def handle_debug_chat(sender, message): global debug_mode human_id = [x for x in fo.allPlayerIDs() if fo.playerIsHost(x)][0] ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] is_debug_chat = False if message == ENTERING_DEBUG_MESSAGE: is_debug_chat = True if sender != human_id: return is_debug_chat # don't chat with bots elif message == 'stop': is_debug_chat = True if debug_mode: chat_human("exiting debug mode") debug_mode = False elif debug_mode: is_debug_chat = True out, err = shell(message) if out: chat_human(WHITE % out) if err: chat_human(RED % err) elif message.startswith('start'): is_debug_chat = True try: player_id = int(message[5:].strip()) except ValueError as e: print e chat_human(str(e)) return True if player_id == fo.playerID(): debug_mode = True # add some variables to scope lines = ['import FreeOrionAI as foAI', 'ai = foAI.foAIstate', 'u = fo.getUniverse()', 'e = fo.getEmpire()' ] shell(';'.join(lines)) # Notify all players this AI entering debug mode fo.sendChatMessage(-1, WHITE % ENTERING_DEBUG_MESSAGE) chat_human(WHITE % "Print 'stop' to exit.") chat_human(WHITE % " Local vars: <u>u</u>(universe), <u>e</u>(empire), <u>ai</u>(aistate)") elif message == 'help': is_debug_chat = True if ais[0] == fo.playerID(): chat_human(WHITE % "Chat commands:") chat_human(WHITE % " <u><rgba 0 255 255 255>start id</rgba></u>: start debug for selected empire") chat_human(WHITE % " <u><rgba 0 255 255 255>stop</rgba></u>: stop debug") chat_human(WHITE % "Empire ids:") for player in fo.allPlayerIDs(): if not fo.playerIsHost(player): chat_human(' <rgba {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}>id={0.empireID} empire_name={0.name}</rgba> player_name={1}'.format(fo.getEmpire(fo.playerEmpireID(player)), fo.playerName(player))) return is_debug_chat
def handle_debug_chat(sender, message): human_id = [x for x in fo.allPlayerIDs() if fo.playerIsHost(x)][0] ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] if sender != human_id: pass # don't chat with bots elif message == 'stop': global debug_mode debug_mode = False if ais[0] == fo.playerID(): chat_human("exiting debug mode") elif debug_mode: out, err = shell(message) if out: chat_human(WHITE % out) if err: chat_human(RED % err) elif message.startswith('start'): try: player_id = int(message[5:].strip()) except ValueError as e: print e return if player_id == fo.playerID(): global debug_mode debug_mode = True # add some variables to scope lines = [ 'import FreeOrionAI as foAI', 'ai = foAI.foAIstate', 'u = fo.getUniverse()', 'e = fo.getEmpire()' ] shell(';'.join(lines)) chat_human(WHITE % "Entering debug mode. print 'stop' to exit.") chat_human( WHITE % " Local vars: <u>u</u>(universe), <u>e</u>(empire), <u>ai</u>(aistate)" ) elif message == 'help': if ais[0] == fo.playerID(): chat_human(WHITE % "Chat commands:") chat_human( WHITE % " <u><rgba 0 255 255 255>start id</rgba></u>: start debug for selected empire" ) chat_human(WHITE % " <u><rgba 0 255 255 255>stop</rgba></u>: stop debug") chat_human(WHITE % "Empire ids:") for player in fo.allPlayerIDs(): if not fo.playerIsHost(player): chat_human( ' <rgba {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}>id={0.empireID} empire_name={0.name}</rgba> player_name={1}' .format(fo.getEmpire(fo.playerEmpireID(player)), fo.playerName(player)))
def charting_text(): import FreeOrionAI as foAI # avoid circular imports universe = fo.getUniverse() empire = fo.getEmpire() planet_id = get_capital() planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name_local = get_trait_name_aggression(foAI.foAIstate.character) print("Generating Orders") print( "EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=get_research_index(), turn=fo.currentTurn(), aggression=aggression_name_local.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format( empire) if planet: print "CapitalID: " + str( planet_id ) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None "
def _ai_should_respond(): """ Return true if AI should respond to message. To avoid chat pollution only one AI should respond to the message. AI player with the smallest id is selected. """ ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] return ais[0] == fo.playerID()
