Exemplo n.º 1
0
def evaluate_invasion_planet(planet_id, empire, secure_fleet_missions, verbose=True):
    """Return the invasion value (score, troops) of a planet."""
    detail = []
    building_values = {"BLD_IMPERIAL_PALACE": 1000,
                       "BLD_CULTURE_ARCHIVES": 1000,
                       "BLD_SHIPYARD_BASE": 100,
                       "BLD_SHIPYARD_ORG_ORB_INC": 200,
                       "BLD_SHIPYARD_ORG_XENO_FAC": 200,
                       "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200,
                       "BLD_SHIPYARD_CON_NANOROBO": 300,
                       "BLD_SHIPYARD_CON_GEOINT": 400,
                       "BLD_SHIPYARD_CON_ADV_ENGINE": 1000,
                       "BLD_SHIPYARD_AST": 300,
                       "BLD_SHIPYARD_AST_REF": 1000,
                       "BLD_SHIPYARD_ENRG_SOLAR": 1500,
                       "BLD_INDUSTRY_CENTER": 500,
                       "BLD_GAS_GIANT_GEN": 200,
                       "BLD_SOL_ORB_GEN": 800,
                       "BLD_BLACK_HOLE_POW_GEN": 2000,
                       "BLD_ENCLAVE_VOID": 500,
                       "BLD_NEUTRONIUM_EXTRACTOR": 2000,
                       "BLD_NEUTRONIUM_SYNTH": 2000,
                       "BLD_NEUTRONIUM_FORGE": 1000,
                       "BLD_CONC_CAMP": 100,
                       "BLD_BIOTERROR_PROJECTOR": 1000,
                       "BLD_SHIPYARD_ENRG_COMP": 3000,
                       }
    # TODO: add more factors, as used for colonization
    universe = fo.getUniverse()
    empire_id = empire.empireID
    max_jumps = 8
    planet = universe.getPlanet(planet_id)
    if planet is None:  # TODO: exclude planets with stealth higher than empireDetection
        print "invasion AI couldn't access any info for planet id %d" % planet_id
        return [0, 0]

    sys_partial_vis_turn = universe.getVisibilityTurnsMap(planet.systemID, empire_id).get(fo.visibility.partial, -9999)
    planet_partial_vis_turn = universe.getVisibilityTurnsMap(planet_id, empire_id).get(fo.visibility.partial, -9999)

    if planet_partial_vis_turn < sys_partial_vis_turn:
        print "invasion AI couldn't get current info on planet id %d (was stealthed at last sighting)" % planet_id
        # TODO: track detection strength, order new scouting when it goes up
        return [0, 0]  # last time we had partial vis of the system, the planet was stealthed to us

    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    if not species:  # this call iterates over this Empire's available species with which it could colonize after an invasion
        planet_eval = ColonisationAI.assign_colonisation_values([planet_id], EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, None, empire, detail)
        pop_val = max(0.75*planet_eval.get(planet_id, [0])[0], ColonisationAI.evaluate_planet(planet_id, EnumsAI.AIFleetMissionType.FLEET_MISSION_OUTPOST, None, empire, detail))
    else:
        pop_val = ColonisationAI.evaluate_planet(planet_id, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, species_name, empire, detail)

    bld_tally = 0
    for bldType in [universe.getObject(bldg).buildingTypeName for bldg in planet.buildingIDs]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    p_sys_id = planet.systemID
    capitol_id = PlanetUtilsAI.get_capital()
    least_jumps_path = []
    clear_path = True
    if capitol_id:
        homeworld = universe.getPlanet(capitol_id)
        if homeworld:
            home_system_id = homeworld.systemID
            eval_system_id = planet.systemID
            if (home_system_id != -1) and (eval_system_id != -1):
                least_jumps_path = list(universe.leastJumpsPath(home_system_id, eval_system_id, empire_id))
                max_jumps = len(least_jumps_path)
    system_status = foAI.foAIstate.systemStatus.get(p_sys_id, {})
    system_fleet_treat = system_status.get('fleetThreat', 1000)
    system_monster_threat = system_status.get('monsterThreat', 0)
    sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get('planetThreat', 0)
    max_path_threat = system_fleet_treat
    mil_ship_rating = ProductionAI.cur_best_mil_ship_rating()
    for path_sys_id in least_jumps_path:
        path_leg_status = foAI.foAIstate.systemStatus.get(path_sys_id, {})
        path_leg_threat = path_leg_status.get('fleetThreat', 1000) + path_leg_status.get('monsterThreat', 0)
        if path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    troops = planet.currentMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)

    this_system = universe.getSystem(p_sys_id)
    secure_targets = [p_sys_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.target_id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != p_sys_id:
            continue
        for ai_target in mission.get_targets(EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE):
            target_obj = ai_target.target_obj
            if (target_obj is not None) and target_obj.id in secure_targets:
                system_secured = True
                break

