Exemplo n.º 1
0
    def _check_retarget_invasion(self):
        """checks if an invasion mission should be retargeted"""
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        fleet_id = self.target_id
        fleet = universe.getFleet(fleet_id)
        if fleet.systemID == -1:
            # next_loc = fleet.nextSystemID
            return  # TODO: still check
        system = universe.getSystem(fleet.systemID)
        if not system:
            return
        orders = self.orders
        last_sys_target = -1
        if orders:
            last_sys_target = orders[-1].get_target_target().target_id
        if last_sys_target == fleet.systemID:
            return  # TODO: check for best local target
        open_targets = []
        already_targeted = InvasionAI.get_invasion_targeted_planet_ids(system.planetIDs, AIFleetMissionType.FLEET_MISSION_INVASION, empire_id)
        for pid in system.planetIDs:
            if pid in already_targeted or (pid in foAI.foAIstate.qualifyingTroopBaseTargets):
                continue
            planet = universe.getPlanet(pid)
            if planet.unowned or (planet.owner == empire_id):
                continue
            if (planet.currentMeterValue(fo.meterType.shield)) <= 0:
                open_targets.append(pid)
        if not open_targets:
            return
        troop_pod_tally = FleetUtilsAI.count_parts_fleetwide(fleet_id, ["GT_TROOP_POD"])
        target_id = -1
        best_score = -1
        target_troops = 0
        #
        fleet_supplyable_system_ids = empire.fleetSupplyableSystemIDs
        fleet_supplyable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(fleet_supplyable_system_ids)
        for pid, rating in InvasionAI.assign_invasion_values(open_targets, AIFleetMissionType.FLEET_MISSION_INVASION, fleet_supplyable_planet_ids, empire).items():
            p_score, p_troops = rating
            if p_score > best_score:
                if p_troops >= 2 * troop_pod_tally:
                    continue
                best_score = p_score
                target_id = pid
                target_troops = p_troops
        if target_id == -1:
            return

        new_fleets = FleetUtilsAI.split_fleet(fleet_id)
        self.clear_targets(-1)  # TODO: clear from foAIstate
        self.clear_fleet_orders()
        pods_needed = max(0, math.ceil((target_troops - 2 * (FleetUtilsAI.count_parts_fleetwide(fleet_id, ["GT_TROOP_POD"])) + 0.05) / 2.0))
        found_stats = {}
        min_stats = {'rating': 0, 'troopPods': pods_needed}
        target_stats = {'rating': 10, 'troopPods': pods_needed}
        found_fleets = []
        # TODO check if next statement does not mutate any global states and can be removed
        _ = FleetUtilsAI.get_fleets_for_mission(1, target_stats, min_stats, found_stats, "",
                                                systems_to_check=[fleet.systemID], systems_checked=[],
                                                fleet_pool_set=set(new_fleets), fleet_list=found_fleets,
                                                verbose=False)
        for fid in found_fleets:
            FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id)
        target = AITarget(EnumsAI.AITargetType.TARGET_PLANET, target_id)
        self.add_target(AIFleetMissionType.FLEET_MISSION_INVASION, target)
        self.generate_fleet_orders()
Exemplo n.º 2
0
def calculateInvasionPriority():
    """calculates the demand for troop ships by opponent planets"""
    
    global allottedInvasionTargets
    if foAI.foAIstate.aggression <= fo.aggression.turtle:
        return 0
    
    troopsPerPod=2
    empire=fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted',{})
    multiplier = 1
    num_colonies = len( list(AIstate.popCtrIDs) )
    if num_colonies > colonyGrowthBarrier:
        return 0.0
    
    if len(foAI.foAIstate.colonisablePlanetIDs) > 0:
        bestColonyScore = max( 2, foAI.foAIstate.colonisablePlanetIDs[0][1][0] )
    else:
        bestColonyScore = 2

    if foAI.foAIstate.aggression==fo.aggression.beginner and fo.currentTurn()<150:
        return 0