def handle_debug_chat(sender, message): human_id = [x for x in fo.allPlayerIDs() if fo.playerIsHost(x)][0] ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] if sender != human_id: pass # don't chat with bots elif message == 'stop': global debug_mode debug_mode = False if ais[0] == fo.playerID(): chat_human("exiting debug mode") elif debug_mode: out, err = shell(message) if out: chat_human(WHITE % out) if err: chat_human(RED % err) elif message.startswith('start'): try: player_id = int(message[5:].strip()) except ValueError as e: print e return if player_id == fo.playerID(): global debug_mode debug_mode = True # add some variables to scope lines = ['import FreeOrionAI as foAI', 'ai = foAI.foAIstate', 'u = fo.getUniverse()', 'e = fo.getEmpire()' ] shell(';'.join(lines)) chat_human(WHITE % "Entering debug mode. print 'stop' to exit.") chat_human(WHITE % " Local vars: <u>u</u>(universe), <u>e</u>(empire), <u>ai</u>(aistate)") elif message == 'help': if ais[0] == fo.playerID(): chat_human(WHITE % "Chat commands:") chat_human(WHITE % " <u><rgba 0 255 255 255>start id</rgba></u>: start debug for selected empire") chat_human(WHITE % " <u><rgba 0 255 255 255>stop</rgba></u>: stop debug") chat_human(WHITE % "Empire ids:") for player in fo.allPlayerIDs(): if not fo.playerIsHost(player): chat_human(' <rgba {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}>id={0.empireID} name={0.name}</rgba>'.format(fo.getEmpire(player)))
def _handle_start(self, message): try: player_id = int(message[5:].strip()) except ValueError: if self._ai_should_respond(): message = self._formatter.red( "Invalid empire id, please input valid number") chat_human(message) self._handle_help() return # This message is not for that AI if player_id != fo.playerID(): return self._start_debug_mode()
def charting_text(): import FreeOrionAI as foAI # avoid circular imports universe = fo.getUniverse() empire = fo.getEmpire() planet_id = get_capital() planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name_local = get_trait_name_aggression(foAI.foAIstate.character) print ("Generating Orders") print ("EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=get_research_index(), turn=fo.currentTurn(), aggression=aggression_name_local.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format(empire) if planet: print "CapitalID: " + str(planet_id) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None "
def _dump_empire_info(): empire = fo.getEmpire() turn = fo.currentTurn() # TODO: It would be nice to decouple char and AI state. # Character is immutable and ai state is mutable. # Dependency on immutable object is easier to manage research_index = get_aistate().character.get_research_index() aggression_name = get_trait_name_aggression(get_aistate().character) name_parts = ( empire.name, empire.empireID, "pid", fo.playerID(), fo.playerName(), "RIdx", research_index, aggression_name.capitalize(), ) empire_name = "_".join(str(part) for part in name_parts) stats.empire(empire.empireID, empire_name, turn) stats.empire_color(*empire.colour)
def generateOrders(): # pylint: disable=invalid-name """Called once per turn to tell the Python AI to generate and issue orders to control its empire. at end of this function, fo.doneTurn() should be called to indicate to the client that orders are finished and can be sent to the server for processing.""" try: rules = fo.getGameRules() debug("Defined game rules:") for rule_name, rule_value in rules.getRulesAsStrings().items(): debug("%s: %s", rule_name, rule_value) debug("Rule RULE_NUM_COMBAT_ROUNDS value: " + str(rules.getInt("RULE_NUM_COMBAT_ROUNDS"))) except Exception as e: error("Exception %s when trying to get game rules" % e, exc_info=True) empire = fo.getEmpire() if empire is None: fatal("This client has no empire. Doing nothing to generate orders.") try: # early abort if no empire. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... # # note that doneTurn() is issued on behalf of the client network # id, not the empire id, so not having a correct empire id does # not invalidate doneTurn() fo.doneTurn() except Exception as e: error("Exception %s in doneTurn() on non-existent empire" % e, exc_info=True) return if empire.eliminated: debug("This empire has been eliminated. Aborting order generation") try: # early abort if already eliminated. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... fo.doneTurn() except Exception as e: error("Exception %s while trying doneTurn() on eliminated empire" % e, exc_info=True) return # This code block is required for correct AI work. info("Meter / Resource Pool updating...") fo.initMeterEstimatesDiscrepancies() fo.updateMeterEstimates(False) fo.updateResourcePools() turn = fo.currentTurn() aistate = get_aistate() turn_uid = aistate.set_turn_uid() debug("\n\n\n" + "=" * 20) debug("Starting turn %s (%s) of game: %s" % (turn, turn_uid, aistate.uid)) debug("=" * 20 + "\n") turn_timer.start("AI planning") # set the random seed (based on galaxy seed, empire name and current turn) # for game-reload consistency. random_seed = str(fo.getGalaxySetupData().seed) + "%05d%s" % (turn, fo.getEmpire().name) random.seed(random_seed) universe = fo.getUniverse() empire = fo.getEmpire() planet_id = PlanetUtilsAI.get_capital() planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name = get_trait_name_aggression(aistate.character) debug("***************************************************************************") debug("******* Log info for AI progress chart script. Do not modify. **********") debug("Generating Orders") debug("EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}".format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=ResearchAI.get_research_index(), turn=turn, aggression=aggression_name.capitalize())) debug("EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format(empire)) if planet: debug("CapitalID: " + str(planet_id) + " Name: " + planet.name + " Species: " + planet.speciesName) else: debug("CapitalID: None Currently Name: None Species: None ") debug("***************************************************************************") debug("***************************************************************************") # When loading a savegame, the AI will already have issued orders for this turn. # To avoid duplicate orders, generally try not to replay turns. However, for debugging # purposes it is often useful to replay the turn and observe varying results after # code changes. Set the replay_after_load flag in the AI config to let the AI issue # new orders after a game load. Note that the orders from the original savegame are # still being issued and the AIstate was saved after those orders were issued. # TODO: Consider adding an option to clear AI orders after load (must save AIstate at turn start then) if fo.currentTurn() == aistate.last_turn_played: info("The AIstate indicates that this turn was already played.") if not check_bool(get_option_dict().get('replay_turn_after_load', 'False')): info("Aborting new order generation. Orders from savegame will still be issued.") try: fo.doneTurn() except Exception as e: error("Exception %s while trying doneTurn()" % e, exc_info=True) return else: info("Issuing new orders anyway.") if turn == 1: human_player = fo.empirePlayerID(1) greet = diplomatic_corp.get_first_turn_greet_message() fo.sendChatMessage(human_player, '%s (%s): [[%s]]' % (empire.name, get_trait_name_aggression(aistate.character), greet)) aistate.prepare_for_new_turn() turn_state.state.update() debug("Calling AI Modules") # call AI modules action_list = [ColonisationAI.survey_universe, ProductionAI.find_best_designs_this_turn, PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generate_production_orders, ResourcesAI.generate_resources_orders, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: error("Exception %s while trying to %s" % (e, action.__name__), exc_info=True) main_timer.stop_print_and_clear() turn_timer.stop_print_and_clear() debug('Size of issued orders: ' + str(fo.getOrders().size)) turn_timer.start("Server_Processing") try: fo.doneTurn() except Exception as e: error("Exception %s while trying doneTurn()" % e, exc_info=True) # TODO move it to cycle above finally: aistate.last_turn_played = fo.currentTurn() if using_statprof: try: statprof.stop() statprof.display() statprof.start() except: pass
def generateOrders(): # pylint: disable=invalid-name """Called once per turn to tell the Python AI to generate and issue orders to control its empire. at end of this function, fo.doneTurn() should be called to indicate to the client that orders are finished and can be sent to the server for processing.""" turn_timer.start("AI planning") universe = fo.getUniverse() empire = fo.getEmpire() planet_id = PlanetUtilsAI.get_capital() # set the random seed (based on galaxy seed, empire ID and current turn) # for game-reload consistency random_seed = str(fo.getGalaxySetupData().seed) + "%03d%05d" % ( fo.empireID(), fo.currentTurn()) random.seed(random_seed) planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name = fo.aggression.values[foAIstate.aggression].name print "***************************************************************************" print "********** String for chart. Do not modify. ***************************" print("Generating Orders") print( "EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=ResearchAI.get_research_index(), turn=fo.currentTurn(), aggression=aggression_name.