Exemplo n.º 1
0
def evaluate_invasion_planet(planet_id, secure_fleet_missions, verbose=True):
    """Return the invasion value (score, troops) of a planet."""
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    detail = []

    planet = universe.getPlanet(planet_id)
    if planet is None:
        print "Invasion AI couldn't access any info for planet id %d" % planet_id
        return [0, 0]

    system_id = planet.systemID

    # by using the following instead of simply relying on stealth meter reading, can (sometimes) plan ahead even if
    # planet is temporarily shrouded by an ion storm
    predicted_detectable = EspionageAI.colony_detectable_by_empire(
        planet_id, empire_id=fo.empireID(), default_result=False)
    if not predicted_detectable:
        if get_partial_visibility_turn(planet_id) < fo.currentTurn():
            debug("InvasionAI predicts planet id %d to be stealthed" %
                  planet_id)
            return [0, 0]
        else:
            debug(
                "InvasionAI predicts planet id %d to be stealthed" %
                planet_id +
                ", but somehow have current visibity anyway, will still consider as target"
            )

    # Check if the target planet was extra-stealthed somehow its system was last viewed
    # this test below may augment the tests above, but can be thrown off by temporary combat-related sighting
    system_last_seen = get_partial_visibility_turn(planet_id)
    planet_last_seen = get_partial_visibility_turn(system_id)
    if planet_last_seen < system_last_seen:
        # TODO: track detection strength, order new scouting when it goes up
        debug(
            "Invasion AI considering planet id %d (stealthed at last view), still proceeding."
            % planet_id)

    # get a baseline evaluation of the planet as determined by ColonisationAI
    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # 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], MissionType.INVASION, None, detail)
        colony_base_value = max(
            0.75 * planet_eval.get(planet_id, [0])[0],
            ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST,
                                           None, detail))
    else:
        colony_base_value = ColonisationAI.evaluate_planet(
            planet_id, MissionType.INVASION, species_name, detail)

    # Add extra score for all buildings on the planet
    building_values = {
        "BLD_IMPERIAL_PALACE": 1000,
        "BLD_CULTURE_ARCHIVES": 1000,
        "BLD_AUTO_HISTORY_ANALYSER": 100,
        "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,
    }
    bld_tally = 0
    for bldType in [
            universe.getBuilding(bldg).buildingTypeName
            for bldg in planet.buildingIDs
    ]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    # Add extra score for unlocked techs when we conquer the species
    tech_tally = 0
    value_per_pp = 4
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(
            species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_value = value_per_pp * rp_cost
            tech_tally += tech_value
            detail.append("%s: %d" % (unlocked_tech, tech_value))

    max_jumps = 8
    capitol_id = PlanetUtilsAI.get_capital()
    least_jumps_path = []
    clear_path = True
    if capitol_id:
        homeworld = universe.getPlanet(capitol_id)
        if homeworld and homeworld.systemID != INVALID_ID and system_id != INVALID_ID:
            least_jumps_path = list(
                universe.leastJumpsPath(homeworld.systemID, system_id,
                                        empire_id))
            max_jumps = len(least_jumps_path)
    system_status = foAI.foAIstate.systemStatus.get(system_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 = MilitaryAI.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

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    troop_regen = planet.currentMeterValue(
        fo.meterType.troops) - planet.initialMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    this_system = universe.getSystem(system_id)
    secure_targets = [system_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != system_id:
            continue
        if mission.type == MissionType.SECURE:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        print("Invasion eval of %s\n"
              " - maxShields: %.1f\n"
              " - sysFleetThreat: %.1f\n"
              " - sysMonsterThreat: %.1f") % (
                  planet, planet.currentMeterValue(fo.meterType.maxShield),
                  system_fleet_treat, system_monster_threat)
    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))

    # devalue invasions that would require too much military force
    preferred_max_portion = MilitaryAI.get_preferred_max_military_portion_for_single_battle(
    )
    total_max_mil_rating = MilitaryAI.get_concentrated_tot_mil_rating()
    threat_exponent = 2  # TODO: make this a character trait; higher aggression with a lower exponent
    threat_factor = min(
        1, preferred_max_portion * total_max_mil_rating /
        (sys_total_threat + 0.001))**threat_exponent

    design_id, _, locs = ProductionAI.get_best_ship_info(
        PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(
            troops + troop_regen * (max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops + _TROOPS_SAFETY_MARGIN) /
                               6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(
            design.troopCapacity,
            CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(
            troops + troop_regen * (max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil(
            (planned_troops + _TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints,
                                              1)
    normalized_cost = max(1., normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = colony_base_value + bld_tally + tech_tally + enemy_val - cost_score
    # If the AI does have enough total miltary to attack this target, and the target is more than minimally valuable,
    # don't let the threat_factor discount the adjusted value below MIN_INVASION_SCORE +1, so that if there are no
    # other targets the AI could still pursue this one.  Otherwise, scoring pressure from
    # MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from attacking heavily
    # defended but still defeatable targets even if it has no softer targets available.
    if total_max_mil_rating > sys_total_threat and base_score > 2 * MIN_INVASION_SCORE:
        threat_factor = max(threat_factor,
                            (MIN_INVASION_SCORE + 1) / base_score)
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(
        0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        print(' - planet score: %.2f\n'
              ' - planned troops: %.2f\n'
              ' - projected troop cost: %.1f\n'
              ' - threat factor: %s\n'
              ' - planet detail: %s\n'
              ' - popval: %.1f\n'
              ' - bldval: %s\n'
              ' - enemyval: %s') % (planet_score, planned_troops, troop_cost,
                                    threat_factor, detail, colony_base_value,
                                    bld_tally, enemy_val)
    return [planet_score, planned_troops]
Exemplo n.º 2
0
def evaluate_invasion_planet(planet_id, 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_AUTO_HISTORY_ANALYSER": 100,
                       "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 = fo.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 = get_partial_visibility_turn(planet.systemID)
    planet_partial_vis_turn = get_partial_visibility_turn(planet_id)

