Exemplo n.º 1
0
def calculateInvasionPriority():
    "calculates the demand for troop ships by opponent planets"
    global allottedInvasionTargets
    troopsPerPod=2
    empire=fo.getEmpire()
    
    if foAI.foAIstate.aggression==fo.aggression.beginner and fo.currentTurn()<150:
        return 0
    
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    totalVal= sum( [pscore for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )
    troopsNeeded= sum( [(trp+4) for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )

    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.getShipRole(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.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_INVASION)  + FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION) 
    numTroopPods =  sum([ FleetUtilsAI.countPartsFleetwide(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 = 30+ 150*max(0,  troopShipsNeeded )
    if invasionPriority < 0: 
        return 0
    if foAI.foAIstate.aggression==fo.aggression.beginner:
        return 0.5* invasionPriority
    else:
        return invasionPriority
Exemplo n.º 2
0
def sendInvasionFleets(invasionFleetIDs, evaluatedPlanets, missionType):
    "sends a list of invasion fleets to a list of planet_value_pairs"
    universe=fo.getUniverse()
    invasionPool = invasionFleetIDs[:]  #need to make a copy
    bestShip,  bestDesign,  buildChoices = ProductionAI.getBestShipInfo( EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = 2*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=5 #may actually not have any troopers available, but this num will do for now

    #sortedTargets=sorted( [  ( pscore-ptroops/2 ,  pID,  pscore,  ptroops) for pID,  pscore,  ptroops in evaluatedPlanets ] ,  reverse=True)

    invasionPool=set(invasionPool)
    for  pID,  pscore,  ptroops in evaluatedPlanets: #
        if not invasionPool: return
        planet=universe.getPlanet(pID)
        if not planet: continue
        sysID = planet.systemID
        foundFleets = []
        podsNeeded= math.ceil( (ptroops+0.05)/2.0)
        foundStats={}
        minStats= {'rating':0, 'troopPods':podsNeeded}
        targetStats={'rating':10,'troopPods':podsNeeded+1}
        theseFleets = FleetUtilsAI.getFleetsForMission(1, targetStats , minStats,   foundStats,  "",  systemsToCheck=[sysID],  systemsChecked=[], fleetPoolSet=invasionPool,   fleetList=foundFleets,  verbose=False)
        if theseFleets == []:
            if not FleetUtilsAI.statsMeetReqs(foundStats,  minStats):
                print "Insufficient invasion troop  allocation for system %d ( %s ) -- requested  %s , found %s"%(sysID,  universe.getSystem(sysID).name,  minStats,  foundStats)
                invasionPool.update( foundFleets )
                continue
            else:
                theseFleets = foundFleets
        aiTarget = AITarget.AITarget(EnumsAI.AITargetType.TARGET_PLANET, pID)
        print "assigning invasion fleets %s to target %s"%(theseFleets,  aiTarget)
        for fleetID in theseFleets:
            fleet=universe.getFleet(fleetID)
            aiFleetMission = foAI.foAIstate.getAIFleetMission(fleetID)
            aiFleetMission.clearAIFleetOrders()
            aiFleetMission.clearAITargets( (aiFleetMission.getAIMissionTypes() + [-1])[0] )
            aiFleetMission.addAITarget(missionType, aiTarget)
Exemplo n.º 3
0
def send_invasion_fleets(invasionFleetIDs, evaluatedPlanets, missionType):
    """sends a list of invasion fleets to a list of planet_value_pairs"""
    universe=fo.getUniverse()
    invasionPool = invasionFleetIDs[:]  #need to make a copy
    bestShip, bestDesign, buildChoices = ProductionAI.getBestShipInfo( EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = 2*( list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=5 #may actually not have any troopers available, but this num will do for now

    #sortedTargets=sorted( [ ( pscore-ptroops/2 , pID, pscore, ptroops) for pID, pscore, ptroops in evaluatedPlanets ] , reverse=True)

    invasionPool=set(invasionPool)
    for pID, pscore, ptroops in evaluatedPlanets: #
        if not invasionPool: return
        planet=universe.getPlanet(pID)
        if not planet: continue
        sysID = planet.systemID
        foundFleets = []
        podsNeeded= math.ceil( (ptroops+0.05)/2.0)
        foundStats={}
        minStats= {'rating':0, 'troopPods':podsNeeded}
        targetStats={'rating':10,'troopPods':podsNeeded+1}
        theseFleets = FleetUtilsAI.get_fleets_for_mission(1, targetStats , minStats, foundStats, "", systems_to_check=[sysID], systems_checked=[], fleet_pool_set=invasionPool, fleet_list=foundFleets, verbose=False)
        if not theseFleets:
            if not FleetUtilsAI.stats_meet_reqs(foundStats, minStats):
                print "Insufficient invasion troop allocation for system %d ( %s ) -- requested %s , found %s"%(sysID, universe.getSystem(sysID).name, minStats, foundStats)
                invasionPool.update( foundFleets )
                continue
            else:
                theseFleets = foundFleets
        aiTarget = AITarget.AITarget(EnumsAI.TargetType.TARGET_PLANET, pID)
        print "assigning invasion fleets %s to target %s"%(theseFleets, aiTarget)
        for fleetID in theseFleets:
            fleet=universe.getFleet(fleetID)
            aiFleetMission = foAI.foAIstate.get_fleet_mission(fleetID)
            aiFleetMission.clear_fleet_orders()
            aiFleetMission.clear_targets( (aiFleetMission.get_mission_types() + [-1])[0] )
            aiFleetMission.add_target(missionType, aiTarget)
Exemplo n.º 4
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)