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format( empire) if planet: print "CapitalID: " + str( planet_id ) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None " print "***************************************************************************" print "***************************************************************************" if fo.currentTurn() == 1: declare_war_on_all() human_player = fo.empirePlayerID(1) fo.sendChatMessage( human_player, '%s Empire (%s):\n"Ave, Human, morituri te salutant!"' % (empire.name, aggression_name)) # turn cleanup !!! this was formerly done at start of every turn -- not sure why foAIstate.split_new_fleets() foAIstate.refresh( ) # checks exploration border & clears roles/missions of missing fleets & updates fleet locs & threats foAIstate.report_system_threats() # ...missions # ...demands/priorities print("Calling AI Modules") # call AI modules action_list = [ PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generateProductionOrders, ResourcesAI.generate_resources_orders, foAIstate.after_turn_cleanup, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: print_error(e, location=action.__name__) main_timer.end() turn_timer.end() turn_timer.start("Server_Processing") try: fo.doneTurn() except Exception as e: print_error(e) # TODO move it to cycle above if using_statprof: try: statprof.stop() statprof.display() statprof.start() except: pass
def generateOrders(): # pylint: disable=invalid-name """Called once per turn to tell the Python AI to generate and issue orders to control its empire. at end of this function, fo.doneTurn() should be called to indicate to the client that orders are finished and can be sent to the server for processing.""" rules = fo.getGameRules() print "Defined game rules:" for rule in rules.getRulesAsStrings: print "Name: " + rule.name + " value: " + str(rule.value) print "Rule RULE_NUM_COMBAT_ROUNDS value: " + str( rules.getInt("RULE_NUM_COMBAT_ROUNDS")) empire = fo.getEmpire() if empire is None: print "This client has no empire. Doing nothing to generate orders." try: # early abort if no empire. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... # # note that doneTurn() is issued on behalf of the client network # id, not the empire id, so not having a correct empire id does # not invalidate doneTurn() fo.doneTurn() except Exception as e: print_error(e) return if empire.eliminated: print "This empire has been eliminated. Aborting order generation" try: # early abort if already eliminated. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... fo.doneTurn() except Exception as e: print_error(e) return # This code block is required for correct AI work. print "Meter / Resource Pool updating..." fo.initMeterEstimatesDiscrepancies() fo.updateMeterEstimates(False) fo.updateResourcePools() turn = fo.currentTurn() turn_uid = foAIstate.set_turn_uid() print "\n\n\n", "=" * 20, print "Starting turn %s (%s) of game: %s" % (turn, turn_uid, foAIstate.uid), print "=" * 20, "\n" turn_timer.start("AI planning") # set the random seed (based on galaxy seed, empire name and current turn) # for game-reload consistency. random_seed = str( fo.getGalaxySetupData().seed) + "%05d%s" % (turn, fo.getEmpire().name) random.seed(random_seed) universe = fo.getUniverse() empire = fo.getEmpire() planet_id = PlanetUtilsAI.get_capital() planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name = get_trait_name_aggression(foAIstate.character) print "***************************************************************************" print "******* Log info for AI progress chart script. Do not modify. **********" print("Generating Orders") print( "EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=ResearchAI.get_research_index(), turn=turn, aggression=aggression_name.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format( empire) if planet: print "CapitalID: " + str( planet_id ) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None " print "***************************************************************************" print "***************************************************************************" if turn == 1: declare_war_on_all() human_player = fo.empirePlayerID(1) greet = diplomatic_corp.get_first_turn_greet_message() fo.sendChatMessage( human_player, '%s (%s): [[%s]]' % (empire.name, get_trait_name_aggression( foAIstate.character), greet)) # turn cleanup !!! this was formerly done at start of every turn -- not sure why foAIstate.split_new_fleets() foAIstate.refresh( ) # checks exploration border & clears roles/missions of missing fleets & updates fleet locs & threats foAIstate.report_system_threats() print("Calling AI Modules") # call AI modules action_list = [ ColonisationAI.survey_universe, ProductionAI.find_best_designs_this_turn, PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generate_production_orders, ResourcesAI.generate_resources_orders, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: print_error(e, location=action.__name__) main_timer.stop_print_and_clear() turn_timer.stop_print_and_clear() turn_timer.start("Server_Processing") try: fo.doneTurn() except Exception as e: print_error(e) # TODO move it to cycle above if using_statprof: try: statprof.stop() statprof.display() statprof.start() except: pass
