Exemplo n.º 1
0
 def issue_order(self):
     if not super(OrderRepair, self).issue_order():
         return False
     fleet_id = self.fleet.id
     system_id = self.target.get_system().id
     fleet = self.fleet.get_object()  # type: fo.fleet
     if system_id == fleet.systemID:
         aistate = get_aistate()
         if aistate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
             if system_id in aistate.needsEmergencyExploration:
                 aistate.needsEmergencyExploration.remove(system_id)
     elif system_id != fleet.nextSystemID:
         fo.issueAggressionOrder(fleet_id, False)
         start_id = FleetUtilsAI.get_fleet_system(fleet)
         dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(
             fleet_id, start_id, system_id)
         universe = fo.getUniverse()
         debug(
             "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s"
             % (fleet_id, self.ORDER_NAME, universe.getSystem(dest_id),
                universe.getSystem(system_id)))
         fo.issueFleetMoveOrder(fleet_id, dest_id)
         debug("Order issued: %s fleet: %s target: %s" %
               (self.ORDER_NAME, self.fleet, self.target))
     ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure(
         fleet_id)
     self.executed = (ships_cur_health == ships_max_health)
     return True
Exemplo n.º 2
0
    def issue_order(self):
        if not super(OrderResupply, self).issue_order():
            return
        fleet_id = self.fleet.id
        system_id = self.target.get_system().id
        fleet = self.fleet.get_object()
        if system_id not in [fleet.systemID, fleet.nextSystemID]:
            # if self.order_type == AIFleetOrderType.ORDER_MOVE:
            #     dest_id = system_id
            # else:
            # if self.order_type == AIFleetOrderType.ORDER_REPAIR:
            #     fo.issueAggressionOrder(fleet_id, False)
            start_id = FleetUtilsAI.get_fleet_system(fleet)
            dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
            print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
                fleet_id, self.ORDER_NAME,
                PlanetUtilsAI.sys_name_ids([dest_id]),
                PlanetUtilsAI.sys_name_ids([system_id]))
            fo.issueFleetMoveOrder(fleet_id, dest_id)
            print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)

        if system_id == fleet.systemID:
            if foAI.foAIstate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
                if system_id in foAI.foAIstate.needsEmergencyExploration:
                    foAI.foAIstate.needsEmergencyExploration.remove(system_id)
            self.order_issued = True
Exemplo n.º 3
0
 def issue_order(self):
     if not super(OrderResupply, self).issue_order():
         return False
     fleet_id = self.fleet.id
     system_id = self.target.get_system().id
     fleet = self.fleet.get_object()
     aistate = get_aistate()
     if system_id == fleet.systemID:
         if aistate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
             if system_id in aistate.needsEmergencyExploration:
                 aistate.needsEmergencyExploration.remove(system_id)
         return True
     if system_id != fleet.nextSystemID:
         self.executed = False
         start_id = FleetUtilsAI.get_fleet_system(fleet)
         dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(
             fleet_id, start_id, system_id)
         universe = fo.getUniverse()
         debug(
             "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s"
             % (fleet_id, self.ORDER_NAME, universe.getSystem(dest_id),
                universe.getSystem(system_id)))
         fo.issueFleetMoveOrder(fleet_id, dest_id)
         debug("Order issued: %s fleet: %s target: %s" %
               (self.ORDER_NAME, self.fleet, self.target))
     return True
Exemplo n.º 4
0
    def issue_order(self):
        if not super(OrderResupply, self).issue_order():
            return
        fleet_id = self.fleet.id
        system_id = self.target.get_system().id
        fleet = self.fleet.get_object()
        if system_id not in [fleet.systemID, fleet.nextSystemID]:
            # if self.order_type == AIFleetOrderType.ORDER_MOVE:
            #     dest_id = system_id
            # else:
            # if self.order_type == AIFleetOrderType.ORDER_REPAIR:
            #     fo.issueAggressionOrder(fleet_id, False)
            start_id = FleetUtilsAI.get_fleet_system(fleet)
            dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
            print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
                fleet_id, self.ORDER_NAME,
                PlanetUtilsAI.sys_name_ids([dest_id]),
                PlanetUtilsAI.sys_name_ids([system_id]))
            fo.issueFleetMoveOrder(fleet_id, dest_id)
            print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)

        if system_id == fleet.systemID:
            if foAI.foAIstate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
                if system_id in foAI.foAIstate.needsEmergencyExploration:
                    foAI.foAIstate.needsEmergencyExploration.remove(system_id)
            self.order_issued = True
Exemplo n.º 5
0
    def issue_order(self):
        if not super(OrderRepair, self).issue_order():
            return
        fleet_id = self.fleet.id
        system_id = self.target.get_system().id
        fleet = self.fleet.get_object()
        if system_id not in [fleet.systemID, fleet.nextSystemID]:
            fo.issueAggressionOrder(fleet_id, False)
            start_id = FleetUtilsAI.get_fleet_system(fleet)
            dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(
                fleet_id, start_id, system_id)
            universe = fo.getUniverse()
            print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
                fleet_id, self.ORDER_NAME, universe.getSystem(dest_id),
                universe.getSystem(system_id))
            fo.issueFleetMoveOrder(fleet_id, dest_id)
            print "Order issued: %s fleet: %s target: %s" % (
                self.ORDER_NAME, self.fleet, self.target)