    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 or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # 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], MissionType.INVASION, None, detail)
        pop_val = max(0.75 * planet_eval.get(planet_id, [0])[0],
                      ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST, None, detail))
    else:
        pop_val = ColonisationAI.evaluate_planet(planet_id, MissionType.INVASION, species_name, detail)

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

    tech_tally = 0
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_tally += rp_cost * 4
            detail.append("%s: %d" % (unlocked_tech, rp_cost * 4))

    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 != INVALID_ID) and (eval_system_id != INVALID_ID):
                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 = MilitaryAI.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

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    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.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != p_sys_id:
            continue
        if mission.type == MissionType.SECURE:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        print ("Invasion eval of %s\n"
               " - maxShields: %.1f\n"
               " - sysFleetThreat: %.1f\n"
               " - sysMonsterThreat: %.1f") % (
            planet, 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 state.get_systems_by_supply_tier(-1):
        supply_val = 200
    elif p_sys_id in state.get_systems_by_supply_tier(-2):
        supply_val = 300
    elif p_sys_id in state.get_systems_by_supply_tier(-3):
        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

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

    design_id, _, locs = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(design.troopCapacity,
                                                               CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1)
    normalized_cost = max(1., normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = pop_val + supply_val + bld_tally + tech_tally + enemy_val - cost_score
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        print (' - planet score: %.2f\n'
               ' - troop score: %.2f\n'
               ' - projected troop cost: %.1f\n'
               ' - threat factor: %s\n'
               ' - planet detail: %s\n'
               ' - popval: %.1f\n'
               ' - supplyval: %.1f\n'
               ' - bldval: %s\n'
               ' - enemyval: %s') % (planet_score, planned_troops, troop_cost,
                                     threat_factor, detail, pop_val, supply_val, bld_tally, enemy_val)
    return [planet_score, planned_troops]
Exemplo n.º 3
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = fo.empireID()

    home_system_id = PlanetUtilsAI.get_capital_sys_id()
    visible_system_ids = list(foAI.foAIstate.visInteriorSystemIDs) + list(
        foAI.foAIstate.visBorderSystemIDs)

    if home_system_id != INVALID_ID:
        accessible_system_ids = [
            sys_id for sys_id in visible_system_ids if (sys_id != INVALID_ID)
            and universe.systemsConnected(sys_id, home_system_id, empire_id)
        ]
    else:
        print "Warning: Empire has no identifiable homeworld; will treat all visible planets as accessible."
        # TODO: check if any troop ships owned, use their system as home system
        accessible_system_ids = visible_system_ids

    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(
        accessible_system_ids)
    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(
        acessible_planet_ids)  # includes unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(
        acessible_planet_ids)  # includes unowned natives
    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(
        universe.planetIDs)
    invadable_planet_ids = set(all_owned_planet_ids).union(
        all_populated_planets) - set(empire_owned_planet_ids)

    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(
        universe.planetIDs, MissionType.INVASION)
    invasion_targeted_planet_ids.extend(
        get_invasion_targeted_planet_ids(universe.planetIDs,
                                         MissionType.ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(
        PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(
        MissionType.INVASION)
    num_invasion_fleets = len(
        FleetUtilsAI.extract_fleet_ids_without_mission_types(
            invasion_fleet_ids))

    print "Current Invasion Targeted SystemIDs: ", PlanetUtilsAI.sys_name_ids(
        AIstate.invasionTargetedSystemIDs)
    print "Current Invasion Targeted PlanetIDs: ", PlanetUtilsAI.planet_string(
        invasion_targeted_planet_ids)
    print invasion_fleet_ids and "Invasion Fleet IDs: %s" % invasion_fleet_ids or "Available Invasion Fleets: 0"
    print "Invasion Fleets Without Missions: %s" % num_invasion_fleets