def generateOrders(): # pylint: disable=invalid-name """ Called once per turn to tell the Python AI to generate and issue orders, i.e. to control its empire. After leaving this function, the AI's turn will be finished and its orders will be sent to the server. """ try: rules = fo.getGameRules() debug("Defined game rules:") for rule_name, rule_value in rules.getRulesAsStrings().items(): debug("%s: %s", rule_name, rule_value) debug("Rule RULE_NUM_COMBAT_ROUNDS value: " + str(rules.getInt("RULE_NUM_COMBAT_ROUNDS"))) except Exception as e: error("Exception %s when trying to get game rules" % e, exc_info=True) # If nothing can be ordered anyway, exit early. # Note that there is no need to update meters etc. in this case. empire = fo.getEmpire() if empire is None: fatal("This client has no empire. Aborting order generation.") return if empire.eliminated: info("This empire has been eliminated. Aborting order generation.") return # This code block is required for correct AI work. info("Meter / Resource Pool updating...") fo.initMeterEstimatesDiscrepancies() fo.updateMeterEstimates(False) fo.updateResourcePools() turn = fo.currentTurn() aistate = get_aistate() debug("\n\n\n" + "=" * 20) debug(f"Starting turn {turn}") debug("=" * 20 + "\n") turn_timer.start("AI planning") # set the random seed (based on galaxy seed, empire name and current turn) # for game-reload consistency. random_seed = str( fo.getGalaxySetupData().seed) + "%05d%s" % (turn, fo.getEmpire().name) random.seed(random_seed) empire = fo.getEmpire() aggression_name = get_trait_name_aggression(aistate.character) debug( "***************************************************************************" ) debug( "******* Log info for AI progress chart script. Do not modify. **********" ) debug("Generating Orders") name_parts = ( empire.name, empire.empireID, "pid", fo.playerID(), fo.playerName(), "RIdx", ResearchAI.get_research_index(), aggression_name.capitalize(), ) empire_name = "_".join(str(part) for part in name_parts) debug(f"EmpireID: {empire.empireID} Name: {empire_name} Turn: {turn}") debug(f"EmpireColors: {empire.colour}") planet_id = PlanetUtilsAI.get_capital() if planet_id: planet = fo.getUniverse().getPlanet(planet_id) debug("CapitalID: " + str(planet_id) + " Name: " + planet.name + " Species: " + planet.speciesName) else: debug("CapitalID: None Currently Name: None Species: None ") debug( "***************************************************************************" ) debug( "***************************************************************************" ) # When loading a savegame, the AI will already have issued orders for this turn. # To avoid duplicate orders, generally try not to replay turns. However, for debugging # purposes it is often useful to replay the turn and observe varying results after # code changes. Set the replay_after_load flag in the AI config to let the AI issue # new orders after a game load. Note that the orders from the original savegame are # still being issued and the AIstate was saved after those orders were issued. # TODO: Consider adding an option to clear AI orders after load (must save AIstate at turn start then) if fo.currentTurn() == aistate.last_turn_played: info("The AIstate indicates that this turn was already played.") if not check_bool(get_option_dict().get("replay_turn_after_load", "False")): info( "Aborting new order generation. Orders from savegame will still be issued." ) return info("Issuing new orders anyway.") if turn == 1: human_player = fo.empirePlayerID(1) greet = diplomatic_corp.get_first_turn_greet_message() fo.sendChatMessage( human_player, "%s (%s): [[%s]]" % (empire.name, get_trait_name_aggression(aistate.character), greet)) aistate.prepare_for_new_turn() debug("Calling AI Modules") # call AI modules action_list = [ ColonisationAI.survey_universe, ShipDesignAI.Cache.update_for_new_turn, PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generate_production_orders, ResourcesAI.generate_resources_orders, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: error("Exception %s while trying to %s" % (e, action.__name__), exc_info=True) main_timer.stop_print_and_clear() turn_timer.stop_print_and_clear() turn_timer.start("Server_Processing") aistate.last_turn_played = fo.currentTurn()