    # get suppliable planets
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID
    capital_id = PlanetUtilsAI.get_capital()
    homeworld=None
    if capital_id:
        homeworld = universe.getPlanet(capital_id)
    if homeworld:
        home_system_id = homeworld.systemID
    else:
        home_system_id = -1

    fleet_suppliable_system_ids = empire.fleetSupplyableSystemIDs
    fleet_suppliable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(fleet_suppliable_system_ids)

    prime_invadable_system_ids = set(ColonisationAI.annexable_system_ids)
    prime_invadable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(prime_invadable_system_ids)

    visible_system_ids = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()

    if home_system_id != -1:
        accessible_system_ids = [sys_id for sys_id in visible_system_ids if (sys_id != -1) and universe.systemsConnected(sys_id, home_system_id, empire_id)]
    else:
        print "Invasion Warning: this empire has no identifiable homeworld, will therefor treat all visible planets as accessible."
        accessible_system_ids = visible_system_ids  # TODO: check if any troop ships still owned, use their system as home system
    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    print "Accessible Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(accessible_system_ids))
    print

    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)  # need these for unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)  # need this for natives
    print "All Visible and accessible Populated PlanetIDs (including this empire's): ", ", ".join(PlanetUtilsAI.planet_name_ids(all_populated_planets))
    print
    print "Prime Invadable Target Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(prime_invadable_system_ids))
    print

    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)

    invadable_planet_ids = set(prime_invadable_planet_ids).intersection(set(all_owned_planet_ids).union(all_populated_planets) - set(empire_owned_planet_ids))
    print "Prime Invadable PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invadable_planet_ids))

    print
    print "Current Invasion Targeted SystemIDs: ", ", ".join(PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs))
    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    invasion_targeted_planet_ids.extend(get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    print "Current Invasion Targeted PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    if not invasion_fleet_ids:
        print "Available Invasion Fleets: 0"
    else:
        print "Invasion FleetIDs: %s" % FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)

    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))
    print "Invasion Fleets Without Missions:    %s" % num_invasion_fleets
    
    invasion_timer.start("planning troop base production")
    # only do base invasions if aggression is typical or above
    reserved_troop_base_targets = []
    if foAI.foAIstate.aggression > fo.aggression.typical:
        available_pp = {}
        for el in empire.planetsWithAvailablePP:  # keys are sets of ints; data is doubles
            avail_pp = el.data()
            for pid in el.key():
                available_pp[pid] = avail_pp
        for pid in invadable_planet_ids:  # TODO: reorganize
            planet = universe.getPlanet(pid)
            if not planet: 
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = universe.getVisibilityTurnsMap(planet.systemID, empire_id).get(fo.visibility.partial, -9999)
            planet_partial_vis_turn = universe.getVisibilityTurnsMap(pid, empire_id).get(fo.visibility.partial, -9999)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                continue
            for pid2 in ColonisationAI.empire_species_systems.get(sys_id,  {}).get('pids', []):
                if available_pp.get(pid2,  0) < 2:  # TODO: improve troop base PP sufficiency determination
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2: 
                    continue
                if pid not in foAI.foAIstate.qualifyingTroopBaseTargets and planet2.speciesName in ColonisationAI.empire_ship_builders:
                    foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(pid,  [pid2,  -1])
                    break

        for pid in list(foAI.foAIstate.qualifyingTroopBaseTargets):
            planet = universe.getPlanet(pid)  # TODO: also check that still have a colony in this system that can make troops
            if planet and planet.owner == empire_id:
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]

        secure_ai_fleet_missions = foAI.foAIstate.get_fleet_missions_with_any_mission_types([EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE])
        for pid in (set(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) - set(invasion_targeted_planet_ids)):  # TODO: consider overriding standard invasion mission
            planet = universe.getPlanet(pid)
            if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1:
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add(planet.systemID)
                continue  # already building for here
            sys_id = planet.systemID
            this_sys_status = foAI.foAIstate.systemStatus.get(sys_id,  {})
            if (planet.currentMeterValue(fo.meterType.shield) > 0 and
                    this_sys_status.get('myFleetRating', 0) < 0.8 * this_sys_status.get('totalThreat', 0)):
                continue
            loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
            this_score,  p_troops = evaluate_invasion_planet(pid, empire, secure_ai_fleet_missions, False)
            best_ship, col_design, build_choices = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_ORBITAL_INVASION, loc)
            if not best_ship:
                continue
            n_bases = math.ceil((p_troops+1) / 2)  # TODO: reconsider this +1 safety factor
            retval = fo.issueEnqueueShipProductionOrder(best_ship, loc)
            print "Enqueueing %d Troop Bases at %s for %s" % (n_bases, PlanetUtilsAI.planet_name_ids([loc]), PlanetUtilsAI.planet_name_ids([pid]))
            if retval != 0:
                all_invasion_targeted_system_ids.add(planet.systemID)
                reserved_troop_base_targets.append(pid)
                foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] = loc
                fo.issueChangeProductionQuantityOrder(empire.productionQueue.size - 1, 1, int(n_bases))
                fo.issueRequeueProductionOrder(empire.productionQueue.size - 1, 0)

    invasion_timer.start("evaluating target planets")
    # TODO: check if any invasion_targeted_planet_ids need more troops assigned
    evaluated_planet_ids = list(set(invadable_planet_ids) - set(invasion_targeted_planet_ids) - set(reserved_troop_base_targets))
    print "Evaluating potential invasions, PlanetIDs: %s" % evaluated_planet_ids