    invasion_timer.start("planning troop base production")
    reserved_troop_base_targets = []
    if foAI.foAIstate.character.may_invade_with_bases():
        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 planning base trooper invasion targets we have a two-pass system.  (1) In the first pass we consider all
        # the invasion targets and figure out which ones appear to be suitable for using base troopers against (i.e., we
        # already have a populated planet in the same system that could build base troopers) and we have at least a
        # minimal amount of PP available, and (2) in the second pass we go through the reserved base trooper target list
        # and check to make sure that there does not appear to be too much military action still needed before the
        # target is ready to be invaded, we double check that not too many base troopers would be needed, and if things
        # look clear then we queue up the base troopers on the Production Queue and keep track of where we are building
        # them, and how many; we may also disqualify and remove previously qualified targets (in case, for example,
        # we lost our base trooper source planet since it was first added to list).
        #
        # For planning and tracking base troopers under construction, we use a dictionary store in
        # foAI.foAIstate.qualifyingTroopBaseTargets, keyed by the invasion target planet ID.  We only store values
        # for invasion targets that appear likely to be suitable for base trooper use, and store a 2-item list.
        # The first item in this list is the ID of the planet where we expect to build the base troopers, and the second
        # entry initially is set to INVALID_ID (-1).  The presence of this entry in qualifyingTroopBaseTargets
        # flags this target as being reserved as a base-trooper invasion target.
        # In the second pass, if/when we actually start construction, then we modify the record, replacing that second
        # value with the ID of the planet where the troopers are actually being built.  (Right now that is always the
        # same as the source planet originally identified, but we could consider reevaluating that, or use that second
        # value to instead record how many base troopers have been queued, so that on later turns we can assess if the
        # process got delayed & perhaps more troopers need to be queued).

        secure_ai_fleet_missions = foAI.foAIstate.get_fleet_missions_with_any_mission_types(
            [MissionType.SECURE])

        # Pass 1: identify qualifying base troop invasion targets
        for pid in invadable_planet_ids:  # TODO: reorganize
            if pid in foAI.foAIstate.qualifyingTroopBaseTargets:
                continue
            planet = universe.getPlanet(pid)
            if not planet:
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = get_partial_visibility_turn(sys_id)
            planet_partial_vis_turn = get_partial_visibility_turn(pid)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                continue
            best_base_planet = INVALID_ID
            best_trooper_count = 0
            for pid2 in state.get_empire_planets_by_system(
                    sys_id, include_outposts=False):
                if available_pp.get(
                        pid2, 0
                ) < 2:  # TODO: improve troop base PP sufficiency determination
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2 or planet2.speciesName not in ColonisationAI.empire_ship_builders:
                    continue
                best_base_trooper_here = \
                    ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, pid2)[1]
                if not best_base_trooper_here:
                    continue
                troops_per_ship = best_base_trooper_here.troopCapacity
                if not troops_per_ship:
                    continue
                species_troop_grade = CombatRatingsAI.get_species_troops_grade(
                    planet2.speciesName)
                troops_per_ship = CombatRatingsAI.weight_attack_troops(
                    troops_per_ship, species_troop_grade)
                if troops_per_ship > best_trooper_count:
                    best_base_planet = pid2
                    best_trooper_count = troops_per_ship
            if best_base_planet != INVALID_ID:
                foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(
                    pid, [best_base_planet, INVALID_ID])

        # Pass 2: for each target previously identified for base troopers, check that still qualifies and
        # check how many base troopers would be needed; if reasonable then queue up the troops and record this in
        # foAI.foAIstate.qualifyingTroopBaseTargets
        for pid in foAI.foAIstate.qualifyingTroopBaseTargets.keys():
            planet = universe.getPlanet(pid)
            if planet and planet.owner == empire_id:
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]
                continue
            if pid in invasion_targeted_planet_ids:  # TODO: consider overriding standard invasion mission
                continue
            if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1:
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add(planet.systemID)
                # TODO: evaluate changes to situation, any more troops needed, etc.
                continue  # already building for here
            _, planet_troops = evaluate_invasion_planet(
                pid, secure_ai_fleet_missions, False)
            sys_id = planet.systemID
            this_sys_status = foAI.foAIstate.systemStatus.get(sys_id, {})
            troop_tally = 0
            for _fid in this_sys_status.get('myfleets', []):
                troop_tally += FleetUtilsAI.count_troops_in_fleet(_fid)
            if troop_tally > planet_troops:  # base troopers appear unneeded
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]
                continue
            if (planet.currentMeterValue(fo.meterType.shield) > 0
                    and (this_sys_status.get('myFleetRating', 0) <
                         0.8 * this_sys_status.get('totalThreat', 0)
                         or this_sys_status.get('myFleetRatingVsPlanets', 0) <
                         this_sys_status.get('planetThreat', 0))):
                # this system not secured, so ruling out invasion base troops for now
                # don't immediately delete from qualifyingTroopBaseTargets or it will be opened up for regular troops
                continue
            loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
            best_base_trooper_here = ProductionAI.get_best_ship_info(
                PriorityType.PRODUCTION_ORBITAL_INVASION, loc)[1]
            loc_planet = universe.getPlanet(loc)
            if best_base_trooper_here is None:  # shouldn't be possible at this point, but just to be safe
                warn(
                    "Could not find a suitable orbital invasion design at %s" %
                    loc_planet)
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects directly
            troops_per_ship = best_base_trooper_here.troopCapacity
            species_troop_grade = CombatRatingsAI.get_species_troops_grade(
                loc_planet.speciesName)
            troops_per_ship = CombatRatingsAI.weight_attack_troops(
                troops_per_ship, species_troop_grade)
            if not troops_per_ship:
                warn(
                    "The best orbital invasion design at %s seems not to have any troop capacity."
                    % loc_planet)
                continue
            _, col_design, build_choices = ProductionAI.get_best_ship_info(
                PriorityType.PRODUCTION_ORBITAL_INVASION, loc)
            if not col_design:
                continue
            if loc not in build_choices:
                warn(
                    'Best troop design %s can not be produced at planet with id: %s\d'
                    % (col_design, build_choices))
                continue
            n_bases = math.ceil(
                (planet_troops + 1) /
                troops_per_ship)  # TODO: reconsider this +1 safety factor
            # TODO: evaluate cost and time-to-build of best base trooper here versus cost and time-to-build-and-travel
            # for best regular trooper elsewhere
            # For now, we assume what building base troopers is best so long as either (1) we would need no more than
            # MAX_BASE_TROOPERS_POOR_INVADERS base troop ships, or (2) our base troopers have more than 1 trooper per
            # ship and we would need no more than MAX_BASE_TROOPERS_GOOD_INVADERS base troop ships
            if (n_bases <= MAX_BASE_TROOPERS_POOR_INVADERS
                    or (troops_per_ship > 1
                        and n_bases <= MAX_BASE_TROOPERS_GOOD_INVADERS)):
                print "ruling out base invasion troopers for %s due to high number (%d) required." % (
                    planet, n_bases)
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]
                continue
            print "Invasion base planning, need %d troops at %d pership, will build %d ships." % (
                (planet_troops + 1), troops_per_ship, n_bases)
            retval = fo.issueEnqueueShipProductionOrder(col_design.id, loc)
            print "Enqueueing %d Troop Bases at %s for %s" % (
                n_bases, PlanetUtilsAI.planet_string(loc),
                PlanetUtilsAI.planet_string(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))
    evaluated_planets = assign_invasion_values(evaluated_planet_ids)