    if verbose:
        print "invasion eval of %s %d --- maxShields %.1f -- sysFleetThreat %.1f -- sysMonsterThreat %.1f" % (
            planet.name, planet_id, planet.currentMeterValue(fo.meterType.maxShield), system_fleet_treat,
            system_monster_threat)
    supply_val = 0
    enemy_val = 0
    if planet.owner != -1:  # value in taking this away from an enemy
        enemy_val = 20 * (planet.currentMeterValue(fo.meterType.targetIndustry) + 2*planet.currentMeterValue(fo.meterType.targetResearch))
    if p_sys_id in ColonisationAI.annexable_system_ids:  # TODO: extend to rings
        supply_val = 100
    elif p_sys_id in ColonisationAI.annexable_ring1:
        supply_val = 200
    elif p_sys_id in ColonisationAI.annexable_ring2:
        supply_val = 300
    elif p_sys_id in ColonisationAI.annexable_ring3:
        supply_val = 400
    if max_path_threat > 0.5 * mil_ship_rating:
        if max_path_threat < 3 * mil_ship_rating:
            supply_val *= 0.5
        else:
            supply_val *= 0.2
        
    threat_factor = min(1, 0.2*MilitaryAI.totMilRating/(sys_total_threat+0.001))**2  # devalue invasions that would require too much military force
    build_time = 4

    planned_troops = troops if system_secured else min(troops+max_jumps+build_time, max_troops)
    if not tech_is_complete("SHP_ORG_HULL"):
        troop_cost = math.ceil(planned_troops/6.0) * (40*(1+foAI.foAIstate.shipCount * AIDependencies.SHIP_UPKEEP))
    else:
        troop_cost = math.ceil(planned_troops/6.0) * (20*(1+foAI.foAIstate.shipCount * AIDependencies.SHIP_UPKEEP))
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, pop_val+supply_val+bld_tally+enemy_val-0.8*troop_cost)
    if clear_path:
        planet_score *= 1.5
    invasion_score = [planet_score, planned_troops]
    print invasion_score, "projected Troop Cost:", troop_cost, ", threatFactor: ", threat_factor, ", planet detail ", detail, "popval, supplyval, bldval, enemyval", pop_val, supply_val, bld_tally, enemy_val
    return invasion_score
    def issue_fleet_orders(self):
        """issues AIFleetOrders which can be issued in system and moves to next one if is possible"""
        # TODO: priority
        order_completed = True
        print "--------------"
        print "Checking orders for fleet %d (on turn %d), with mission types %s" % (self.target_id, fo.currentTurn(), [AIFleetMissionType.name(mt) for mt in self.get_mission_types()])
        print "\t Full Orders are:"
        for this_order in self.orders:
            print "\t\t| %s" % this_order
        print "/t/t------"
        if AIFleetMissionType.FLEET_MISSION_INVASION in self.get_mission_types():
            self._check_retarget_invasion()
        for fleet_order in self.orders:
            print "\t| checking Order: %s" % fleet_order
            order_type = fleet_order.order_type
            if order_type in [AIFleetOrderType.ORDER_COLONISE,
                              AIFleetOrderType.ORDER_OUTPOST,
                              AIFleetOrderType.ORDER_INVADE]:  # TODO: invasion?
                if self._check_abort_mission(fleet_order):
                    print "\t\t| Aborting fleet order %s" % fleet_order
                    return
            self.check_mergers(context=str(fleet_order))
            if fleet_order.can_issue_order(verbose=True):
                if order_type == AIFleetOrderType.ORDER_MOVE and order_completed:  # only move if all other orders completed
                    print "\t\t| issuing fleet order %s" % fleet_order
                    fleet_order.issue_order()
                elif order_type not in [AIFleetOrderType.ORDER_MOVE, AIFleetOrderType.ORDER_DEFEND]:
                    print "\t\t| issuing fleet order %s" % fleet_order
                    fleet_order.issue_order()
                else:
                    print "\t\t| NOT issuing (even though can_issue) fleet order %s" % fleet_order
                print "\t\t| order status-- execution completed: %s" % fleet_order.execution_completed
                if not fleet_order.execution_completed:
                    order_completed = False
            else:  # check that we're not held up by a Big Monster
                print "\t\t| CAN'T issue fleet order %s" % fleet_order
                if order_type == AIFleetOrderType.ORDER_MOVE:
                    this_system_id = fleet_order.target.target_id
                    this_status = foAI.foAIstate.systemStatus.setdefault(this_system_id, {})
                    if this_status.get('monsterThreat', 0) > fo.currentTurn() * ProductionAI.cur_best_mil_ship_rating()/4.0:
                        first_mission = self.get_mission_types()[0] if self.get_mission_types() else AIFleetMissionType.FLEET_MISSION_INVALID
                        if (first_mission not in (AIFleetMissionType.FLEET_MISSION_ATTACK,
                                                   AIFleetMissionType.FLEET_MISSION_MILITARY,
                                                   AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                                   AIFleetMissionType.FLEET_MISSION_SECURE,
                                                   ) or
                            fleet_order != self.orders[-1]  # if this move order is not this mil fleet's final destination, and blocked by Big Monster, release and hope for more effective reassignment
                            ):
                            print "Aborting mission due to being blocked by Big Monster at system %d, threat %d"%(this_system_id, foAI.foAIstate.systemStatus[this_system_id]['monsterThreat'])
                            print "Full set of orders were:"
                            for this_order in self.orders:
                                print "\t\t %s" % this_order
                            self.clear_fleet_orders()
                            self.clear_targets(([-1] + self.get_mission_types()[:1])[-1])
                            return
            # moving to another system stops issuing all orders in system where fleet is
            # move order is also the last order in system
            if order_type == AIFleetOrderType.ORDER_MOVE:
                fleet = fo.getUniverse().getFleet(self.target_id)
                if fleet.systemID != fleet_order.target.target_id:
                    break
        else:  # went through entire order list
            if order_completed:
                print "\t| Final order is completed"
                orders = self.orders
                last_order = orders[-1] if orders else None
                universe = fo.getUniverse()