def handle_debug_chat(sender, message): global debug_mode human_id = [x for x in fo.allPlayerIDs() if fo.playerIsHost(x)][0] ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] is_debug_chat = False if message == ENTERING_DEBUG_MESSAGE: is_debug_chat = True if sender != human_id: return is_debug_chat # don't chat with bots elif message == 'stop': is_debug_chat = True if debug_mode: chat_human("exiting debug mode") debug_mode = False elif debug_mode: print('>', message, end='') is_debug_chat = True out, err = [x.strip('\n') for x in shell(message)] if out: chat_human(WHITE % out) if err: chat_human(RED % err) elif message.startswith('start'): is_debug_chat = True try: player_id = int(message[5:].strip()) except ValueError as e: error(e) chat_human(str(e)) return True if player_id == fo.playerID(): debug_mode = True initial_code = [ 'from aistate_interface import get_aistate', ] # add some variables to scope: (name, help text, value) scopes_variable = ( ('ai', 'aistate', 'get_aistate()'), ('u', 'universe', 'fo.getUniverse()'), ('e', 'empire', 'fo.getEmpire()'), ) for var, _, code in scopes_variable: initial_code.append('%s = %s' % (var, code)) shell(';'.join(initial_code)) variable_template = '<u><rgba 255 255 0 255>%s</rgba></u>%s %s' variables = (variable_template % (var, ' ' * (3 - len(var)), name) for var, name, _ in scopes_variable) chat_human(WHITE % "%s\n" "Print <rgba 255 255 0 255>'stop'</rgba> to exit.\n" "Local variables:\n" " %s" % (ENTERING_DEBUG_MESSAGE, '\n '.join(variables))) elif message == 'help': is_debug_chat = True if ais[0] == fo.playerID(): chat_human(WHITE % "Chat commands:") chat_human(WHITE % " <u><rgba 0 255 255 255>start id</rgba></u>: start debug for selected empire") chat_human(WHITE % " <u><rgba 0 255 255 255>stop</rgba></u>: stop debug") chat_human(WHITE % "Empire ids:") for player in fo.allPlayerIDs(): if not fo.playerIsHost(player): chat_human(' <rgba {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}>id={0.empireID} empire_name={0.name}</rgba> player_name={1}'.format(fo.getEmpire(fo.playerEmpireID(player)), fo.playerName(player))) return is_debug_chat
def handle_debug_chat(sender, message): global debug_mode human_id = [x for x in fo.allPlayerIDs() if fo.playerIsHost(x)][0] ais = [x for x in fo.allPlayerIDs() if not fo.playerIsHost(x)] is_debug_chat = False if message == ENTERING_DEBUG_MESSAGE: is_debug_chat = True if sender != human_id: return is_debug_chat # don't chat with bots elif message == 'stop': is_debug_chat = True if debug_mode: chat_human("exiting debug mode") debug_mode = False elif debug_mode: print '>', message, is_debug_chat = True out, err = [x.strip('\n') for x in shell(message)] if out: chat_human(WHITE % out) if err: chat_human(RED % err) elif message.startswith('start'): is_debug_chat = True try: player_id = int(message[5:].strip()) except ValueError as e: print e chat_human(str(e)) return True if player_id == fo.playerID(): debug_mode = True initial_code = [ 'import FreeOrionAI as foAI', ] # add some variables to scope: (name, help text, value) scopes_variable = ( ('ai', 'aistate', 'foAI.foAIstate'), ('u', 'universe', 'fo.getUniverse()'), ('e', 'empire', 'fo.getEmpire()'), ) for var, _, code in scopes_variable: initial_code.append('%s = %s' % (var, code)) shell(';'.join(initial_code)) variable_template = '<u><rgba 255 255 0 255>%s</rgba></u>%s %s' variables = (variable_template % (var, ' ' * (3 - len(var)), name) for var, name, _ in scopes_variable) chat_human(WHITE % "%s\n" "Print <rgba 255 255 0 255>'stop'</rgba> to exit.\n" "Local variables:\n" " %s" % (ENTERING_DEBUG_MESSAGE, '\n '.join(variables))) elif message == 'help': is_debug_chat = True if ais[0] == fo.playerID(): chat_human(WHITE % "Chat commands:") chat_human( WHITE % " <u><rgba 0 255 255 255>start id</rgba></u>: start debug for selected empire" ) chat_human(WHITE % " <u><rgba 0 255 255 255>stop</rgba></u>: stop debug") chat_human(WHITE % "Empire ids:") for player in fo.allPlayerIDs(): if not fo.playerIsHost(player): chat_human( ' <rgba {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}>id={0.empireID} empire_name={0.name}</rgba> player_name={1}' .format(fo.getEmpire(fo.playerEmpireID(player)), fo.playerName(player))) return is_debug_chat
def generateOrders(): # pylint: disable=invalid-name """Called once per turn to tell the Python AI to generate and issue orders to control its empire. at end of this function, fo.doneTurn() should be called to indicate to the client that orders are finished and can be sent to the server for processing.""" turn = fo.currentTurn() turn_uid = foAIstate.set_turn_uid() print "Start turn %s (%s) of game: %s" % (turn, turn_uid, foAIstate.uid) turn_timer.start("AI planning") universe = fo.getUniverse() empire = fo.getEmpire() planet_id = PlanetUtilsAI.get_capital() # set the random seed (based on galaxy seed, empire ID and current turn) # for game-reload consistency random_seed = str(fo.getGalaxySetupData().seed) + "%03d%05d" % (fo.empireID(), turn) random.seed(random_seed) planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name = fo.aggression.values[foAIstate.aggression].name print "***************************************************************************" print "********** String for chart. Do not modify. ***************************" print ("Generating Orders") print ("EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=ResearchAI.get_research_index(), turn=turn, aggression=aggression_name.