    evaluated_planets = assign_invasion_values(evaluated_planet_ids, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleet_suppliable_planet_ids, empire)

    sorted_planets = [(pid, pscore % 10000, ptroops) for pid, (pscore, ptroops) in evaluated_planets.items()]
    sorted_planets.sort(key=lambda x: x[1], reverse=True)
    sorted_planets = [(pid, pscore % 10000, ptroops) for pid, pscore, ptroops in sorted_planets]

    print
    if sorted_planets:
        print "Invadable planets:\n%-6s | %-6s | %-16s | %-16s | Troops" % ('ID', 'Score', 'Name', 'Race')
        for pid, pscore, ptroops in sorted_planets:
            planet = universe.getPlanet(pid)
            if planet:
                print "%6d | %6d | %16s | %16s | %d" % (pid, pscore, planet.name, planet.speciesName, ptroops)
            else:
                print "%6d | %6d | Error: invalid planet ID" % (pid, pscore)
    else:
        print "No Invadable planets identified"

    sorted_planets = filter(lambda x: x[1] > 0, sorted_planets)
    # export opponent planets for other AI modules
    AIstate.opponentPlanetIDs = [pid for pid, _, _ in sorted_planets]
    AIstate.invasionTargets = sorted_planets

    # export invasion targeted systems for other AI modules
    AIstate.invasionTargetedSystemIDs = list(all_invasion_targeted_system_ids)
    invasion_timer.stop(section_name="evaluating %d target planets" % (len(evaluated_planet_ids)))
    invasion_timer.end()
Exemplo n.º 5
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)

    # get suppliable planets
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID
    capital_id = PlanetUtilsAI.get_capital()
    homeworld=None
    if capital_id:
        homeworld = universe.getPlanet(capital_id)
    if homeworld:
        home_system_id = homeworld.systemID
    else:
        home_system_id = -1

    fleet_suppliable_system_ids = empire.fleetSupplyableSystemIDs
    fleet_suppliable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(fleet_suppliable_system_ids)

    prime_invadable_system_ids = set(ColonisationAI.annexable_system_ids)
    prime_invadable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(prime_invadable_system_ids)

    visible_system_ids = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()

    if home_system_id != -1:
        accessible_system_ids = [sys_id for sys_id in visible_system_ids if (sys_id != -1) and universe.systemsConnected(sys_id, home_system_id, empire_id)]
    else:
        print "Invasion Warning: this empire has no identifiable homeworld, will therefor treat all visible planets as accessible."
        accessible_system_ids = visible_system_ids  # TODO: check if any troop ships still owned, use their system as home system
    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    print "Accessible Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(accessible_system_ids))
    print

    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)  # need these for unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)  # need this for natives
    print "All Visible and accessible Populated PlanetIDs (including this empire's): ", ", ".join(PlanetUtilsAI.planet_name_ids(all_populated_planets))
    print
    print "Prime Invadable Target Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(prime_invadable_system_ids))
    print

    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)

    invadable_planet_ids = set(prime_invadable_planet_ids).intersection(set(all_owned_planet_ids).union(all_populated_planets) - set(empire_owned_planet_ids))
    print "Prime Invadable PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invadable_planet_ids))

    print
    print "Current Invasion Targeted SystemIDs: ", ", ".join(PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs))
    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    invasion_targeted_planet_ids.extend(get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    print "Current Invasion Targeted PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    if not invasion_fleet_ids:
        print "Available Invasion Fleets: 0"
    else:
        print "Invasion FleetIDs: %s" % FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)

    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))
    print "Invasion Fleets Without Missions:    %s" % num_invasion_fleets
    
    invasion_timer.start("planning troop base production")
    # only do base invasions if aggression is typical or above
    reserved_troop_base_targets = []
    if foAI.foAIstate.aggression > fo.aggression.typical:
        available_pp = {}
        for el in empire.planetsWithAvailablePP:  # keys are sets of ints; data is doubles
            avail_pp = el.data()
            for pid in el.key():
                available_pp[pid] = avail_pp
        for pid in invadable_planet_ids:  # TODO: reorganize
            planet = universe.getPlanet(pid)
            if not planet: 
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = universe.getVisibilityTurnsMap(planet.systemID, empire_id).get(fo.visibility.partial, -9999)
            planet_partial_vis_turn = universe.getVisibilityTurnsMap(pid, empire_id).get(fo.visibility.partial, -9999)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                continue
            for pid2 in ColonisationAI.empire_species_systems.get(sys_id,  {}).get('pids', []):
                if available_pp.get(pid2,  0) < 2:  # TODO: improve troop base PP sufficiency determination
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2: 
                    continue
                if pid not in foAI.foAIstate.qualifyingTroopBaseTargets and planet2.speciesName in ColonisationAI.empire_ship_builders:
                    foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(pid,  [pid2,  -1])
                    break

        for pid in list(foAI.foAIstate.qualifyingTroopBaseTargets):
            planet = universe.getPlanet(pid)  # TODO: also check that still have a colony in this system that can make troops
            if planet and planet.owner == empire_id:
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]