                if last_order and last_order.order_type == AIFleetOrderType.ORDER_COLONISE:
                    planet = universe.getPlanet(last_order.target.target_id)
                    sys_partial_vis_turn = dict_from_map(universe.getVisibilityTurnsMap(planet.systemID, fo.empireID())).get(fo.visibility.partial, -9999)
                    planet_partial_vis_turn = dict_from_map(universe.getVisibilityTurnsMap(planet.id, fo.empireID())).get(fo.visibility.partial, -9999)
                    if planet_partial_vis_turn == sys_partial_vis_turn and not planet.currentMeterValue(fo.meterType.population):
                        print "Potential Error: Fleet %d has tentatively completed its colonize mission but will wait to confirm population." % self.target_id
                        print "    Order details are %s" % last_order
                        print "    Order is valid: %s ; is Executed : %s; is execution completed: %s " % (last_order.is_valid(), last_order.isExecuted(), last_order.isExecutionCompleted())
                        if not last_order.is_valid():
                            source_target = last_order.fleet
                            target_target = last_order.target
                            print "        source target validity: %s; target target validity: %s " % (source_target.valid, target_target.valid)
                            if EnumsAI.TargetType.TARGET_SHIP == source_target.target_type:
                                ship_id = source_target.target_id
                                ship = universe.getShip(ship_id)
                                if not ship:
                                    print "Ship id %d not a valid ship id" % ship_id
                                print "        source target Ship (%d), species %s, can%s colonize" % (ship_id, ship.speciesName, ["not", ""][ship.canColonize])
                        return  # colonize order must not have completed yet
                clearAll = True
                last_sys_target = -1
                if last_order and last_order.order_type == AIFleetOrderType.ORDER_MILITARY:
                    last_sys_target = last_order.target.target_id
                    # if (AIFleetMissionType.FLEET_MISSION_SECURE in self.get_mission_types()) or # not doing this until decide a way to release from a SECURE mission
                    secure_targets = set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + AIstate.invasionTargetedSystemIDs + AIstate.blockadeTargetedSystemIDs)
                    if last_sys_target in secure_targets:  # consider a secure mission
                        if last_sys_target in AIstate.colonyTargetedSystemIDs:
                            secure_type = "Colony"
                        elif last_sys_target in AIstate.outpostTargetedSystemIDs:
                            secure_type = "Outpost"
                        elif last_sys_target in AIstate.invasionTargetedSystemIDs:
                            secure_type = "Invasion"
                        elif last_sys_target in AIstate.blockadeTargetedSystemIDs:
                            secure_type = "Blockade"
                        else:
                            secure_type = "Unidentified"
                        print "Fleet %d has completed initial stage of its mission to secure system %d (targeted for %s), may release a portion of ships" % (self.target_id, last_sys_target, secure_type)
                        clearAll = False
                fleet_id = self.target_id
                if clearAll:
                    if orders:
                        print "Fleet %d has completed its mission; clearing all orders and targets." % self.target_id
                        print "Full set of orders were:"
                        for this_order in orders:
                            print "\t\t %s" % this_order
                        self.clear_fleet_orders()
                        self.clear_targets(([-1] + self.get_mission_types()[:1])[-1])
                        if foAI.foAIstate.get_fleet_role(fleet_id) in (AIFleetMissionType.FLEET_MISSION_MILITARY,
                                                                       AIFleetMissionType.FLEET_MISSION_ATTACK,
                                                                       AIFleetMissionType.FLEET_MISSION_DEFEND,
                                                                       AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                                                       AIFleetMissionType.FLEET_MISSION_SECURE):
                            allocations = MilitaryAI.get_military_fleets(milFleetIDs=[fleet_id], tryReset=False, thisround="Fleet %d Reassignment" % fleet_id)
                            if allocations:
                                MilitaryAI.assign_military_fleets_to_systems(useFleetIDList=[fleet_id], allocations=allocations)
                    else:  # no orders
                        print "No Current Orders"
                else:
                    #TODO: evaluate releasing a smaller portion or none of the ships
                    system_status = foAI.foAIstate.systemStatus.setdefault(last_sys_target, {})
                    new_fleets = []
                    threat_present = (system_status.get('totalThreat', 0) != 0) or (system_status.get('neighborThreat', 0) != 0)
                    target_system = universe.getSystem(last_sys_target)
                    if not threat_present and target_system:
                        for pid in target_system.planetIDs:
                            planet = universe.getPlanet(pid)
                            if planet and planet.owner != fo.empireID() and planet.currentMeterValue(fo.meterType.maxDefense) > 0:
                                threat_present = True
                                break
                    if not threat_present:
                        print "No current threat in target system; releasing a portion of ships."
                        new_fleets = FleetUtilsAI.split_fleet(self.target_id)  # at least first stage of current task is done; release extra ships for potential other deployments
                    else:
                        print "Threat remains in target system; NOT releasing any ships."
                    new_military_fleets = []
                    for fleet_id in new_fleets:
                        if foAI.foAIstate.get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES:
                            new_military_fleets.append(fleet_id)
                    allocations = []
                    if new_military_fleets:
                        allocations = MilitaryAI.get_military_fleets(milFleetIDs=new_military_fleets, tryReset=False, thisround="Fleet Reassignment %s" % new_military_fleets)
                    if allocations:
                        MilitaryAI.assign_military_fleets_to_systems(useFleetIDList=new_military_fleets, allocations=allocations)
Exemplo n.º 3
0
def evaluate_invasion_planet(planet_id,
                             empire,
                             secure_fleet_missions,
                             verbose=True):
    """Return the invasion value (score, troops) of a planet."""
    detail = []
    building_values = {
        "BLD_IMPERIAL_PALACE": 1000,
        "BLD_CULTURE_ARCHIVES": 1000,
        "BLD_SHIPYARD_BASE": 100,
        "BLD_SHIPYARD_ORG_ORB_INC": 200,
        "BLD_SHIPYARD_ORG_XENO_FAC": 200,
        "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200,
        "BLD_SHIPYARD_CON_NANOROBO": 300,
        "BLD_SHIPYARD_CON_GEOINT": 400,
        "BLD_SHIPYARD_CON_ADV_ENGINE": 1000,
        "BLD_SHIPYARD_AST": 300,
        "BLD_SHIPYARD_AST_REF": 1000,
        "BLD_SHIPYARD_ENRG_SOLAR": 1500,
        "BLD_INDUSTRY_CENTER": 500,
        "BLD_GAS_GIANT_GEN": 200,
        "BLD_SOL_ORB_GEN": 800,
        "BLD_BLACK_HOLE_POW_GEN": 2000,
        "BLD_ENCLAVE_VOID": 500,
        "BLD_NEUTRONIUM_EXTRACTOR": 2000,
        "BLD_NEUTRONIUM_SYNTH": 2000,
        "BLD_NEUTRONIUM_FORGE": 1000,
        "BLD_CONC_CAMP": 100,
        "BLD_BIOTERROR_PROJECTOR": 1000,
        "BLD_SHIPYARD_ENRG_COMP": 3000,
    }
    # TODO: add more factors, as used for colonization
    universe = fo.getUniverse()
    empire_id = empire.empireID
    max_jumps = 8
    planet = universe.getPlanet(planet_id)
    if planet is None:  # TODO: exclude planets with stealth higher than empireDetection
        print "invasion AI couldn't access any info for planet id %d" % planet_id
        return [0, 0]