    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]

    invasion_table = Table(
        [Text('Planet'),
         Float('Score'),
         Text('Species'),
         Float('Troops')],
        table_name="Potential Targets for Invasion Turn %d" % fo.currentTurn())

    for pid, pscore, ptroops in sorted_planets:
        planet = universe.getPlanet(pid)
        invasion_table.add_row([
            planet, pscore, planet and planet.speciesName or "unknown", ptroops
        ])
    info(invasion_table)

    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.stop_print_and_clear()
Exemplo n.º 4
0
def _calculate_invasion_priority():
    """Calculates the demand for troop ships by opponent planets."""
    
    global allottedInvasionTargets
    if not foAI.foAIstate.character.may_invade():
        return 0
    
    empire = fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})
    multiplier = 1
    num_colonies = len(list(AIstate.popCtrIDs))
    colony_growth_barrier = foAI.foAIstate.character.max_number_colonies()
    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

    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 == EmpireProductionTypes.BT_SHIP:
            if foAI.foAIstate.get_ship_role(element.designID) in [ShipRoleType.MILITARY_INVASION,
                                                                  ShipRoleType.BASE_INVASION]:
                design = fo.getShipDesign(element.designID)
                queued_troop_capacity += element.remaining * element.blocksize * design.troopCapacity
    _, best_design, _ = ProductionAI.get_best_ship_info(PriorityType.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 here as these cannot be redeployed after misplaning
    # troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)\
    #                 + FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_INVASION)
    troop_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.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

    return invasion_priority * foAI.foAIstate.character.invasion_priority_scaling()
Exemplo n.º 5
0
def _calculate_invasion_priority():
    """Calculates the demand for troop ships by opponent planets."""

    if not foAI.foAIstate.character.may_invade():
        return 0

    empire = fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})
    multiplier = 1
    colony_growth_barrier = foAI.foAIstate.character.max_number_colonies()
    if state.get_number_of_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

    total_val = 0
    troops_needed = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allotted_invasion_targets()]:
        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 == EmpireProductionTypes.BT_SHIP:
            if foAI.foAIstate.get_ship_role(element.designID) in [ShipRoleType.MILITARY_INVASION,
                                                                  ShipRoleType.BASE_INVASION]:
                design = fo.getShipDesign(element.designID)
                queued_troop_capacity += element.remaining * element.blocksize * design.troopCapacity
    _, best_design, _ = ProductionAI.get_best_ship_info(PriorityType.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 here as these cannot be redeployed after misplaning
    # troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)\
    #                 + FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_INVASION)
    troop_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.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

    return invasion_priority * foAI.foAIstate.character.invasion_priority_scaling()
Exemplo n.º 6
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)

    home_system_id = PlanetUtilsAI.get_capital_sys_id()
    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 "Warning: Empire has no identifiable homeworld; will treat all visible planets as accessible."
        accessible_system_ids = visible_system_ids  # TODO: check if any troop ships owned, use their system as home system

    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)  # includes unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)  # includes unowned natives
    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
    invadable_planet_ids = set(all_owned_planet_ids).union(all_populated_planets) - set(empire_owned_planet_ids)