        secure_ai_fleet_missions = foAI.foAIstate.get_fleet_missions_with_any_mission_types([EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE])
        for pid in (set(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) - set(invasion_targeted_planet_ids)):  # TODO: consider overriding standard invasion mission
            planet = universe.getPlanet(pid)
            if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1:
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add(planet.systemID)
                continue  # already building for here
            sys_id = planet.systemID
            this_sys_status = foAI.foAIstate.systemStatus.get(sys_id,  {})
            if (planet.currentMeterValue(fo.meterType.shield) > 0 and
                    this_sys_status.get('myFleetRating', 0) < 0.8 * this_sys_status.get('totalThreat', 0)):
                continue
            loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
            best_base_trooper_here = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_ORBITAL_INVASION, loc)[1]
            if best_base_trooper_here == None:  # shouldn't be possible at this point, but just to be safe
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects
            troops_per_ship = best_base_trooper_here.troopCapacity
            if not troops_per_ship:
                continue
            this_score,  p_troops = evaluate_invasion_planet(pid, empire, secure_ai_fleet_missions, False)
            best_ship, col_design, build_choices = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_ORBITAL_INVASION, loc)
            if not best_ship:
                continue
            n_bases = math.ceil((p_troops+1) / troops_per_ship)  # TODO: reconsider this +1 safety factor
            print "Invasion base planning, need %d troops at %d pership, will build %d ships." % ((p_troops+1), troops_per_ship, n_bases)
            retval = fo.issueEnqueueShipProductionOrder(best_ship, loc)
            print "Enqueueing %d Troop Bases at %s for %s" % (n_bases, PlanetUtilsAI.planet_name_ids([loc]), PlanetUtilsAI.planet_name_ids([pid]))
            if retval != 0:
                all_invasion_targeted_system_ids.add(planet.systemID)
                reserved_troop_base_targets.append(pid)
                foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] = loc
                fo.issueChangeProductionQuantityOrder(empire.productionQueue.size - 1, 1, int(n_bases))
                fo.issueRequeueProductionOrder(empire.productionQueue.size - 1, 0)

    invasion_timer.start("evaluating target planets")
    # TODO: check if any invasion_targeted_planet_ids need more troops assigned
    evaluated_planet_ids = list(set(invadable_planet_ids) - set(invasion_targeted_planet_ids) - set(reserved_troop_base_targets))
    print "Evaluating potential invasions, PlanetIDs: %s" % evaluated_planet_ids

    evaluated_planets = assign_invasion_values(evaluated_planet_ids, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleet_suppliable_planet_ids, empire)

    sorted_planets = [(pid, pscore % 10000, ptroops) for pid, (pscore, ptroops) in evaluated_planets.items()]
    sorted_planets.sort(key=lambda x: x[1], reverse=True)
    sorted_planets = [(pid, pscore % 10000, ptroops) for pid, pscore, ptroops in sorted_planets]

    print
    if sorted_planets:
        print "Invadable planets:\n%-6s | %-6s | %-16s | %-16s | Troops" % ('ID', 'Score', 'Name', 'Race')
        for pid, pscore, ptroops in sorted_planets:
            planet = universe.getPlanet(pid)
            if planet:
                print "%6d | %6d | %16s | %16s | %d" % (pid, pscore, planet.name, planet.speciesName, ptroops)
            else:
                print "%6d | %6d | Error: invalid planet ID" % (pid, pscore)
    else:
        print "No Invadable planets identified"

    sorted_planets = filter(lambda x: x[1] > 0, sorted_planets)
    # export opponent planets for other AI modules
    AIstate.opponentPlanetIDs = [pid for pid, _, _ in sorted_planets]
    AIstate.invasionTargets = sorted_planets

    # export invasion targeted systems for other AI modules
    AIstate.invasionTargetedSystemIDs = list(all_invasion_targeted_system_ids)
    invasion_timer.stop(section_name="evaluating %d target planets" % (len(evaluated_planet_ids)))
    invasion_timer.end()
Exemplo n.º 6
0
def calculateInvasionPriority():
    """calculates the demand for troop ships by opponent planets"""

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

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

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

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

    allottedInvasionTargets = 1 + int(fo.currentTurn() / 25)
    total_val = 0
    troops_needed = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets]:
        if pscore > best_colony_score:
            multiplier += 1
            total_val += 2 * pscore
        else:
            total_val += pscore
        troops_needed += trp + 4  # ToDo: This seems like it could be improved by some dynamic calculation of buffer

    if total_val == 0:
        return 0

    production_queue = empire.productionQueue
    queued_troop_capacity = 0
    for queue_index in range(0, len(production_queue)):
        element = production_queue[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)
                queued_troop_capacity += element.remaining * element.blocksize * design.troopCapacity
    _, best_design, _ = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if best_design:
        troops_per_best_ship = best_design.troopCapacity
    else:
        return 1e-6  # if we can not build troop ships, we don't want to build (non-existing) invasion ships

    # don't count troop bases hereas these cannot be redeployed after misplaning
    # troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_INVASION)\
    #                 + FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troop_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    total_troop_capacity = sum([FleetUtilsAI.count_troops_in_fleet(fid) for fid in troop_fleet_ids])
    troop_ships_needed = math.ceil(
        (troops_needed - (total_troop_capacity + queued_troop_capacity)) / troops_per_best_ship
    )

    # invasion_priority = max( 10+ 200*max(0, troop_ships_needed ) , int(0.1* total_val) )
    invasion_priority = multiplier * (30 + 150 * max(0, troop_ships_needed))
    if not ColonisationAI.colony_status.get("colonies_under_attack", []):
        if not ColonisationAI.colony_status.get("colonies_under_threat", []):
            invasion_priority *= 2.0
        else:
            invasion_priority *= 1.5
    if not enemies_sighted:
        invasion_priority *= 1.5

    if invasion_priority < 0:
        return 0
    if foAI.foAIstate.aggression == fo.aggression.beginner:
        return 0.5 * invasion_priority
    else:
        return invasion_priority
Exemplo n.º 7
0
def getInvasionFleets():
    "get invasion fleets"

    times=[]
    tasks = []
    times.append( time() )
    tasks.append("init")

    allInvasionFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extractFleetIDsWithoutMissionTypes(allInvasionFleetIDs)