    sys_partial_vis_turn = universe.getVisibilityTurnsMap(
        planet.systemID, empire_id).get(fo.visibility.partial, -9999)
    planet_partial_vis_turn = universe.getVisibilityTurnsMap(
        planet_id, empire_id).get(fo.visibility.partial, -9999)

    if planet_partial_vis_turn < sys_partial_vis_turn:
        print "invasion AI couldn't get current info on planet id %d (was stealthed at last sighting)" % planet_id
        # TODO: track detection strength, order new scouting when it goes up
        return [
            0, 0
        ]  # last time we had partial vis of the system, the planet was stealthed to us

    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    if not species:  # this call iterates over this Empire's available species with which it could colonize after an invasion
        planet_eval = ColonisationAI.assign_colonisation_values(
            [planet_id], EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION,
            None, empire, detail)
        pop_val = max(
            0.75 * planet_eval.get(planet_id, [0])[0],
            ColonisationAI.evaluate_planet(
                planet_id, EnumsAI.AIFleetMissionType.FLEET_MISSION_OUTPOST,
                None, empire, detail))
    else:
        pop_val = ColonisationAI.evaluate_planet(
            planet_id, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION,
            species_name, empire, detail)

    bld_tally = 0
    for bldType in [
            universe.getObject(bldg).buildingTypeName
            for bldg in planet.buildingIDs
    ]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    p_sys_id = planet.systemID
    capitol_id = PlanetUtilsAI.get_capital()
    least_jumps_path = []
    clear_path = True
    if capitol_id:
        homeworld = universe.getPlanet(capitol_id)
        if homeworld:
            home_system_id = homeworld.systemID
            eval_system_id = planet.systemID
            if (home_system_id != -1) and (eval_system_id != -1):
                least_jumps_path = list(
                    universe.leastJumpsPath(home_system_id, eval_system_id,
                                            empire_id))
                max_jumps = len(least_jumps_path)
    system_status = foAI.foAIstate.systemStatus.get(p_sys_id, {})
    system_fleet_treat = system_status.get('fleetThreat', 1000)
    system_monster_threat = system_status.get('monsterThreat', 0)
    sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get(
        'planetThreat', 0)
    max_path_threat = system_fleet_treat
    mil_ship_rating = ProductionAI.cur_best_mil_ship_rating()
    for path_sys_id in least_jumps_path:
        path_leg_status = foAI.foAIstate.systemStatus.get(path_sys_id, {})
        path_leg_threat = path_leg_status.get(
            'fleetThreat', 1000) + path_leg_status.get('monsterThreat', 0)
        if path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    troops = planet.currentMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)

    this_system = universe.getSystem(p_sys_id)
    secure_targets = [p_sys_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.target_id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != p_sys_id:
            continue
        for ai_target in mission.get_targets(
                EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE):
            target_obj = ai_target.target_obj
            if (target_obj is not None) and target_obj.id in secure_targets:
                system_secured = True
                break

