None # unless we can find one to use system_dict = {} for fleet_id in all_military_fleet_ids: status = aistate.fleetStatus.get(fleet_id, None) if status is not None: system_id = status['sysID'] if not list(universe.getSystem(system_id).planetIDs): continue system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0) ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()]) if ranked_systems: capital_sys_id = ranked_systems[-1][-1] else: try: capital_sys_id = aistate.fleetStatus.items()[0][1]['sysID'] except: pass num_targets = max(10, PriorityAI.allotted_outpost_targets) top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()] if pscore > InvasionAI.MIN_INVASION_SCORE] + [pid for pid, (pscore, spec) in aistate.colonisableOutpostIDs.items()[:num_targets] if pscore > InvasionAI.MIN_INVASION_SCORE] + [pid for pid, (pscore, spec) in aistate.colonisablePlanetIDs.items()[:num_targets] if pscore > InvasionAI.MIN_INVASION_SCORE]) top_target_planets.extend(aistate.qualifyingTroopBaseTargets.keys()) base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets) top_target_systems = [] for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems: if sys_id not in top_target_systems: if aistate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating(): continue top_target_systems.append(sys_id) # doing this rather than set, to preserve order try: # capital defense allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset) if capital_sys_id is not None: CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate() # defend other planets empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs) empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id}) for sys_id in empire_occupied_system_ids: PlanetDefenseAllocator(sys_id, allocation_helper).allocate() # attack / protect high priority targets for sys_id in top_target_systems: TopTargetAllocator(sys_id, allocation_helper).allocate() # enemy planets other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if sys_id not in top_target_systems] for sys_id in other_targeted_system_ids: TargetAllocator(sys_id, allocation_helper).allocate() # colony / outpost targets other_targeted_system_ids = [sys_id for sys_id in list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if sys_id not in top_target_systems] for sys_id in other_targeted_system_ids: OutpostTargetAllocator(sys_id, allocation_helper).allocate() # TODO blockade enemy systems # interior systems targetable_ids = set(state.get_systems_by_supply_tier(0)) current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations] interior_targets1 = targetable_ids.difference(current_mil_systems) interior_targets = [sid for sid in interior_targets1 if ( allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])] for sys_id in interior_targets: InteriorTargetsAllocator(sys_id, allocation_helper).allocate() # TODO Exploration targets # border protections visible_system_ids = aistate.visInteriorSystemIDs | aistate.visBorderSystemIDs accessible_system_ids = ([sys_id for sys_id in visible_system_ids if universe.systemsConnected(sys_id, home_system_id, empire_id)] if home_system_id != INVALID_ID else []) current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0] border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems] border_targets = [sid for sid in border_targets1 if ( allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get( 'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])] for sys_id in border_targets: BorderSecurityAllocator(sys_id, allocation_helper).allocate() except ReleaseMilitaryException: try_again(all_military_fleet_ids) return new_allocations = [] remaining_mil_rating = avail_mil_rating # for top categories assign max_alloc right away as available for cat in ['capitol', 'occupied', 'topTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if remaining_mil_rating <= 0: break this_alloc = min(remaining_mil_rating, max_alloc) new_allocations.append((sid, this_alloc, alloc, rvp, take_any)) remaining_mil_rating = rating_difference(remaining_mil_rating, this_alloc) base_allocs = set() # for lower priority categories, first assign base_alloc around to all, then top up as available for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if remaining_mil_rating <= 0: break alloc = min(remaining_mil_rating, alloc) base_allocs.add(sid) remaining_mil_rating = rating_difference(remaining_mil_rating, alloc) for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']: for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []): if sid not in base_allocs: break if remaining_mil_rating <= 0: new_allocations.append((sid, alloc, alloc, rvp, take_any)) else: local_max_avail = combine_ratings(remaining_mil_rating, alloc) new_rating = min(local_max_avail, max_alloc) new_allocations.append((sid, new_rating, alloc, rvp, take_any)) remaining_mil_rating = rating_difference(local_max_avail, new_rating) if "Main" in thisround: _military_allocations = new_allocations if _verbose_mil_reporting or "Main" in thisround: print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations])) print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating return new_allocations