    # get supplyable planets
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.getCapital()
    #capitalID = empire.capitalID
    homeworld=None
    if capitalID:
        homeworld = universe.getPlanet(capitalID)
    if homeworld:
        homeSystemID = homeworld.systemID
    else:
        speciesName = ""
        homeworldName=" no remaining homeworld "
        homeSystemID = -1

    fleetSupplyableSystemIDs = empire.fleetSupplyableSystemIDs
    fleetSupplyablePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(fleetSupplyableSystemIDs)

    primeInvadableSystemIDs = set(ColonisationAI.annexableSystemIDs)
    primeInvadablePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(primeInvadableSystemIDs)

    # get competitor planets
    exploredSystemIDs = empire.exploredSystemIDs
    exploredPlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(exploredSystemIDs)

    visibleSystemIDs = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()
    visiblePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(visibleSystemIDs)
    if homeSystemID != -1:
        accessibleSystemIDs = [sysID for sysID in visibleSystemIDs if  (sysID != -1 ) and universe.systemsConnected(sysID, homeSystemID, empireID) ]
    else:
        print "Invasion Warning: this empire has no identifiable homeworld,  will therefor treat all visible planets as accessible."
        accessibleSystemIDs = visibleSystemIDs #TODO: check if any troop ships still owned, use their system as home system
    acessiblePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(accessibleSystemIDs)
    print "Accessible Systems: " + str(PlanetUtilsAI.sysNameIDs(accessibleSystemIDs))
    print

    #allOwnedPlanetIDs = PlanetUtilsAI.getAllOwnedPlanetIDs(exploredPlanetIDs)
    allOwnedPlanetIDs = PlanetUtilsAI.getAllOwnedPlanetIDs(acessiblePlanetIDs)#need these for unpopulated outposts
    # print "All Owned and Populated PlanetIDs: " + str(allOwnedPlanetIDs)

    allPopulatedPlanets=PlanetUtilsAI.getPopulatedPlanetIDs(acessiblePlanetIDs)#need this for natives
    print "All Visible and accessible Populated PlanetIDs (including this empire's): " + str(PlanetUtilsAI.planetNameIDs(allPopulatedPlanets))
    print
    print "Prime Invadable Target Systems: " + str(PlanetUtilsAI.sysNameIDs(primeInvadableSystemIDs))
    print

    empireOwnedPlanetIDs = PlanetUtilsAI.getOwnedPlanetsByEmpire(universe.planetIDs, empireID)
    # print "Empire Owned PlanetIDs:            " + str(empireOwnedPlanetIDs)

    invadablePlanetIDs = set(primeInvadablePlanetIDs).intersection(set(allOwnedPlanetIDs).union(allPopulatedPlanets) - set(empireOwnedPlanetIDs))
    print "Prime Invadable PlanetIDs:              " + str(PlanetUtilsAI.planetNameIDs(invadablePlanetIDs))

    print ""
    print "Current Invasion Targeted SystemIDs:       " + str(PlanetUtilsAI.sysNameIDs(AIstate.invasionTargetedSystemIDs))
    invasionTargetedPlanetIDs = getInvasionTargetedPlanetIDs(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, empireID)
    invasionTargetedPlanetIDs.extend( getInvasionTargetedPlanetIDs(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION, empireID))
    allInvasionTargetedSystemIDs = set(PlanetUtilsAI.getSystems(invasionTargetedPlanetIDs))

    print "Current Invasion Targeted PlanetIDs:       " + str(PlanetUtilsAI.planetNameIDs(invasionTargetedPlanetIDs))

    invasionFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    if not invasionFleetIDs:
        print "Available Invasion Fleets:           0"
    else:
        print "Invasion FleetIDs:                 " + str(FleetUtilsAI.getEmpireFleetIDsByRole(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION))

    numInvasionFleets = len(FleetUtilsAI.extractFleetIDsWithoutMissionTypes(invasionFleetIDs))
    print "Invasion Fleets Without Missions:    " + str(numInvasionFleets)
    times.append( time() )
    tasks.append( "gathering initial info" )
    
    availablePP = {}
    for el in  empire.planetsWithAvailablePP:  #keys are sets of ints; data is doubles
        avail_pp = el.data()
        for pid in el.key():
            availablePP[pid] = avail_pp
    if len (invadablePlanetIDs) > 0:
        #print "Evaluating Troop Bases (SpaceInvaders) for %s"%(invadablePlanetIDs)
        pass
    for pid in invadablePlanetIDs: #TODO: reorganize
        planet = universe.getPlanet(pid)
        if not planet: 
            continue
        sysID = planet.systemID
        sysPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(planet.systemID,  empireID)).get(fo.visibility.partial, -9999)
        planetPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(pid,  empireID)).get(fo.visibility.partial, -9999)
        if (planetPartialVisTurn < sysPartialVisTurn):
            #print "rejecting %s due to stealth"%planet.name
            continue
        for pid2 in ColonisationAI.empireSpeciesSystems.get(sysID,  {}).get('pids', []):
            if availablePP.get(pid2,  0) < 2: #TODO: improve troop base PP sufficiency determination
                #print "rejecting %s due to insufficient avail PP"%planet.name
                break
            planet2 = universe.getPlanet(pid2)
            if not planet2: 
                continue
            if (pid not in  foAI.foAIstate.qualifyingTroopBaseTargets) and (planet2.speciesName  in ColonisationAI.empireShipBuilders):
                #print "Adding %s to Troop Bases (SpaceInvaders) potential target list, from %s"%(planet.name, planet2.name) 
                foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(pid,  [pid2,  -1])
                break