    if verbose:
        print "invasion eval of %s %d --- maxShields %.1f -- sysFleetThreat %.1f -- sysMonsterThreat %.1f" % (
            planet.name, planet_id,
            planet.currentMeterValue(fo.meterType.maxShield),
            system_fleet_treat, system_monster_threat)
    supply_val = 0
    enemy_val = 0
    if planet.owner != -1:  # value in taking this away from an enemy
        enemy_val = 20 * (
            planet.currentMeterValue(fo.meterType.targetIndustry) +
            2 * planet.currentMeterValue(fo.meterType.targetResearch))
    if p_sys_id in ColonisationAI.annexable_system_ids:  # TODO: extend to rings
        supply_val = 100
    elif p_sys_id in ColonisationAI.annexable_ring1:
        supply_val = 200
    elif p_sys_id in ColonisationAI.annexable_ring2:
        supply_val = 300
    elif p_sys_id in ColonisationAI.annexable_ring3:
        supply_val = 400
    if max_path_threat > 0.5 * mil_ship_rating:
        if max_path_threat < 3 * mil_ship_rating:
            supply_val *= 0.5
        else:
            supply_val *= 0.2

    threat_factor = min(
        1, 0.2 * MilitaryAI.totMilRating / (sys_total_threat + 0.001)
    )**2  # devalue invasions that would require too much military force
    build_time = 4

    planned_troops = troops if system_secured else min(
        troops + max_jumps + build_time, max_troops)
    if not tech_is_complete("SHP_ORG_HULL"):
        troop_cost = math.ceil(planned_troops / 6.0) * (
            40 * (1 + foAI.foAIstate.shipCount * AIDependencies.SHIP_UPKEEP))
    else:
        troop_cost = math.ceil(planned_troops / 6.0) * (
            20 * (1 + foAI.foAIstate.shipCount * AIDependencies.SHIP_UPKEEP))
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(
        0, pop_val + supply_val + bld_tally + enemy_val - 0.8 * troop_cost)
    if clear_path:
        planet_score *= 1.5
    invasion_score = [planet_score, planned_troops]
    print invasion_score, "projected Troop Cost:", troop_cost, ", threatFactor: ", threat_factor, ", planet detail ", detail, "popval, supplyval, bldval, enemyval", pop_val, supply_val, bld_tally, enemy_val
    return invasion_score
Exemplo n.º 4
0
def calculateMilitaryPriority():
    """calculates the demand for military ships by military targeted systems"""
    global unmetThreat

    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.get_capital()
    if capitalID is not None and capitalID != -1:
        homeworld = universe.getPlanet(capitalID)
    else:
        return 0# no capitol (not even a capitol-in-the-making), means can't produce any ships
        
    have_l1_weaps = (tech_is_complete("SHP_WEAPON_1_4") or
                     (tech_is_complete("SHP_WEAPON_1_3") and tech_is_complete("SHP_MIL_ROBO_CONT")) or
                     tech_is_complete("SHP_WEAPON_2_1") or
                     tech_is_complete("SHP_WEAPON_4_1"))
    have_l2_weaps = (tech_is_complete("SHP_WEAPON_2_3") or
                     tech_is_complete("SHP_WEAPON_4_1"))
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted',{})
        
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    targetPlanetIDs = [pid for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] + [pid for pid, pscore in foAI.foAIstate.colonisablePlanetIDs.items()[:allottedColonyTargets] ] + [pid for pid, pscore in foAI.foAIstate.colonisableOutpostIDs.items()[:allottedColonyTargets] ]

    mySystems = set( AIstate.popCtrSystemIDs ).union( AIstate.outpostSystemIDs )
    targetSystems = set( PlanetUtilsAI.get_systems(targetPlanetIDs) )

    curShipRating = ProductionAI.cur_best_mil_ship_rating()
    cSRR = curShipRating**0.5

    defense_ships_needed = 0
    currentTurn=fo.currentTurn()
    ships_needed=0
    defense_ships_needed = 0
    ships_needed_allocation = []
    for sysID in mySystems.union(targetSystems) :
        status=foAI.foAIstate.systemStatus.get( sysID, {} )
        myRating = status.get('myFleetRating', 0)
        my_defenses = status.get('mydefenses', {}).get('overall', 0)
        baseMonsterThreat = status.get('monsterThreat', 0)
        #scale monster threat so that in early - mid game big monsters don't over-drive military production
        monsterThreat = baseMonsterThreat
        if currentTurn>200:
            pass
        elif currentTurn>100:
            if baseMonsterThreat >=2000:
                monsterThreat = 2000 + (currentTurn/100.0 - 1) *(baseMonsterThreat-2000)
        elif currentTurn>30:
            if baseMonsterThreat >=2000:
                monsterThreat = 0
        else:
            if baseMonsterThreat >200:
                monsterThreat = 0
        if sysID in mySystems:
            threatRoot = status.get('fleetThreat', 0)**0.5 + 0.8*status.get('max_neighbor_threat', 0)**0.5 + 0.2*status.get('neighborThreat', 0)**0.5 + monsterThreat**0.5 + status.get('planetThreat', 0)**0.5
        else:
            threatRoot = status.get('fleetThreat', 0)**0.5 + monsterThreat**0.5 + status.get('planetThreat', 0)**0.5
        ships_needed_here = math.ceil(( max(0,   (threatRoot - (myRating**0.5 + my_defenses**0.5)))**2)/curShipRating)
        ships_needed += ships_needed_here
        ships_needed_allocation.append((sysID, ships_needed_here))
        if sysID in mySystems:
            defense_ships_needed += ships_needed_here