    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    totalVal = 0
    troopsNeeded = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets]:
        if pscore > bestColonyScore:
            multiplier += 1
            totalVal += 2 * pscore
        else:
            totalVal += pscore
        troopsNeeded += trp+4

    if totalVal == 0:
        return 0
    opponentTroopPods = int(troopsNeeded/troopsPerPod)

    productionQueue = empire.productionQueue
    queuedTroopPods=0
    for queue_index in range(0, len(productionQueue)):
        element=productionQueue[queue_index]
        if element.buildType == EnumsAI.AIEmpireProductionTypes.BT_SHIP:
            if foAI.foAIstate.get_ship_role(element.designID) in [ EnumsAI.AIShipRoleType.SHIP_ROLE_MILITARY_INVASION, EnumsAI.AIShipRoleType.SHIP_ROLE_BASE_INVASION] :
                design = fo.getShipDesign(element.designID)
                queuedTroopPods += element.remaining*element.blocksize * list(design.parts).count("GT_TROOP_POD")
    bestShip, bestDesign, buildChoices = ProductionAI.getBestShipInfo( EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = troopsPerPod*( list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=troopsPerPod #may actually not have any troopers available, but this num will do for now

    #don't cound troop bases here since if through misplanning cannot be used where made, cannot be redeployed
    #troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_INVASION) + FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    numTroopPods = sum([ FleetUtilsAI.count_parts_fleetwide(fleetID, ["GT_TROOP_POD"]) for fleetID in troopFleetIDs])
    troopShipsNeeded = math.ceil((opponentTroopPods - (numTroopPods+ queuedTroopPods ))/troopsPerBestShip)

    #invasionPriority = max( 10+ 200*max(0, troopShipsNeeded ) , int(0.1* totalVal) )
    invasionPriority = multiplier * (30+ 150*max(0, troopShipsNeeded ))
    if not ColonisationAI.colony_status.get('colonies_under_attack', []):
        if not ColonisationAI.colony_status.get('colonies_under_threat', []):
            invasionPriority *= 2.0
        else:
            invasionPriority *= 1.5
    if not enemies_sighted:
        invasionPriority *= 1.5
        
    if invasionPriority < 0:
        return 0
    if foAI.foAIstate.aggression==fo.aggression.beginner:
        return 0.5* invasionPriority
    else:
        return invasionPriority
Exemplo n.º 3
0
def assign_invasion_fleets_to_invade():
    # assign fleet targets to invadable planets
    
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    fleetSupplyableSystemIDs = empire.fleetSupplyableSystemIDs
    fleetSupplyablePlanetIDs = PlanetUtilsAI.get_planets_in__systems_ids(fleetSupplyableSystemIDs)

    allTroopBaseFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    availTroopBaseFleetIDs = set(FleetUtilsAI.extract_fleet_ids_without_mission_types(allTroopBaseFleetIDs))
    for fid in list(availTroopBaseFleetIDs):
        if fid not in availTroopBaseFleetIDs:
            continue
        fleet = universe.getFleet(fid)
        if not fleet: 
            continue
        sysID = fleet.systemID
        system = universe.getSystem(sysID)
        availPlanets = set(system.planetIDs).intersection(set( foAI.foAIstate.qualifyingTroopBaseTargets.keys()))
        print "Considering Base Troopers in %s, found planets %s and regtistered targets %s with status %s"%(system.name, list(system.planetIDs), availPlanets,
                                                                                                           [(pid, foAI.foAIstate.qualifyingTroopBaseTargets[pid]) for pid in availPlanets])
        targets = [pid for pid in availPlanets if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1 ]
        if not targets:
            print "Error found no valid target for troop base in system %s (%d)"%(system.name, sysID)
            continue
        status=foAI.foAIstate.systemStatus.get( sysID, {} )
        local_base_troops = set(status.get('myfleets', [])).intersection(availTroopBaseFleetIDs)
        troop_pod_tally = 0
        for fid2 in local_base_troops:
            troop_pod_tally += FleetUtilsAI.count_parts_fleetwide(fid2, ["GT_TROOP_POD"])
        targetID=-1
        bestScore=-1
        target_troops = 0
        #
        for pid, rating in assign_invasion_values(targets, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleetSupplyablePlanetIDs, empire).items():
            p_score, p_troops = rating
            if p_score>bestScore:
                if p_troops >= 2*troop_pod_tally:
                    pass
                    #continue
                bestScore = p_score
                targetID = pid
                target_troops = p_troops
        if targetID != -1:
            local_base_troops.discard(fid)
            foundFleets = []
            podsNeeded= math.ceil( (target_troops - 2*(FleetUtilsAI.count_parts_fleetwide(fid, ["GT_TROOP_POD"]))+0.05)/2.0)
            foundStats={}
            minStats= {'rating':0, 'troopPods':podsNeeded}
            targetStats={'rating':10,'troopPods':podsNeeded}
            theseFleets = FleetUtilsAI.get_fleets_for_mission(1, targetStats , minStats, foundStats, "", systems_to_check=[sysID], systems_checked=[], fleet_pool_set=local_base_troops, fleet_list=foundFleets, verbose=False)
            for fid2 in foundFleets:
                FleetUtilsAI.merge_fleet_a_into_b(fid2, fid)
                availTroopBaseFleetIDs.discard(fid2)
            availTroopBaseFleetIDs.discard(fid)
            foAI.foAIstate.qualifyingTroopBaseTargets[targetID][1] = -1 #TODO: should probably delete
            aiTarget = AITarget.AITarget(EnumsAI.AITargetType.TARGET_PLANET, targetID)
            aiFleetMission = foAI.foAIstate.get_fleet_mission(fid)
            aiFleetMission.add_target(EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION, aiTarget)
    