    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.INVASION)
    invasion_targeted_planet_ids.extend(get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))

    print "Current Invasion Targeted SystemIDs: ", PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs)
    print "Current Invasion Targeted PlanetIDs: ", PlanetUtilsAI.planet_name_ids(invasion_targeted_planet_ids)
    print invasion_fleet_ids and "Invasion Fleet IDs: %s" % invasion_fleet_ids or "Available Invasion Fleets: 0"
    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 state.get_empire_inhabited_planets_by_system().get(sys_id, []):
                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([MissionType.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.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)[1]
            loc_planet = universe.getPlanet(loc)
            if best_base_trooper_here is None:  # shouldn't be possible at this point, but just to be safe
                print "Could not find a suitable orbital invasion design at %s" % loc_planet
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects directly
            troops_per_ship = best_base_trooper_here.troopCapacity
            species_troop_grade = CombatRatingsAI.get_species_troops_grade(loc_planet.speciesName)
            troops_per_ship = CombatRatingsAI.weight_attack_troops(troops_per_ship, species_troop_grade)
            if not troops_per_ship:
                print "The best orbital invasion design at %s seems not to have any troop capacity." % loc_planet
                continue
            this_score, p_troops = evaluate_invasion_planet(pid, empire, secure_ai_fleet_missions, False)
            _, col_design, build_choices = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)
            if not col_design:
                continue
            if loc not in build_choices:
                sys.stderr.write(
                    'Best troop design %s can not be produces in at planet with id: %s\d' % (col_design, build_choices)
                )
            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(col_design.id, 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))
    evaluated_planets = assign_invasion_values(evaluated_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]

    invasion_table = Table([Text('Planet'), Float('Score'), Text('Species'), Float('Troops')],
                           table_name="Potential Targets for Invasion Turn %d" % fo.currentTurn())

    for pid, pscore, ptroops in sorted_planets:
        planet = universe.getPlanet(pid)
        invasion_table.add_row([
            planet,
            pscore,
            planet and planet.speciesName or "unknown",
            ptroops
        ])
    print
    invasion_table.print_table()

    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 7
0
def evaluate_invasion_planet(planet_id, secure_fleet_missions, verbose=True):
    """Return the invasion value (score, troops) of a planet."""
    universe = fo.getUniverse()
    empire_id = fo.empireID()
    detail = []

    planet = universe.getPlanet(planet_id)
    if planet is None:
        debug("Invasion AI couldn't access any info for planet id %d" % planet_id)
        return [0, 0]

    system_id = planet.systemID

    # by using the following instead of simply relying on stealth meter reading, can (sometimes) plan ahead even if
    # planet is temporarily shrouded by an ion storm
    predicted_detectable = EspionageAI.colony_detectable_by_empire(planet_id, empire=fo.empireID(),
                                                                   default_result=False)
    if not predicted_detectable:
        if get_partial_visibility_turn(planet_id) < fo.currentTurn():
            debug("InvasionAI predicts planet id %d to be stealthed" % planet_id)
            return [0, 0]
        else:
            debug("InvasionAI predicts planet id %d to be stealthed" % planet_id +
                  ", but somehow have current visibity anyway, will still consider as target")

    # Check if the target planet was extra-stealthed somehow its system was last viewed
    # this test below may augment the tests above, but can be thrown off by temporary combat-related sighting
    system_last_seen = get_partial_visibility_turn(planet_id)
    planet_last_seen = get_partial_visibility_turn(system_id)
    if planet_last_seen < system_last_seen:
        # TODO: track detection strength, order new scouting when it goes up
        debug("Invasion AI considering planet id %d (stealthed at last view), still proceeding." % planet_id)

    # get a baseline evaluation of the planet as determined by ColonisationAI
    species_name = planet.speciesName
    species = fo.getSpecies(species_name)
    if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # 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], MissionType.INVASION, None, detail)
        colony_base_value = max(0.75 * planet_eval.get(planet_id, [0])[0],
                                ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST, None, detail))
    else:
        colony_base_value = ColonisationAI.evaluate_planet(planet_id, MissionType.INVASION, species_name, detail)

    # Add extra score for all buildings on the planet
    building_values = {"BLD_IMPERIAL_PALACE": 1000,
                       "BLD_CULTURE_ARCHIVES": 1000,
                       "BLD_AUTO_HISTORY_ANALYSER": 100,
                       "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,
                       }
    bld_tally = 0
    for bldType in [universe.getBuilding(bldg).buildingTypeName for bldg in planet.buildingIDs]:
        bval = building_values.get(bldType, 50)
        bld_tally += bval
        detail.append("%s: %d" % (bldType, bval))

    # Add extra score for unlocked techs when we conquer the species
    tech_tally = 0
    value_per_pp = 4
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_value = value_per_pp * rp_cost
            tech_tally += tech_value
            detail.append("%s: %d" % (unlocked_tech, tech_value))

    max_jumps = 8
    capitol_id = PlanetUtilsAI.get_capital()
    least_jumps_path = []
    clear_path = True
    if capitol_id:
        homeworld = universe.getPlanet(capitol_id)
        if homeworld and homeworld.systemID != INVALID_ID and system_id != INVALID_ID:
            least_jumps_path = list(universe.leastJumpsPath(homeworld.systemID, system_id, empire_id))
            max_jumps = len(least_jumps_path)
    aistate = get_aistate()
    system_status = aistate.systemStatus.get(system_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 = MilitaryAI.cur_best_mil_ship_rating()
    for path_sys_id in least_jumps_path:
        path_leg_status = aistate.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