    scale = (75 + ProductionAI.curBestMilShipCost()) / 2.0
    #militaryPriority = int( 40 + max(0, 75*unmetThreat / curShipRating) )
    part1 = min(1*fo.currentTurn(), 40)
    part2 = max(0, int(75*ships_needed) )
    militaryPriority = part1 + part2
    #militaryPriority = min(1*fo.currentTurn(), 40) + max(0, int(scale*ships_needed))
    if not have_l1_weaps:
        militaryPriority /= 2.0
    elif not (have_l2_weaps and enemies_sighted):
        militaryPriority /= 1.5
    #print "Calculating Military Priority:  40 + 75 * unmetThreat/curShipRating \n\t  Priority: %d    \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority,  unmetThreat,  curShipRating)
    fmt_string = "Calculating Military Priority:  min(t,40) + %d * ships_needed \n\t  Priority: %d  \t ships_needed: %d \t defense_ships_needed: %d \t curShipRating: %.0f \t l1_weaps: %s \t enemies_sighted: %s"
    print fmt_string%(scale, militaryPriority, ships_needed, defense_ships_needed,  curShipRating, have_l1_weaps, enemies_sighted)
    print "Source of milship demand: ", ships_needed_allocation
    
    if foAI.foAIstate.aggression < fo.aggression.typical:
        militaryPriority *= (1.0 + foAI.foAIstate.aggression) / (1.0 + fo.aggression.typical)
    return max( militaryPriority, 0)
Exemplo n.º 5
0
def calculateMilitaryPriority():
    """calculates the demand for military ships by military targeted systems"""
    global unmetThreat

    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.get_capital()
    if capitalID is not None and capitalID != -1:
        homeworld = universe.getPlanet(capitalID)
    else:
        return 0  # no capitol (not even a capitol-in-the-making), means can't produce any ships

    have_l1_weaps = (tech_is_complete("SHP_WEAPON_1_4")
                     or (tech_is_complete("SHP_WEAPON_1_3")
                         and tech_is_complete("SHP_MIL_ROBO_CONT"))
                     or tech_is_complete("SHP_WEAPON_2_1")
                     or tech_is_complete("SHP_WEAPON_4_1"))
    have_l2_weaps = (tech_is_complete("SHP_WEAPON_2_3")
                     or tech_is_complete("SHP_WEAPON_4_1"))
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})

    allottedInvasionTargets = 1 + int(fo.currentTurn() / 25)
    targetPlanetIDs = [
        pid for pid, pscore, trp in
        AIstate.invasionTargets[:allottedInvasionTargets]
    ] + [
        pid for pid, pscore in foAI.foAIstate.colonisablePlanetIDs.items()
        [:allottedColonyTargets]
    ] + [
        pid for pid, pscore in foAI.foAIstate.colonisableOutpostIDs.items()
        [:allottedColonyTargets]
    ]

    mySystems = set(AIstate.popCtrSystemIDs).union(AIstate.outpostSystemIDs)
    targetSystems = set(PlanetUtilsAI.get_systems(targetPlanetIDs))

    curShipRating = ProductionAI.cur_best_mil_ship_rating()
    cSRR = curShipRating**0.5

    defense_ships_needed = 0
    currentTurn = fo.currentTurn()
    ships_needed = 0
    defense_ships_needed = 0
    ships_needed_allocation = []
    for sysID in mySystems.union(targetSystems):
        status = foAI.foAIstate.systemStatus.get(sysID, {})
        myRating = status.get('myFleetRating', 0)
        my_defenses = status.get('mydefenses', {}).get('overall', 0)
        baseMonsterThreat = status.get('monsterThreat', 0)
        #scale monster threat so that in early - mid game big monsters don't over-drive military production
        monsterThreat = baseMonsterThreat
        if currentTurn > 200:
            pass
        elif currentTurn > 100:
            if baseMonsterThreat >= 2000:
                monsterThreat = 2000 + (currentTurn / 100.0 -
                                        1) * (baseMonsterThreat - 2000)
        elif currentTurn > 30:
            if baseMonsterThreat >= 2000:
                monsterThreat = 0
        else:
            if baseMonsterThreat > 200:
                monsterThreat = 0
        if sysID in mySystems:
            threatRoot = status.get('fleetThreat', 0)**0.5 + 0.8 * status.get(
                'max_neighbor_threat', 0)**0.5 + 0.2 * status.get(
                    'neighborThreat',
                    0)**0.5 + monsterThreat**0.5 + status.get(
                        'planetThreat', 0)**0.5
        else:
            threatRoot = status.get('fleetThreat',
                                    0)**0.5 + monsterThreat**0.5 + status.get(
                                        'planetThreat', 0)**0.5
        ships_needed_here = math.ceil(
            (max(0, (threatRoot -
                     (myRating**0.5 + my_defenses**0.5)))**2) / curShipRating)
        ships_needed += ships_needed_here
        ships_needed_allocation.append((sysID, ships_needed_here))
        if sysID in mySystems:
            defense_ships_needed += ships_needed_here