    for pid in list(foAI.foAIstate.qualifyingTroopBaseTargets):
        planet = universe.getPlanet(pid)
        if planet and planet.owner == empireID:
            del foAI.foAIstate.qualifyingTroopBaseTargets[pid]

    reserved_troop_base_targets = []
    secureAIFleetMissions = foAI.foAIstate.getAIFleetMissionsWithAnyMissionTypes([EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE])
    #print "considering possible troop bases at %s" % (foAI.foAIstate.qualifyingTroopBaseTargets.keys())
    for pid in (set(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) - set(invasionTargetedPlanetIDs)): #TODO: consider overriding standard invasion mission
        planet = universe.getPlanet(pid)
        if  foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1: 
            reserved_troop_base_targets.append(pid)
            if planet:
                allInvasionTargetedSystemIDs.add( planet.systemID )
            continue  #already building for here
        loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
        this_score,  p_troops = evaluateInvasionPlanet(pid, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleetSupplyablePlanetIDs, empire,  secureAIFleetMissions,  False)
        if  (planet.currentMeterValue(fo.meterType.shield)) > 0:
            continue
        bestShip,  colDesign,  buildChoices = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_ORBITAL_INVASION,  loc)
        if not bestShip:
            #print "Error: no troop base can be built at ",  PlanetUtilsAI.planetNameIDs([loc])
            continue
        #print "selecting  ",  PlanetUtilsAI.planetNameIDs([loc]),  " to build Orbital troop bases"
        n_bases = math.ceil((p_troops+1) / 2)#TODO: reconsider this +1 safety factor
        retval  = fo.issueEnqueueShipProductionOrder(bestShip, loc)
        print "Enqueueing %d Troop Bases at %s for %s"%( n_bases,  PlanetUtilsAI.planetNameIDs([loc]),  PlanetUtilsAI.planetNameIDs([pid]))
        if retval !=0:
            allInvasionTargetedSystemIDs.add( planet.systemID )
            reserved_troop_base_targets.append(pid)
            foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] = loc
            fo.issueChangeProductionQuantityOrder(empire.productionQueue.size -1,  1,  int(n_bases))
            res=fo.issueRequeueProductionOrder(empire.productionQueue.size -1,  0) 
    times.append( time() )
    tasks.append( "planning troop base production" )

    #TODO: check if any invasionTargetedPlanetIDs need more troops assigned
    evaluatedPlanetIDs = list(set(invadablePlanetIDs) - set(invasionTargetedPlanetIDs) - set(reserved_troop_base_targets)  ) 
    print "Evaluating potential invasions, PlanetIDs:               " + str(evaluatedPlanetIDs)

    evaluatedPlanets = assignInvasionValues(evaluatedPlanetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleetSupplyablePlanetIDs, empire)

    sortedPlanets = [(pid,  pscore,  ptroops) for (pid,  (pscore, ptroops)) in evaluatedPlanets.items() ]
    sortedPlanets.sort(lambda x, y: cmp(x[1], y[1]), reverse=True)
    sortedPlanets = [(pid,  pscore%10000,  ptroops) for (pid,  pscore, ptroops) in sortedPlanets ]
    times.append( time() )
    tasks.append( "evaluating %d target planets"%(len(evaluatedPlanetIDs)) )

    print ""
    if sortedPlanets:
        print "Invadable planets\nIDs,    ID | Score | Name           | Race             | Troops"
        for pid,  pscore,  ptroops in sortedPlanets:
            planet = universe.getPlanet(pid)
            if planet:
                print "%6d | %6d | %16s | %16s | %d"%(pid,  pscore,  planet.name,  planet.speciesName,  ptroops)
            else:
                print "%6d | %6d | Error: invalid planet ID"%(pid,  pscore)
    else:
        print "No Invadable planets identified"

    sortedPlanets = [(pid,  pscore,  ptroops) for (pid,  pscore, ptroops) in sortedPlanets  if pscore > 0]
    # export opponent planets for other AI modules
    AIstate.opponentPlanetIDs = [pid for pid, pscore, trp in sortedPlanets]
    AIstate.invasionTargets = sortedPlanets

    # export invasion targeted systems for other AI modules
    AIstate.invasionTargetedSystemIDs = list(allInvasionTargetedSystemIDs)
    times.append( time() )
    tasks.append( "total processing" )
    for t_index in range(1, len(times)-1):
        print "getInvasionFleets(): %40s took %d msec"%(tasks[t_index],  int(1000*(times[t_index]-times[t_index-1])))
    print "getInvasionFleets(): %40s took %d msec"%(tasks[-1],  int(1000*(times[-1]-times[0])))
Exemplo n.º 8
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 9
0
def get_invasion_fleets():
    """get invasion fleets"""
    invasion_timer.start("gathering initial info")

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)