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    troop_regen = planet.currentMeterValue(fo.meterType.troops) - planet.initialMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    this_system = universe.getSystem(system_id)
    secure_targets = [system_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != system_id:
            continue
        if mission.type in [MissionType.SECURE, MissionType.MILITARY]:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        debug("Invasion eval of %s\n"
              " - maxShields: %.1f\n"
              " - sysFleetThreat: %.1f\n"
              " - sysMonsterThreat: %.1f",
              planet, planet.currentMeterValue(fo.meterType.maxShield), system_fleet_treat, system_monster_threat)
    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))

    # devalue invasions that would require too much military force
    preferred_max_portion = MilitaryAI.get_preferred_max_military_portion_for_single_battle()
    total_max_mil_rating = MilitaryAI.get_concentrated_tot_mil_rating()
    threat_exponent = 2  # TODO: make this a character trait; higher aggression with a lower exponent
    threat_factor = min(1, preferred_max_portion * total_max_mil_rating/(sys_total_threat+0.001))**threat_exponent

    design_id, _, locs = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(troops + troop_regen*(max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(design.troopCapacity,
                                                               CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(troops + troop_regen*(max_jumps + build_time), max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1)
    normalized_cost = max(1., normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = colony_base_value + bld_tally + tech_tally + enemy_val - cost_score
    # If the AI does have enough total miltary to attack this target, and the target is more than minimally valuable,
    # don't let the threat_factor discount the adjusted value below MIN_INVASION_SCORE +1, so that if there are no
    # other targets the AI could still pursue this one.  Otherwise, scoring pressure from
    # MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from attacking heavily
    # defended but still defeatable targets even if it has no softer targets available.
    if total_max_mil_rating > sys_total_threat and base_score > 2 * MIN_INVASION_SCORE:
        threat_factor = max(threat_factor, (MIN_INVASION_SCORE + 1)/base_score)
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        debug(' - planet score: %.2f\n'
              ' - planned troops: %.2f\n'
              ' - projected troop cost: %.1f\n'
              ' - threat factor: %s\n'
              ' - planet detail: %s\n'
              ' - popval: %.1f\n'
              ' - bldval: %s\n'
              ' - enemyval: %s',
              planet_score, planned_troops, troop_cost, threat_factor, detail, colony_base_value, bld_tally, enemy_val)
        debug(' - system secured: %s' % system_secured)
    return [planet_score, planned_troops]
Exemplo n.º 8
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = fo.empireID()

    home_system_id = PlanetUtilsAI.get_capital_sys_id()
    aistate = get_aistate()
    visible_system_ids = list(aistate.visInteriorSystemIDs) + list(aistate.visBorderSystemIDs)

    if home_system_id != INVALID_ID:
        accessible_system_ids = [sys_id for sys_id in visible_system_ids if
                                 (sys_id != INVALID_ID) and universe.systemsConnected(sys_id, home_system_id,
                                                                                      empire_id)]
    else:
        debug("Empire has no identifiable homeworld; will treat all visible planets as accessible.")
        # TODO: check if any troop ships owned, use their system as home system
        accessible_system_ids = visible_system_ids

    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)  # includes unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)  # includes unowned natives
    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
    invadable_planet_ids = set(all_owned_planet_ids).union(all_populated_planets) - set(empire_owned_planet_ids)

    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.INVASION)
    invasion_targeted_planet_ids.extend(
        get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))

    debug("Current Invasion Targeted SystemIDs: %s" % PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs))
    debug("Current Invasion Targeted PlanetIDs: %s" % PlanetUtilsAI.planet_string(invasion_targeted_planet_ids))
    debug(invasion_fleet_ids and "Invasion Fleet IDs: %s" % invasion_fleet_ids or "Available Invasion Fleets: 0")
    debug("Invasion Fleets Without Missions: %s" % num_invasion_fleets)

    invasion_timer.start("planning troop base production")
    reserved_troop_base_targets = []
    if aistate.character.may_invade_with_bases():
        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 planning base trooper invasion targets we have a two-pass system.  (1) In the first pass we consider all
        # the invasion targets and figure out which ones appear to be suitable for using base troopers against (i.e., we
        # already have a populated planet in the same system that could build base troopers) and we have at least a
        # minimal amount of PP available, and (2) in the second pass we go through the reserved base trooper target list
        # and check to make sure that there does not appear to be too much military action still needed before the
        # target is ready to be invaded, we double check that not too many base troopers would be needed, and if things
        # look clear then we queue up the base troopers on the Production Queue and keep track of where we are building
        # them, and how many; we may also disqualify and remove previously qualified targets (in case, for example,
        # we lost our base trooper source planet since it was first added to list).
        #
        # For planning and tracking base troopers under construction, we use a dictionary store in
        # get_aistate().qualifyingTroopBaseTargets, keyed by the invasion target planet ID.  We only store values
        # for invasion targets that appear likely to be suitable for base trooper use, and store a 2-item list.
        # The first item in this list is the ID of the planet where we expect to build the base troopers, and the second
        # entry initially is set to INVALID_ID (-1).  The presence of this entry in qualifyingTroopBaseTargets
        # flags this target as being reserved as a base-trooper invasion target.
        # In the second pass, if/when we actually start construction, then we modify the record, replacing that second
        # value with the ID of the planet where the troopers are actually being built.  (Right now that is always the
        # same as the source planet originally identified, but we could consider reevaluating that, or use that second
        # value to instead record how many base troopers have been queued, so that on later turns we can assess if the
        # process got delayed & perhaps more troopers need to be queued).
        secure_ai_fleet_missions = aistate.get_fleet_missions_with_any_mission_types([MissionType.SECURE,
                                                                                      MissionType.MILITARY])