    scale = (75 + ProductionAI.curBestMilShipCost()) / 2.0
    #militaryPriority = int( 40 + max(0, 75*unmetThreat / curShipRating) )
    part1 = min(1 * fo.currentTurn(), 40)
    part2 = max(0, int(75 * ships_needed))
    militaryPriority = part1 + part2
    #militaryPriority = min(1*fo.currentTurn(), 40) + max(0, int(scale*ships_needed))
    if not have_l1_weaps:
        militaryPriority /= 2.0
    elif not (have_l2_weaps and enemies_sighted):
        militaryPriority /= 1.5
    #print "Calculating Military Priority:  40 + 75 * unmetThreat/curShipRating \n\t  Priority: %d    \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority,  unmetThreat,  curShipRating)
    fmt_string = "Calculating Military Priority:  min(t,40) + %d * ships_needed \n\t  Priority: %d  \t ships_needed: %d \t defense_ships_needed: %d \t curShipRating: %.0f \t l1_weaps: %s \t enemies_sighted: %s"
    print fmt_string % (scale, militaryPriority, ships_needed,
                        defense_ships_needed, curShipRating, have_l1_weaps,
                        enemies_sighted)
    print "Source of milship demand: ", ships_needed_allocation

    if foAI.foAIstate.aggression < fo.aggression.typical:
        militaryPriority *= (1.0 + foAI.foAIstate.aggression) / (
            1.0 + fo.aggression.typical)
    return max(militaryPriority, 0)
Exemplo n.º 6
0
    def issue_fleet_orders(self):
        """issues AIFleetOrders which can be issued in system and moves to next one if is possible"""
        # TODO: priority
        order_completed = True
        print "--------------"
        print "Checking orders for fleet %d (on turn %d), with mission types %s" % (
            self.target_id, fo.currentTurn(),
            [AIFleetMissionType.name(mt) for mt in self.get_mission_types()])
        print "\t Full Orders are:"
        for this_order in self.orders:
            print "\t\t| %s" % this_order
        print "/t/t------"
        if AIFleetMissionType.FLEET_MISSION_INVASION in self.get_mission_types(
        ):
            self._check_retarget_invasion()
        for fleet_order in self.orders:
            print "\t| checking Order: %s" % fleet_order
            order_type = fleet_order.order_type
            if order_type in [
                    AIFleetOrderType.ORDER_COLONISE,
                    AIFleetOrderType.ORDER_OUTPOST,
                    AIFleetOrderType.ORDER_INVADE
            ]:  # TODO: invasion?
                if self._check_abort_mission(fleet_order):
                    print "\t\t| Aborting fleet order %s" % fleet_order
                    return
            self.check_mergers(context=str(fleet_order))
            if fleet_order.can_issue_order(verbose=True):
                if order_type == AIFleetOrderType.ORDER_MOVE and order_completed:  # only move if all other orders completed
                    print "\t\t| issuing fleet order %s" % fleet_order
                    fleet_order.issue_order()
                elif order_type not in [
                        AIFleetOrderType.ORDER_MOVE,
                        AIFleetOrderType.ORDER_DEFEND
                ]:
                    print "\t\t| issuing fleet order %s" % fleet_order
                    fleet_order.issue_order()
                else:
                    print "\t\t| NOT issuing (even though can_issue) fleet order %s" % fleet_order
                print "\t\t| order status-- execution completed: %s" % fleet_order.execution_completed
                if not fleet_order.execution_completed:
                    order_completed = False
            else:  # check that we're not held up by a Big Monster
                print "\t\t| CAN'T issue fleet order %s" % fleet_order
                if order_type == AIFleetOrderType.ORDER_MOVE:
                    this_system_id = fleet_order.target.target_id
                    this_status = foAI.foAIstate.systemStatus.setdefault(
                        this_system_id, {})
                    if this_status.get('monsterThreat', 0) > fo.currentTurn(
                    ) * ProductionAI.cur_best_mil_ship_rating() / 4.0:
                        first_mission = self.get_mission_types(
                        )[0] if self.get_mission_types(
                        ) else AIFleetMissionType.FLEET_MISSION_INVALID
                        if (first_mission not in (
                                AIFleetMissionType.FLEET_MISSION_ATTACK,
                                AIFleetMissionType.FLEET_MISSION_MILITARY,
                                AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                AIFleetMissionType.FLEET_MISSION_SECURE,
                        ) or fleet_order != self.orders[
                                -1]  # if this move order is not this mil fleet's final destination, and blocked by Big Monster, release and hope for more effective reassignment
                            ):
                            print "Aborting mission due to being blocked by Big Monster at system %d, threat %d" % (
                                this_system_id, foAI.foAIstate.
                                systemStatus[this_system_id]['monsterThreat'])
                            print "Full set of orders were:"
                            for this_order in self.orders:
                                print "\t\t %s" % this_order
                            self.clear_fleet_orders()
                            self.clear_targets(
                                ([-1] + self.get_mission_types()[:1])[-1])
                            return
            # moving to another system stops issuing all orders in system where fleet is
            # move order is also the last order in system
            if order_type == AIFleetOrderType.ORDER_MOVE:
                fleet = fo.getUniverse().getFleet(self.target_id)
                if fleet.systemID != fleet_order.target.target_id:
                    break
        else:  # went through entire order list
            if order_completed:
                print "\t| Final order is completed"
                orders = self.orders
                last_order = orders[-1] if orders else None
                universe = fo.getUniverse()