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format(empire) if planet: print "CapitalID: " + str(planet_id) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None " print "***************************************************************************" print "***************************************************************************" if turn == 1: declare_war_on_all() human_player = fo.empirePlayerID(1) fo.sendChatMessage(human_player, '%s Empire (%s):\n"Ave, Human, morituri te salutant!"' % (empire.name, aggression_name)) # turn cleanup !!! this was formerly done at start of every turn -- not sure why foAIstate.split_new_fleets() foAIstate.refresh() # checks exploration border & clears roles/missions of missing fleets & updates fleet locs & threats foAIstate.report_system_threats() # ...missions # ...demands/priorities print("Calling AI Modules") # call AI modules action_list = [ColonisationAI.survey_universe, ProductionAI.find_best_designs_this_turn, PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generateProductionOrders, ResourcesAI.generate_resources_orders, foAIstate.after_turn_cleanup, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: print_error(e, location=action.__name__) main_timer.end() turn_timer.end() turn_timer.start("Server_Processing") try: fo.doneTurn() except Exception as e: print_error(e) # TODO move it to cycle above if using_statprof: try: statprof.stop() statprof.display() statprof.start() except: pass
def generateOrders(): global lastTurnTimestamp universe = fo.getUniverse() turnStartTime=time() #starting AI timer here, to be sure AI doesn't get blame for any lags in server being able to provide the Universe object empire = fo.getEmpire() planetID = PlanetUtilsAI.getCapital() planet=None if planetID is not None: planet = universe.getPlanet(planetID) print "***************************************************************************" print "***************************************************************************" print ("Generating Orders") print "EmpireID: " + str(empire.empireID) + " Name: " + empire.name+ "_"+str(empire.empireID-1) +"_pid:"+str(fo.playerID())+"_"+fo.playerName()+"_"+aggressions.get(foAIstate.aggression, "?") + " Turn: " + str(fo.currentTurn()) empireColor=empire.colour print "EmpireColors: %d %d %d %d"%(empireColor.r, empireColor.g, empireColor.b, empireColor.a) if planet: print "CapitalID: " + str(planetID) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None " print "***************************************************************************" print "***************************************************************************" if fo.currentTurn() == 1: declareWarOnAll() # turn cleanup !!! this was formerly done at start of every turn -- not sure why splitNewFleets() #updateShipDesigns() #should not be needed anymore; #updateFleetsRoles() foAIstate.clean() #checks exploration border & clears roles/missions of missing fleets & updates fleet locs foAIstate.reportSystemThreats() # ...missions # ...demands/priorities print("Calling AI Modules") # call AI modules timer=[time()] try: PriorityAI.calculatePriorities() except: print "Error: exception triggered and caught: ", traceback.format_exc() # try traceback.print_exc() timer.append( time() ) try: ExplorationAI.assignScoutsToExploreSystems() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: ColonisationAI.assignColonyFleetsToColonise() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: InvasionAI.assignInvasionFleetsToInvade() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: MilitaryAI.assignMilitaryFleetsToSystems() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: ResearchAI.generateResearchOrders() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: ProductionAI.generateProductionOrders() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: ResourcesAI.generateResourcesOrders() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) try: foAIstate.afterTurnCleanup() except: print "Error: exception triggered and caught: ", traceback.format_exc() timer.append( time() ) times = [timer[i] - timer[i-1] for i in range(1, len(timer) ) ] turnEndTime=time() timeFmt = "%30s: %8d msec " print "AI Module Time Requirements:" for mod, modTime in zip(__timerEntries, times): print timeFmt%((30*' '+mod)[-30:], int(1000*modTime)) if __timerFile: __timerFile.write( __timerFileFmt%tuple( [ fo.currentTurn() ]+map(lambda x: int(1000*x), times )) +'\n') __timerFile.flush() if __timerBucketFile: __timerBucketFile.write( __timerBucketFileFmt%tuple( [ fo.currentTurn(), (turnStartTime-lastTurnTimestamp)*1000, (turnEndTime-turnStartTime)*1000 ]) +'\n') __timerBucketFile.flush() lastTurnTimestamp = time() try: fo.doneTurn() except: print "Error: exception triggered and caught: ", traceback.format_exc()