    invasionFleetIDs = AIstate.invasionFleetIDs

    send_invasion_fleets(invasionFleetIDs, AIstate.invasionTargets, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    allInvasionFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    for fid in FleetUtilsAI.extract_fleet_ids_without_mission_types(allInvasionFleetIDs):
        thisMission = foAI.foAIstate.get_fleet_mission(fid)
        thisMission.check_mergers(context="Post-send consolidation of unassigned troops")
Exemplo n.º 4
0
def calculateInvasionPriority():
    """calculates the demand for troop ships by opponent planets"""

    global allottedInvasionTargets
    if foAI.foAIstate.aggression <= fo.aggression.turtle:
        return 0

    troopsPerPod = 2
    empire = fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})
    multiplier = 1
    num_colonies = len(list(AIstate.popCtrIDs))
    if num_colonies > colonyGrowthBarrier:
        return 0.0

    if len(foAI.foAIstate.colonisablePlanetIDs) > 0:
        bestColonyScore = max(
            2,
            foAI.foAIstate.colonisablePlanetIDs.items()[0][1][0])
    else:
        bestColonyScore = 2

    if foAI.foAIstate.aggression == fo.aggression.beginner and fo.currentTurn(
    ) < 150:
        return 0

    allottedInvasionTargets = 1 + int(fo.currentTurn() / 25)
    totalVal = 0
    troopsNeeded = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets]:
        if pscore > bestColonyScore:
            multiplier += 1
            totalVal += 2 * pscore
        else:
            totalVal += pscore
        troopsNeeded += trp + 4

    if totalVal == 0:
        return 0
    opponentTroopPods = int(troopsNeeded / troopsPerPod)

    productionQueue = empire.productionQueue
    queuedTroopPods = 0
    for queue_index in range(0, len(productionQueue)):
        element = productionQueue[queue_index]
        if element.buildType == EnumsAI.AIEmpireProductionTypes.BT_SHIP:
            if foAI.foAIstate.get_ship_role(element.designID) in [
                    EnumsAI.AIShipRoleType.SHIP_ROLE_MILITARY_INVASION,
                    EnumsAI.AIShipRoleType.SHIP_ROLE_BASE_INVASION
            ]:
                design = fo.getShipDesign(element.designID)
                queuedTroopPods += element.remaining * element.blocksize * list(
                    design.parts).count("GT_TROOP_POD")
    bestShip, bestDesign, buildChoices = ProductionAI.getBestShipInfo(
        EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = troopsPerPod * (list(
            bestDesign.parts).count("GT_TROOP_POD"))
    else:
        troopsPerBestShip = troopsPerPod  #may actually not have any troopers available, but this num will do for now