    # get supplyable planets
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID
    capital_id = PlanetUtilsAI.get_capital()
    homeworld=None
    if capital_id:
        homeworld = universe.getPlanet(capital_id)
    if homeworld:
        home_system_id = homeworld.systemID
    else:
        home_system_id = -1

    fleet_supplyable_system_ids = empire.fleetSupplyableSystemIDs
    fleet_supplyable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(fleet_supplyable_system_ids)

    prime_invadable_system_ids = set(ColonisationAI.annexableSystemIDs)
    prime_invadable_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(prime_invadable_system_ids)

    visible_system_ids = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()

    if home_system_id != -1:
        accessible_system_ids = [sys_id for sys_id in visible_system_ids if (sys_id != -1 ) and universe.systemsConnected(sys_id, home_system_id, empire_id) ]
    else:
        print "Invasion Warning: this empire has no identifiable homeworld, will therefor treat all visible planets as accessible."
        accessible_system_ids = visible_system_ids #TODO: check if any troop ships still owned, use their system as home system
    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    print "Accessible Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(accessible_system_ids))
    print

    #all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(exploredPlanetIDs)
    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)#need these for unpopulated outposts
    # print "All Owned and Populated PlanetIDs: " + str(all_owned_planet_ids)

    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)#need this for natives
    print "All Visible and accessible Populated PlanetIDs (including this empire's): ", ", ".join(PlanetUtilsAI.planet_name_ids(all_populated_planets ))
    print
    print "Prime Invadable Target Systems: ", ", ".join(PlanetUtilsAI.sys_name_ids(prime_invadable_system_ids))
    print

    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
    # print "Empire Owned PlanetIDs: " + str(empire_owned_planet_ids)

    invadable_planet_ids = set(prime_invadable_planet_ids).intersection(set(all_owned_planet_ids).union(all_populated_planets ) - set(empire_owned_planet_ids))
    print "Prime Invadable PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invadable_planet_ids))

    print
    print "Current Invasion Targeted SystemIDs: ", ", ".join(PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs))
    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, empire_id)
    invasion_targeted_planet_ids.extend( get_invasion_targeted_planet_ids(universe.planetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION, empire_id))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    print "Current Invasion Targeted PlanetIDs: ", ", ".join(PlanetUtilsAI.planet_name_ids(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    if not invasion_fleet_ids:
        print "Available Invasion Fleets: 0"
    else:
        print "Invasion FleetIDs: " + str(FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION))

    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))
    print "Invasion Fleets Without Missions:    " + str(num_invasion_fleets)
    
    invasion_timer.start("planning troop base production")
    # only do base invasions if aggression is typical or above
    reserved_troop_base_targets = []
    if foAI.foAIstate.aggression > fo.aggression.typical:
        available_pp = {}
        for el in  empire.planetsWithAvailablePP:  #keys are sets of ints; data is doubles
            avail_pp = el.data()
            for pid in el.key():
                available_pp[pid] = avail_pp
        if len (invadable_planet_ids) > 0:
            #print "Evaluating Troop Bases (SpaceInvaders) for %s"%(invadable_planet_ids)
            pass
        for pid in invadable_planet_ids: #TODO: reorganize
            planet = universe.getPlanet(pid)
            if not planet: 
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = dict_from_map(universe.getVisibilityTurnsMap(planet.systemID, empire_id)).get(fo.visibility.partial, -9999)
            planet_partial_vis_turn = dict_from_map(universe.getVisibilityTurnsMap(pid, empire_id)).get(fo.visibility.partial, -9999)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                #print "rejecting %s due to stealth"%planet.name
                continue
            for pid2 in ColonisationAI.empireSpeciesSystems.get(sys_id,  {}).get('pids', []):
                if available_pp.get(pid2,  0) < 2: #TODO: improve troop base PP sufficiency determination
                    #print "rejecting %s due to insufficient avail PP"%planet.name
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2: 
                    continue
                if (pid not in  foAI.foAIstate.qualifyingTroopBaseTargets) and (planet2.speciesName  in ColonisationAI.empireShipBuilders):
                    #print "Adding %s to Troop Bases (SpaceInvaders) potential target list, from %s"%(planet.name, planet2.name) 
                    foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(pid,  [pid2,  -1])
                    break

        for pid in list(foAI.foAIstate.qualifyingTroopBaseTargets):
            planet = universe.getPlanet(pid) #TODO: also check that still have a colony in this system that can make troops
            if planet and planet.owner == empire_id:
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]

        secureAIFleetMissions = foAI.foAIstate.get_fleet_missions_with_any_mission_types([EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE])
        #print "considering possible troop bases at %s" % (foAI.foAIstate.qualifyingTroopBaseTargets.keys())
        for pid in (set(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) - set(invasion_targeted_planet_ids)): #TODO: consider overriding standard invasion mission
            planet = universe.getPlanet(pid)
            if  foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1: 
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add( planet.systemID )
                continue  #already building for here
            sys_id = planet.systemID
            this_sys_status = foAI.foAIstate.systemStatus.get( sys_id,  {} )
            if  ((planet.currentMeterValue(fo.meterType.shield) > 0) and 
                        (this_sys_status.get('myFleetRating', 0) < (0.8 * this_sys_status.get('totalThreat', 0)))):
                continue
            loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
            this_score,  p_troops = evaluate_invasion_planet(pid, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleet_supplyable_planet_ids, empire,  secureAIFleetMissions,  False)
            bestShip,  colDesign,  buildChoices = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_ORBITAL_INVASION,  loc)
            if not bestShip:
                #print "Error: no troop base can be built at ",  PlanetUtilsAI.planet_name_ids([loc])
                continue
            #print "selecting  ",  PlanetUtilsAI.planet_name_ids([loc]),  " to build Orbital troop bases"
            n_bases = math.ceil((p_troops+1) / 2)#TODO: reconsider this +1 safety factor
            retval  = fo.issueEnqueueShipProductionOrder(bestShip, loc)
            print "Enqueueing %d Troop Bases at %s for %s"%( n_bases,  PlanetUtilsAI.planet_name_ids([loc]),  PlanetUtilsAI.planet_name_ids([pid]))
            if retval !=0:
                all_invasion_targeted_system_ids.add( planet.systemID )
                reserved_troop_base_targets.append(pid)
                foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] = loc
                fo.issueChangeProductionQuantityOrder(empire.productionQueue.size -1,  1,  int(n_bases))
                res=fo.issueRequeueProductionOrder(empire.productionQueue.size -1,  0)