def player_id(self): return fo.playerID()
def generateOrders(): # pylint: disable=invalid-name """Called once per turn to tell the Python AI to generate and issue orders to control its empire. at end of this function, fo.doneTurn() should be called to indicate to the client that orders are finished and can be sent to the server for processing.""" empire = fo.getEmpire() if empire is None: print "This client has no empire. Doing nothing to generate orders." try: # early abort if no empire. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... # # note that doneTurn() is issued on behalf of the client network # id, not the empire id, so not having a correct empire id does # not invalidate doneTurn() fo.doneTurn() except Exception as e: print_error(e) return if empire.eliminated: print "This empire has been eliminated. Aborting order generation" try: # early abort if already eliminated. no need to do meter calculations # on last-seen gamestate if nothing can be ordered anyway... fo.doneTurn() except Exception as e: print_error(e) return # This code block is required for correct AI work. print "Meter / Resource Pool updating..." fo.initMeterEstimatesDiscrepancies() fo.updateMeterEstimates(False) fo.updateResourcePools() turn = fo.currentTurn() turn_uid = foAIstate.set_turn_uid() print "\n\n\n", "=" * 20, print "Starting turn %s (%s) of game: %s" % (turn, turn_uid, foAIstate.uid), print "=" * 20, "\n" turn_timer.start("AI planning") # set the random seed (based on galaxy seed, empire name and current turn) # for game-reload consistency. random_seed = str(fo.getGalaxySetupData().seed) + "%05d%s" % (turn, fo.getEmpire().name) random.seed(random_seed) universe = fo.getUniverse() empire = fo.getEmpire() planet_id = PlanetUtilsAI.get_capital() planet = None if planet_id is not None: planet = universe.getPlanet(planet_id) aggression_name = get_trait_name_aggression(foAIstate.character) print "***************************************************************************" print "******* Log info for AI progress chart script. Do not modify. **********" print ("Generating Orders") print ("EmpireID: {empire.empireID}" " Name: {empire.name}_{empire.empireID}_pid:{p_id}_{p_name}RIdx_{res_idx}_{aggression}" " Turn: {turn}").format(empire=empire, p_id=fo.playerID(), p_name=fo.playerName(), res_idx=ResearchAI.get_research_index(), turn=turn, aggression=aggression_name.capitalize()) print "EmpireColors: {0.colour.r} {0.colour.g} {0.colour.b} {0.colour.a}".format(empire) if planet: print "CapitalID: " + str(planet_id) + " Name: " + planet.name + " Species: " + planet.speciesName else: print "CapitalID: None Currently Name: None Species: None " print "***************************************************************************" print "***************************************************************************" if turn == 1: declare_war_on_all() human_player = fo.empirePlayerID(1) greet = diplomatic_corp.get_first_turn_greet_message() fo.sendChatMessage(human_player, '%s (%s): [[%s]]' % (empire.name, get_trait_name_aggression(foAIstate.character), greet)) # turn cleanup !!! this was formerly done at start of every turn -- not sure why foAIstate.split_new_fleets() foAIstate.refresh() # checks exploration border & clears roles/missions of missing fleets & updates fleet locs & threats foAIstate.report_system_threats() print("Calling AI Modules") # call AI modules action_list = [ColonisationAI.survey_universe, ProductionAI.find_best_designs_this_turn, PriorityAI.calculate_priorities, ExplorationAI.assign_scouts_to_explore_systems, ColonisationAI.assign_colony_fleets_to_colonise, InvasionAI.assign_invasion_fleets_to_invade, MilitaryAI.assign_military_fleets_to_systems, FleetUtilsAI.generate_fleet_orders_for_fleet_missions, FleetUtilsAI.issue_fleet_orders_for_fleet_missions, ResearchAI.generate_research_orders, ProductionAI.generate_production_orders, ResourcesAI.generate_resources_orders, ] for action in action_list: try: main_timer.start(action.__name__) action() main_timer.stop() except Exception as e: print_error(e, location=action.__name__) main_timer.stop_print_and_clear() turn_timer.stop_print_and_clear() turn_timer.start("Server_Processing") try: fo.doneTurn() except Exception as e: print_error(e) # TODO move it to cycle above if using_statprof: try: statprof.stop() statprof.display() statprof.start() except: pass