        if system_id == fleet.systemID:
            if foAI.foAIstate.get_fleet_role(
                    fleet_id) == MissionType.EXPLORATION:
                if system_id in foAI.foAIstate.needsEmergencyExploration:
                    foAI.foAIstate.needsEmergencyExploration.remove(system_id)
            self.order_issued = True
Exemplo n.º 6
0
 def issue_order(self):
     if not super(OrderResupply, self).issue_order():
         return False
     fleet_id = self.fleet.id
     system_id = self.target.get_system().id
     fleet = self.fleet.get_object()
     if system_id == fleet.systemID:
         if foAI.foAIstate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
             if system_id in foAI.foAIstate.needsEmergencyExploration:
                 foAI.foAIstate.needsEmergencyExploration.remove(system_id)
         return True
     if system_id != fleet.nextSystemID:
         self.executed = False
         start_id = FleetUtilsAI.get_fleet_system(fleet)
         dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
         universe = fo.getUniverse()
         print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
             fleet_id, self.ORDER_NAME, universe.getSystem(dest_id), universe.getSystem(system_id))
         fo.issueFleetMoveOrder(fleet_id, dest_id)
         print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)
     return True
Exemplo n.º 7
0
 def issue_order(self):
     if not super(OrderRepair, self).issue_order():
         return False
     fleet_id = self.fleet.id
     system_id = self.target.get_system().id
     fleet = self.fleet.get_object()  # type: fo.fleet
     if system_id == fleet.systemID:
         if foAI.foAIstate.get_fleet_role(fleet_id) == MissionType.EXPLORATION:
             if system_id in foAI.foAIstate.needsEmergencyExploration:
                 foAI.foAIstate.needsEmergencyExploration.remove(system_id)
     elif system_id != fleet.nextSystemID:
         fo.issueAggressionOrder(fleet_id, False)
         start_id = FleetUtilsAI.get_fleet_system(fleet)
         dest_id = MoveUtilsAI.get_safe_path_leg_to_dest(fleet_id, start_id, system_id)
         universe = fo.getUniverse()
         print "fleet %d with order type(%s) sent to safe leg dest %s and ultimate dest %s" % (
             fleet_id, self.ORDER_NAME, universe.getSystem(dest_id), universe.getSystem(system_id))
         fo.issueFleetMoveOrder(fleet_id, dest_id)
         print "Order issued: %s fleet: %s target: %s" % (self.ORDER_NAME, self.fleet, self.target)
     ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure(fleet_id)
     self.executed = (ships_cur_health == ships_max_health)
     return True
Exemplo n.º 8
0
def assign_military_fleets_to_systems(use_fleet_id_list=None, allocations=None, round=1):
    # assign military fleets to military theater systems
    global _military_allocations
    universe = fo.getUniverse()
    if allocations is None:
        allocations = []

    doing_main = (use_fleet_id_list is None)
    aistate = get_aistate()
    if doing_main:
        aistate.misc['ReassignedFleetMissions'] = []
        base_defense_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_DEFENSE)
        unassigned_base_defense_ids = FleetUtilsAI.extract_fleet_ids_without_mission_types(base_defense_ids)
        for fleet_id in unassigned_base_defense_ids:
            fleet = universe.getFleet(fleet_id)
            if not fleet:
                continue
            sys_id = fleet.systemID
            target = TargetSystem(sys_id)
            fleet_mission = aistate.get_fleet_mission(fleet_id)
            fleet_mission.clear_fleet_orders()
            fleet_mission.clear_target()
            mission_type = MissionType.ORBITAL_DEFENSE
            fleet_mission.set_target(mission_type, target)

        all_military_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)
        if not all_military_fleet_ids:
            _military_allocations = []
            return
        avail_mil_fleet_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
        mil_needing_repair_ids, avail_mil_fleet_ids = avail_mil_needing_repair(avail_mil_fleet_ids)
        these_allocations = _military_allocations
        debug("==================================================")
        debug("Assigning military fleets")
        debug("---------------------------------")
    else:
        avail_mil_fleet_ids = list(use_fleet_id_list)
        mil_needing_repair_ids, avail_mil_fleet_ids = avail_mil_needing_repair(avail_mil_fleet_ids)
        these_allocations = allocations