                if last_order and last_order.order_type == AIFleetOrderType.ORDER_COLONISE:
                    planet = universe.getPlanet(last_order.target.target_id)
                    sys_partial_vis_turn = universe.getVisibilityTurnsMap(
                        planet.systemID,
                        fo.empireID()).get(fo.visibility.partial, -9999)
                    planet_partial_vis_turn = universe.getVisibilityTurnsMap(
                        planet.id, fo.empireID()).get(fo.visibility.partial,
                                                      -9999)
                    if planet_partial_vis_turn == sys_partial_vis_turn and not planet.currentMeterValue(
                            fo.meterType.population):
                        print "Potential Error: Fleet %d has tentatively completed its colonize mission but will wait to confirm population." % self.target_id
                        print "    Order details are %s" % last_order
                        print "    Order is valid: %s ; is Executed : %s; is execution completed: %s " % (
                            last_order.is_valid(), last_order.isExecuted(),
                            last_order.isExecutionCompleted())
                        if not last_order.is_valid():
                            source_target = last_order.fleet
                            target_target = last_order.target
                            print "        source target validity: %s; target target validity: %s " % (
                                source_target.valid, target_target.valid)
                            if EnumsAI.TargetType.TARGET_SHIP == source_target.target_type:
                                ship_id = source_target.target_id
                                ship = universe.getShip(ship_id)
                                if not ship:
                                    print "Ship id %d not a valid ship id" % ship_id
                                print "        source target Ship (%d), species %s, can%s colonize" % (
                                    ship_id, ship.speciesName,
                                    ["not", ""][ship.canColonize])
                        return  # colonize order must not have completed yet
                clearAll = True
                last_sys_target = -1
                if last_order and last_order.order_type == AIFleetOrderType.ORDER_MILITARY:
                    last_sys_target = last_order.target.target_id
                    # if (AIFleetMissionType.FLEET_MISSION_SECURE in self.get_mission_types()) or # not doing this until decide a way to release from a SECURE mission
                    secure_targets = set(AIstate.colonyTargetedSystemIDs +
                                         AIstate.outpostTargetedSystemIDs +
                                         AIstate.invasionTargetedSystemIDs +
                                         AIstate.blockadeTargetedSystemIDs)
                    if last_sys_target in secure_targets:  # consider a secure mission
                        if last_sys_target in AIstate.colonyTargetedSystemIDs:
                            secure_type = "Colony"
                        elif last_sys_target in AIstate.outpostTargetedSystemIDs:
                            secure_type = "Outpost"
                        elif last_sys_target in AIstate.invasionTargetedSystemIDs:
                            secure_type = "Invasion"
                        elif last_sys_target in AIstate.blockadeTargetedSystemIDs:
                            secure_type = "Blockade"
                        else:
                            secure_type = "Unidentified"
                        print "Fleet %d has completed initial stage of its mission to secure system %d (targeted for %s), may release a portion of ships" % (
                            self.target_id, last_sys_target, secure_type)
                        clearAll = False
                fleet_id = self.target_id
                if clearAll:
                    if orders:
                        print "Fleet %d has completed its mission; clearing all orders and targets." % self.target_id
                        print "Full set of orders were:"
                        for this_order in orders:
                            print "\t\t %s" % this_order
                        self.clear_fleet_orders()
                        self.clear_targets(
                            ([-1] + self.get_mission_types()[:1])[-1])
                        if foAI.foAIstate.get_fleet_role(fleet_id) in (
                                AIFleetMissionType.FLEET_MISSION_MILITARY,
                                AIFleetMissionType.FLEET_MISSION_ATTACK,
                                AIFleetMissionType.FLEET_MISSION_DEFEND,
                                AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                AIFleetMissionType.FLEET_MISSION_SECURE):
                            allocations = MilitaryAI.get_military_fleets(
                                milFleetIDs=[fleet_id],
                                tryReset=False,
                                thisround="Fleet %d Reassignment" % fleet_id)
                            if allocations:
                                MilitaryAI.assign_military_fleets_to_systems(
                                    useFleetIDList=[fleet_id],
                                    allocations=allocations)
                    else:  # no orders
                        print "No Current Orders"
                else:
                    #TODO: evaluate releasing a smaller portion or none of the ships
                    system_status = foAI.foAIstate.systemStatus.setdefault(
                        last_sys_target, {})
                    new_fleets = []
                    threat_present = (system_status.get('totalThreat', 0) !=
                                      0) or (system_status.get(
                                          'neighborThreat', 0) != 0)
                    target_system = universe.getSystem(last_sys_target)
                    if not threat_present and target_system:
                        for pid in target_system.planetIDs:
                            planet = universe.getPlanet(pid)
                            if planet and planet.owner != fo.empireID(
                            ) and planet.currentMeterValue(
                                    fo.meterType.maxDefense) > 0:
                                threat_present = True
                                break
                    if not threat_present:
                        print "No current threat in target system; releasing a portion of ships."
                        new_fleets = FleetUtilsAI.split_fleet(
                            self.target_id
                        )  # at least first stage of current task is done; release extra ships for potential other deployments
                    else:
                        print "Threat remains in target system; NOT releasing any ships."
                    new_military_fleets = []
                    for fleet_id in new_fleets:
                        if foAI.foAIstate.get_fleet_role(
                                fleet_id) in COMBAT_MISSION_TYPES:
                            new_military_fleets.append(fleet_id)
                    allocations = []
                    if new_military_fleets:
                        allocations = MilitaryAI.get_military_fleets(
                            milFleetIDs=new_military_fleets,
                            tryReset=False,
                            thisround="Fleet Reassignment %s" %
                            new_military_fleets)
                    if allocations:
                        MilitaryAI.assign_military_fleets_to_systems(
                            useFleetIDList=new_military_fleets,
                            allocations=allocations)