        # Pass 1: identify qualifying base troop invasion targets
        for pid in invadable_planet_ids:  # TODO: reorganize
            if pid in aistate.qualifyingTroopBaseTargets:
                continue
            planet = universe.getPlanet(pid)
            if not planet:
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = get_partial_visibility_turn(sys_id)
            planet_partial_vis_turn = get_partial_visibility_turn(pid)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                continue
            best_base_planet = INVALID_ID
            best_trooper_count = 0
            for pid2 in state.get_empire_planets_by_system(sys_id, include_outposts=False):
                if available_pp.get(pid2, 0) < 2:  # TODO: improve troop base PP sufficiency determination
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2 or planet2.speciesName not in ColonisationAI.empire_ship_builders:
                    continue
                best_base_trooper_here = \
                    ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, pid2)[1]
                if not best_base_trooper_here:
                    continue
                troops_per_ship = best_base_trooper_here.troopCapacity
                if not troops_per_ship:
                    continue
                species_troop_grade = CombatRatingsAI.get_species_troops_grade(planet2.speciesName)
                troops_per_ship = CombatRatingsAI.weight_attack_troops(troops_per_ship, species_troop_grade)
                if troops_per_ship > best_trooper_count:
                    best_base_planet = pid2
                    best_trooper_count = troops_per_ship
            if best_base_planet != INVALID_ID:
                aistate.qualifyingTroopBaseTargets.setdefault(pid, [best_base_planet, INVALID_ID])

        # Pass 2: for each target previously identified for base troopers, check that still qualifies and
        # check how many base troopers would be needed; if reasonable then queue up the troops and record this in
        # get_aistate().qualifyingTroopBaseTargets
        for pid in aistate.qualifyingTroopBaseTargets.keys():
            planet = universe.getPlanet(pid)
            if planet and planet.owner == empire_id:
                del aistate.qualifyingTroopBaseTargets[pid]
                continue
            if pid in invasion_targeted_planet_ids:  # TODO: consider overriding standard invasion mission
                continue
            if aistate.qualifyingTroopBaseTargets[pid][1] != -1:
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add(planet.systemID)
                # TODO: evaluate changes to situation, any more troops needed, etc.
                continue  # already building for here
            _, planet_troops = evaluate_invasion_planet(pid, secure_ai_fleet_missions, True)
            sys_id = planet.systemID
            this_sys_status = aistate.systemStatus.get(sys_id, {})
            troop_tally = 0
            for _fid in this_sys_status.get('myfleets', []):
                troop_tally += FleetUtilsAI.count_troops_in_fleet(_fid)
            if troop_tally > planet_troops:  # base troopers appear unneeded
                del aistate.qualifyingTroopBaseTargets[pid]
                continue
            if (planet.currentMeterValue(fo.meterType.shield) > 0 and
                    (this_sys_status.get('myFleetRating', 0) < 0.8 * this_sys_status.get('totalThreat', 0) or
                     this_sys_status.get('myFleetRatingVsPlanets', 0) < this_sys_status.get('planetThreat', 0))):
                # this system not secured, so ruling out invasion base troops for now
                # don't immediately delete from qualifyingTroopBaseTargets or it will be opened up for regular troops
                continue
            loc = aistate.qualifyingTroopBaseTargets[pid][0]
            best_base_trooper_here = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)[1]
            loc_planet = universe.getPlanet(loc)
            if best_base_trooper_here is None:  # shouldn't be possible at this point, but just to be safe
                warn("Could not find a suitable orbital invasion design at %s" % loc_planet)
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects directly
            troops_per_ship = best_base_trooper_here.troopCapacity
            species_troop_grade = CombatRatingsAI.get_species_troops_grade(loc_planet.speciesName)
            troops_per_ship = CombatRatingsAI.weight_attack_troops(troops_per_ship, species_troop_grade)
            if not troops_per_ship:
                warn("The best orbital invasion design at %s seems not to have any troop capacity." % loc_planet)
                continue
            _, col_design, build_choices = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION,
                                                                           loc)
            if not col_design:
                continue
            if loc not in build_choices:
                warn('Best troop design %s can not be produced at planet with id: %s\d' % (col_design, build_choices))
                continue
            n_bases = math.ceil((planet_troops + 1) / troops_per_ship)  # TODO: reconsider this +1 safety factor
            # TODO: evaluate cost and time-to-build of best base trooper here versus cost and time-to-build-and-travel
            # for best regular trooper elsewhere
            # For now, we assume what building base troopers is best so long as either (1) we would need no more than
            # MAX_BASE_TROOPERS_POOR_INVADERS base troop ships, or (2) our base troopers have more than 1 trooper per
            # ship and we would need no more than MAX_BASE_TROOPERS_GOOD_INVADERS base troop ships
            if (n_bases > MAX_BASE_TROOPERS_POOR_INVADERS or
                    (troops_per_ship > 1 and n_bases > MAX_BASE_TROOPERS_GOOD_INVADERS)):
                debug("ruling out base invasion troopers for %s due to high number (%d) required." % (planet, n_bases))
                del aistate.qualifyingTroopBaseTargets[pid]
                continue
            debug("Invasion base planning, need %d troops at %d per ship, will build %d ships." % (
                (planet_troops + 1), troops_per_ship, n_bases))
            retval = fo.issueEnqueueShipProductionOrder(col_design.id, loc)
            debug("Enqueueing %d Troop Bases at %s for %s" % (n_bases, PlanetUtilsAI.planet_string(loc),
                                                              PlanetUtilsAI.planet_string(pid)))
            if retval != 0:
                all_invasion_targeted_system_ids.add(planet.systemID)
                reserved_troop_base_targets.append(pid)
                aistate.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))
    evaluated_planets = assign_invasion_values(evaluated_planet_ids)