    invasion_timer.start("evaluating target planets")
    #TODO: check if any invasion_targeted_planet_ids need more troops assigned
    evaluatedPlanetIDs = list(set(invadable_planet_ids) - set(invasion_targeted_planet_ids) - set(reserved_troop_base_targets) )
    print "Evaluating potential invasions, PlanetIDs: " + str(evaluatedPlanetIDs)

    evaluatedPlanets = assign_invasion_values(evaluatedPlanetIDs, EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION, fleet_supplyable_planet_ids, empire)

    sortedPlanets = [(pid, pscore, ptroops) for (pid, (pscore, ptroops)) in evaluatedPlanets.items() ]
    sortedPlanets.sort(lambda x, y: cmp(x[1], y[1]), reverse=True)
    sortedPlanets = [(pid, pscore%10000, ptroops) for (pid, pscore, ptroops) in sortedPlanets ]

    print
    if sortedPlanets:
        print "Invadable planets\nIDs, ID | Score | Name | Race | Troops"
        for pid, pscore, ptroops in sortedPlanets:
            planet = universe.getPlanet(pid)
            if planet:
                print "%6d | %6d | %16s | %16s | %d"%(pid, pscore, planet.name, planet.speciesName, ptroops)
            else:
                print "%6d | %6d | Error: invalid planet ID"%(pid, pscore)
    else:
        print "No Invadable planets identified"

    sortedPlanets = [(pid, pscore, ptroops) for (pid, pscore, ptroops) in sortedPlanets if pscore > 0]
    # export opponent planets for other AI modules
    AIstate.opponentPlanetIDs = [pid for pid, pscore, trp in sortedPlanets]
    AIstate.invasionTargets = sortedPlanets

    # export invasion targeted systems for other AI modules
    AIstate.invasionTargetedSystemIDs = list(all_invasion_targeted_system_ids)
    invasion_timer.stop(section_name="evaluating %d target planets" % (len(evaluatedPlanetIDs)))
    invasion_timer.end()
Exemplo n.º 10
0
def calculateInvasionPriority():
    """calculates the demand for troop ships by opponent planets"""
    
    global allottedInvasionTargets
    if foAI.foAIstate.aggression <= fo.aggression.turtle:
        return 0
    
    empire = fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})
    multiplier = 1
    num_colonies = len(list(AIstate.popCtrIDs))
    if num_colonies > colony_growth_barrier:
        return 0.0
    
    if len(foAI.foAIstate.colonisablePlanetIDs) > 0:
        best_colony_score = max(2, foAI.foAIstate.colonisablePlanetIDs.items()[0][1][0])
    else:
        best_colony_score = 2

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

    allottedInvasionTargets = 1 + int(fo.currentTurn()/25)
    total_val = 0
    troops_needed = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets]:
        if pscore > best_colony_score:
            multiplier += 1
            total_val += 2 * pscore
        else:
            total_val += pscore
        troops_needed += trp+4  # ToDo: This seems like it could be improved by some dynamic calculation of buffer

    if total_val == 0:
        return 0

    production_queue = empire.productionQueue
    queued_troop_capacity = 0
    for queue_index in range(0, len(production_queue)):
        element = production_queue[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)
                queued_troop_capacity += element.remaining * element.blocksize * design.troopCapacity
    _, best_design, _ = ProductionAI.getBestShipInfo(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if best_design:
        troops_per_best_ship = best_design.troopCapacity
    else:
        return 1e-6  # if we can not build troop ships, we don't want to build (non-existing) invasion ships

    # don't count troop bases hereas these cannot be redeployed after misplaning
    # troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_INVASION)\
    #                 + FleetUtilsAI.get_empire_fleet_ids_by_role(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troop_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION)
    total_troop_capacity = sum([FleetUtilsAI.count_troops_in_fleet(fid) for fid in troop_fleet_ids])
    troop_ships_needed = \
        math.ceil((troops_needed - (total_troop_capacity+queued_troop_capacity)) / troops_per_best_ship)

    # invasion_priority = max( 10+ 200*max(0, troop_ships_needed ) , int(0.1* total_val) )
    invasion_priority = multiplier * (30 + 150*max(0, troop_ships_needed))
    if not ColonisationAI.colony_status.get('colonies_under_attack', []):
        if not ColonisationAI.colony_status.get('colonies_under_threat', []):
            invasion_priority *= 2.0
        else:
            invasion_priority *= 1.5
    if not enemies_sighted:
        invasion_priority *= 1.5
        
    if invasion_priority < 0:
        return 0
    if foAI.foAIstate.aggression == fo.aggression.beginner:
        return 0.5 * invasion_priority
    else:
        return invasion_priority
Exemplo n.º 11
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