    #don't cound troop bases here since if through misplanning cannot be used where made, cannot be redeployed
    #troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_INVASION) + FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(
        EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    numTroopPods = sum([
        FleetUtilsAI.count_parts_fleetwide(fleetID, ["GT_TROOP_POD"])
        for fleetID in troopFleetIDs
    ])
    troopShipsNeeded = math.ceil(
        (opponentTroopPods -
         (numTroopPods + queuedTroopPods)) / troopsPerBestShip)

    #invasionPriority = max( 10+ 200*max(0, troopShipsNeeded ) , int(0.1* totalVal) )
    invasionPriority = multiplier * (30 + 150 * max(0, troopShipsNeeded))
    if not ColonisationAI.colony_status.get('colonies_under_attack', []):
        if not ColonisationAI.colony_status.get('colonies_under_threat', []):
            invasionPriority *= 2.0
        else:
            invasionPriority *= 1.5
    if not enemies_sighted:
        invasionPriority *= 1.5

    if invasionPriority < 0:
        return 0
    if foAI.foAIstate.aggression == fo.aggression.beginner:
        return 0.5 * invasionPriority
    else:
        return invasionPriority
Exemplo n.º 5
0
    def _check_retarget_invasion(self):
        """checks if an invasion mission should be retargeted"""
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        fleet_id = self.target_id
        fleet = universe.getFleet(fleet_id)
        if fleet.systemID == -1:
            # next_loc = fleet.nextSystemID
            return  # TODO: still check
        system = universe.getSystem(fleet.systemID)
        if not system:
            return
        orders = self.orders
        last_sys_target = -1
        if orders:
            last_sys_target = orders[-1].target.target_id
        if last_sys_target == fleet.systemID:
            return  # TODO: check for best local target
        open_targets = []
        already_targeted = InvasionAI.get_invasion_targeted_planet_ids(
            system.planetIDs, AIFleetMissionType.FLEET_MISSION_INVASION,
            empire_id)
        for pid in system.planetIDs:
            if pid in already_targeted or (
                    pid in foAI.foAIstate.qualifyingTroopBaseTargets):
                continue
            planet = universe.getPlanet(pid)
            if planet.unowned or (planet.owner == empire_id):
                continue
            if (planet.currentMeterValue(fo.meterType.shield)) <= 0:
                open_targets.append(pid)
        if not open_targets:
            return
        troop_pod_tally = FleetUtilsAI.count_parts_fleetwide(
            fleet_id, ["GT_TROOP_POD"])
        target_id = -1
        best_score = -1
        target_troops = 0
        #
        fleet_supplyable_system_ids = empire.fleetSupplyableSystemIDs
        fleet_supplyable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(
            fleet_supplyable_system_ids)
        for pid, rating in InvasionAI.assign_invasion_values(
                open_targets, AIFleetMissionType.FLEET_MISSION_INVASION,
                fleet_supplyable_planet_ids, empire).items():
            p_score, p_troops = rating
            if p_score > best_score:
                if p_troops >= 2 * troop_pod_tally:
                    continue
                best_score = p_score
                target_id = pid
                target_troops = p_troops
        if target_id == -1:
            return

        print "\t AIFleetMission._check_retarget_invasion: splitting and retargetting fleet %d" % fleet_id
        new_fleets = FleetUtilsAI.split_fleet(fleet_id)
        self.clear_targets(-1)  # TODO: clear from foAIstate
        self.clear_fleet_orders()
        pods_needed = max(
            0,
            math.ceil((target_troops - 2 * (FleetUtilsAI.count_parts_fleetwide(
                fleet_id, ["GT_TROOP_POD"])) + 0.05) / 2.0))
        found_stats = {}
        min_stats = {'rating': 0, 'troopPods': pods_needed}
        target_stats = {'rating': 10, 'troopPods': pods_needed}
        found_fleets = []
        # TODO check if next statement does not mutate any global states and can be removed
        _ = FleetUtilsAI.get_fleets_for_mission(
            1,
            target_stats,
            min_stats,
            found_stats,
            "",
            systems_to_check=[fleet.systemID],
            systems_checked=[],
            fleet_pool_set=set(new_fleets),
            fleet_list=found_fleets,
            verbose=False)
        for fid in found_fleets:
            FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id)
        target = AITarget(EnumsAI.TargetType.TARGET_PLANET, target_id)
        self.add_target(AIFleetMissionType.FLEET_MISSION_INVASION, target)
        self.generate_fleet_orders()
Exemplo n.º 6
0
def assign_invasion_fleets_to_invade():
    # assign fleet targets to invadable planets
    