    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]

    invasion_table = Table([Text('Planet'), Float('Score'), Text('Species'), Float('Troops')],
                           table_name="Potential Targets for Invasion Turn %d" % fo.currentTurn())

    for pid, pscore, ptroops in sorted_planets:
        planet = universe.getPlanet(pid)
        invasion_table.add_row([
            planet,
            pscore,
            planet and planet.speciesName or "unknown",
            ptroops
        ])
    info(invasion_table)

    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.stop_print_and_clear()
Exemplo n.º 9
0
def get_invasion_fleets():
    invasion_timer.start("gathering initial info")

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(
        MissionType.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, MissionType.INVASION)
    invasion_targeted_planet_ids.extend(
        get_invasion_targeted_planet_ids(universe.planetIDs,
                                         MissionType.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(
        MissionType.INVASION)
    if not invasion_fleet_ids:
        print "Available Invasion Fleets: 0"
    else:
        print "Invasion FleetIDs: %s" % FleetUtilsAI.get_empire_fleet_ids_by_role(
            MissionType.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(
            [MissionType.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.get_best_ship_info(
                PriorityType.PRODUCTION_ORBITAL_INVASION, loc)[1]
            loc_planet = universe.getPlanet(loc)
            if best_base_trooper_here is None:  # shouldn't be possible at this point, but just to be safe
                print "Could not find a suitable orbital invasion design at %s" % loc_planet
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects directly
            troops_per_ship = best_base_trooper_here.troopCapacity
            _, _, species_troop_grade = foAI.foAIstate.get_piloting_grades(
                loc_planet.speciesName)
            troops_per_ship = foAI.foAIstate.weight_attack_troops(
                troops_per_ship, species_troop_grade)
            if not troops_per_ship:
                print "The best orbital invasion design at %s seems not to have any troop capacity." % loc_planet
                continue
            this_score, p_troops = evaluate_invasion_planet(
                pid, empire, secure_ai_fleet_missions, False)
            _, col_design, build_choices = ProductionAI.get_best_ship_info(
                PriorityType.PRODUCTION_ORBITAL_INVASION, loc)
            if not col_design:
                continue
            if loc not in build_choices:
                sys.stderr.write(
                    'Best troop design %s can not be produces in at planet with id: %s\d'
                    % (col_design, build_choices))
            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(col_design.id, 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, 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 10
0
def evaluate_invasion_planet(planet_id, 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_AUTO_HISTORY_ANALYSER": 100,
                       "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 = fo.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 or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
        # 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], MissionType.INVASION, None, detail)
        pop_val = max(0.75 * planet_eval.get(planet_id, [0])[0],
                      ColonisationAI.evaluate_planet(planet_id, MissionType.OUTPOST, None, detail))
    else:
        pop_val = ColonisationAI.evaluate_planet(planet_id, MissionType.INVASION, species_name, detail)

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

    tech_tally = 0
    for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(species_name, []):
        if not tech_is_complete(unlocked_tech):
            rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
            tech_tally += rp_cost * 4
            detail.append("%s: %d" % (unlocked_tech, rp_cost * 4))

    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 != INVALID_ID) and (eval_system_id != INVALID_ID):
                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 = MilitaryAI.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

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    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.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != p_sys_id:
            continue
        if mission.type == MissionType.SECURE:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        print ("Invasion eval of %s\n"
               " - maxShields: %.1f\n"
               " - sysFleetThreat: %.1f\n"
               " - sysMonsterThreat: %.1f") % (
            planet, 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.get_tot_mil_rating()/(sys_total_threat+0.001))**2  # devalue invasions that would require too much military force

    design_id, _, locs = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(design.troopCapacity,
                                                               CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1)
    normalized_cost = max(1, normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = pop_val + supply_val + bld_tally + tech_tally + enemy_val - cost_score
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        print (' - planet score: %.2f\n'
               ' - troop score: %.2f\n'
               ' - projected troop cost: %.1f\n'
               ' - threat factor: %s\n'
               ' - planet detail: %s\n'
               ' - popval: %.1f\n'
               ' - supplyval: %.1f\n'
               ' - bldval: %s\n'
               ' - enemyval: %s') % (planet_score, planned_troops, troop_cost,
                                     threat_factor, detail, pop_val, supply_val, bld_tally, enemy_val)
    return [planet_score, planned_troops]