    # send_for_repair(mil_needing_repair_ids) #currently, let get taken care of by AIFleetMission.generate_fleet_orders()

    # get systems to defend

    avail_mil_fleet_ids = set(avail_mil_fleet_ids)
    for sys_id, alloc, minalloc, rvp, takeAny in these_allocations:
        if not doing_main and not avail_mil_fleet_ids:
            break
        debug("Allocating for: %s", TargetSystem(sys_id))
        found_fleets = []
        found_stats = {}
        ensure_return = sys_id not in set(AIstate.colonyTargetedSystemIDs
                                          + AIstate.outpostTargetedSystemIDs
                                          + AIstate.invasionTargetedSystemIDs)
        these_fleets = FleetUtilsAI.get_fleets_for_mission(
            target_stats={'rating': alloc, 'ratingVsPlanets': rvp, 'target_system': TargetSystem(sys_id)},
            min_stats={'rating': minalloc, 'ratingVsPlanets': rvp, 'target_system': TargetSystem(sys_id)},
            cur_stats=found_stats, starting_system=sys_id, fleet_pool_set=avail_mil_fleet_ids,
            fleet_list=found_fleets, ensure_return=ensure_return)
        if not these_fleets:
            debug("Could not allocate any fleets.")
            if not found_fleets or not (FleetUtilsAI.stats_meet_reqs(found_stats, {'rating': minalloc}) or takeAny):
                if doing_main:
                    if _verbose_mil_reporting:
                        debug("NO available/suitable military allocation for system %d ( %s ) "
                              "-- requested allocation %8d, found available rating %8d in fleets %s"
                              % (sys_id, universe.getSystem(sys_id).name, minalloc,
                                 found_stats.get('rating', 0), found_fleets))
                avail_mil_fleet_ids.update(found_fleets)
                continue
            else:
                these_fleets = found_fleets
        else:
            debug("Assigning fleets %s to target %s", these_fleets, TargetSystem(sys_id))
            if doing_main and _verbose_mil_reporting:
                debug("FULL+ military allocation for system %d ( %s )"
                      " -- requested allocation %8d, got %8d with fleets %s"
                      % (sys_id, universe.getSystem(sys_id).name, alloc, found_stats.get('rating', 0), these_fleets))
        target = TargetSystem(sys_id)
        for fleet_id in these_fleets:
            fo.issueAggressionOrder(fleet_id, True)
            fleet_mission = aistate.get_fleet_mission(fleet_id)
            fleet_mission.clear_fleet_orders()
            fleet_mission.clear_target()
            if sys_id in set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + AIstate.invasionTargetedSystemIDs):
                mission_type = MissionType.SECURE
            elif state.get_empire_planets_by_system(sys_id):
                mission_type = MissionType.PROTECT_REGION
            else:
                mission_type = MissionType.MILITARY
            fleet_mission.set_target(mission_type, target)
            fleet_mission.generate_fleet_orders()
            if not doing_main:
                aistate.misc.setdefault('ReassignedFleetMissions', []).append(fleet_mission)

    if doing_main:
        debug("---------------------------------")
    last_round = 3
    last_round_name = "LastRound"
    if round <= last_round:
        # check if any fleets remain unassigned
        all_military_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)
        avail_mil_fleet_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
        allocations = []
        round += 1
        thisround = "Extras Remaining Round %d" % round if round < last_round else last_round_name
        if avail_mil_fleet_ids:
            debug("Round %s - still have available military fleets: %s", thisround, avail_mil_fleet_ids)
            allocations = get_military_fleets(mil_fleets_ids=avail_mil_fleet_ids, try_reset=False, thisround=thisround)
        if allocations:
            assign_military_fleets_to_systems(use_fleet_id_list=avail_mil_fleet_ids, allocations=allocations, round=round)
        else:
            # assign remaining fleets to nearest systems to protect.
            all_military_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)
            avail_mil_fleet_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))

            def system_score(_fid, _sys_id):
                """Helper function to rank systems by priority"""
                jump_distance = universe.jumpDistance(_fid, _sys_id)
                if get_system_local_threat(_sys_id):
                    weight = 10
                elif get_system_neighbor_threat(_sys_id):
                    weight = 3
                elif get_system_jump2_threat(_sys_id):
                    weight = 1
                else:
                    weight = 1 / max(.5, float(state.get_distance_to_enemy_supply(_sys_id)))**1.25
                return float(weight) / (jump_distance+1)

            for fid in avail_mil_fleet_ids:
                fleet = universe.getFleet(fid)
                FleetUtilsAI.get_fleet_system(fleet)
                systems = state.get_empire_planets_by_system().keys()
                if not systems:
                    continue
                sys_id = max(systems, key=lambda x: system_score(fid, x))

                debug("Assigning leftover %s to system %d "
                      "- nothing better to do.", fleet, sys_id)

                fleet_mission = aistate.get_fleet_mission(fid)
                fleet_mission.clear_fleet_orders()
                target_system = TargetSystem(sys_id)
                fleet_mission.set_target(MissionType.PROTECT_REGION, target_system)
                fleet_mission.generate_fleet_orders()