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    fleetSupplyableSystemIDs = empire.fleetSupplyableSystemIDs
    fleetSupplyablePlanetIDs = PlanetUtilsAI.get_planets_in__systems_ids(fleetSupplyableSystemIDs)

    allTroopBaseFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    availTroopBaseFleetIDs = set(FleetUtilsAI.extract_fleet_ids_without_mission_types(allTroopBaseFleetIDs))
    for fid in list(availTroopBaseFleetIDs):
        if fid not in availTroopBaseFleetIDs:
            continue
        fleet = universe.getFleet(fid)
        if not fleet: 
            continue
        sysID = fleet.systemID
        system = universe.getSystem(sysID)
        availPlanets = set(system.planetIDs).intersection(set( foAI.foAIstate.qualifyingTroopBaseTargets.keys()))
        print "Considering Base Troopers in %s, found planets %s and regtistered targets %s with status %s"%(system.name, list(system.planetIDs), availPlanets,
                                                                                                           [(pid, foAI.foAIstate.qualifyingTroopBaseTargets[pid]) for pid in availPlanets])
        targets = [pid for pid in availPlanets if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1 ]
        if not targets:
            print "Error found no valid target for troop base in system %s (%d)"%(system.name, sysID)
            continue
        status=foAI.foAIstate.systemStatus.get( sysID, {} )
        local_base_troops = set(status.get('myfleets', [])).intersection(availTroopBaseFleetIDs)
        troop_pod_tally = 0
        for fid2 in local_base_troops:
            troop_pod_tally += FleetUtilsAI.count_parts_fleetwide(fid2, ["GT_TROOP_POD"])
        targetID=-1
        bestScore=-1
        target_troops = 0
        #
        for pid, rating in assign_invasion_values(targets, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleetSupplyablePlanetIDs, empire).items():
            p_score, p_troops = rating
            if p_score>bestScore:
                if p_troops >= 2*troop_pod_tally:
                    pass
                    #continue
                bestScore = p_score
                targetID = pid
                target_troops = p_troops
        if targetID != -1:
            local_base_troops.discard(fid)
            foundFleets = []
            podsNeeded= math.ceil( (target_troops - 2*(FleetUtilsAI.count_parts_fleetwide(fid, ["GT_TROOP_POD"]))+0.05)/2.0)
            foundStats={}
            minStats= {'rating':0, 'troopPods':podsNeeded}
            targetStats={'rating':10,'troopPods':podsNeeded}
            theseFleets = FleetUtilsAI.get_fleets_for_mission(1, targetStats , minStats, foundStats, "", systems_to_check=[sysID], systems_checked=[], fleet_pool_set=local_base_troops, fleet_list=foundFleets, verbose=False)
            for fid2 in foundFleets:
                FleetUtilsAI.merge_fleet_a_into_b(fid2, fid)
                availTroopBaseFleetIDs.discard(fid2)
            availTroopBaseFleetIDs.discard(fid)
            foAI.foAIstate.qualifyingTroopBaseTargets[targetID][1] = -1 #TODO: should probably delete
            aiTarget = AITarget.AITarget(EnumsAI.TargetType.TARGET_PLANET, targetID)
            aiFleetMission = foAI.foAIstate.get_fleet_mission(fid)
            aiFleetMission.add_target(EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION, aiTarget)
    
    invasionFleetIDs = AIstate.invasionFleetIDs

    send_invasion_fleets(invasionFleetIDs, AIstate.invasionTargets, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    allInvasionFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    for fid in FleetUtilsAI.extract_fleet_ids_without_mission_types(allInvasionFleetIDs):
        thisMission = foAI.foAIstate.get_fleet_mission(fid)
        thisMission.check_mergers(context="Post-send consolidation of unassigned troops")