Exemplo n.º 1
0
def assess_ship_design_role(design):
    parts = [fo.getPartType(partname) for partname in design.parts if partname and fo.getPartType(partname)]

    if any(p.partClass == fo.shipPartClass.colony and p.capacity == 0 for p in parts):
        if design.speed > 0:
            return ShipRoleType.CIVILIAN_OUTPOST
        else:
            return ShipRoleType.BASE_OUTPOST

    if any(p.partClass == fo.shipPartClass.colony and p.capacity > 0 for p in parts):
        if design.speed > 0:
            return ShipRoleType.CIVILIAN_COLONISATION
        else:
            return ShipRoleType.BASE_COLONISATION

    if any(p.partClass == fo.shipPartClass.troops for p in parts):
        if design.speed > 0:
            return ShipRoleType.MILITARY_INVASION
        else:
            return ShipRoleType.BASE_INVASION

    if design.speed == 0:
        if not parts or parts[0].partClass == fo.shipPartClass.shields:  # ToDo: Update logic for new ship designs
            return ShipRoleType.BASE_DEFENSE
        else:
            return ShipRoleType.INVALID

    stats = foAI.foAIstate.get_design_id_stats(design.id)
    rating = stats['attack'] * (stats['structure'] + stats['shields'])
    if rating > 0:  # positive attack stat
        return ShipRoleType.MILITARY
    if any(p.partClass == fo.shipPartClass.detection for p in parts):
        return ShipRoleType.CIVILIAN_EXPLORATION
    else:   # if no suitable role found, use as (bad) scout as it still has inherent detection
        return ShipRoleType.CIVILIAN_EXPLORATION
Exemplo n.º 2
0
def assess_ship_design_role(design):
    parts = [fo.getPartType(partname) for partname in design.parts if partname and fo.getPartType(partname)]

    if any(p.partClass == fo.shipPartClass.colony and p.capacity == 0 for p in parts):
        if design.speed > 0:
            return AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_OUTPOST

    if any(p.partClass == fo.shipPartClass.colony and p.capacity > 0 for p in parts):
        if design.speed > 0:
            return AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_COLONISATION

    if any(p.partClass == fo.shipPartClass.troops for p in parts):
        if design.speed > 0:
            return AIShipRoleType.SHIP_ROLE_MILITARY_INVASION
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_INVASION

    if design.speed == 0:
        if not parts or parts[0].partClass == fo.shipPartClass.shields:  # ToDo: Update logic for new ship designs
            return AIShipRoleType.SHIP_ROLE_BASE_DEFENSE
        else:
            return AIShipRoleType.SHIP_ROLE_INVALID

    stats = foAI.foAIstate.get_design_id_stats(design.id)
    rating = stats['attack'] * (stats['structure'] + stats['shields'])
    if rating > 0:  # positive attack stat
        return AIShipRoleType.SHIP_ROLE_MILITARY
    if any(p.partClass == fo.shipPartClass.detection for p in parts):
        return AIShipRoleType.SHIP_ROLE_CIVILIAN_EXPLORATION
    else:   # if no suitable role found, use as (bad) scout as it still has inherent detection
        return AIShipRoleType.SHIP_ROLE_CIVILIAN_EXPLORATION
def inspect_ai_interface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(
        list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    inspect(
        fo,
        universe,
        fleet,
        planet,
        universe.getSystem(planet.systemID),
        ship,
        empire,
        design,
        tech,
        tech_spec,
        fo.getFieldType('FLD_ION_STORM'),
        fo.getBuildingType('BLD_SHIPYARD_BASE'),
        fo.getGalaxySetupData(),
        fo.getHullType('SH_XENTRONIUM'),
        fo.getPartType('SR_WEAPON_1_1'),
        fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
        fo.getSpecies('SP_ABADDONI'),
        fo.getTech('SHP_WEAPON_4_1'),
        fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptProposal),
        fleets_int_vector,
        part_type,
        prod_queue,
        prod_queue.allocatedPP,
        prod_queue[0],
        research_queue,
        research_queue[0],
        empire.getSitRep(0),
        universe.getBuilding(building),
    )
    exit(1)  # exit game to main menu no need to play anymore.
def inspect_FreeOrionAIInterface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    inspect(
        fo,
        universe,
        fleet,
        planet,
        universe.getSystem(planet.systemID),
        ship,
        empire,
        design,
        tech,
        tech_spec,
        fo.getFieldType('FLD_ION_STORM'),
        fo.getBuildingType('BLD_SHIPYARD_BASE'),
        fo.getGalaxySetupData(),
        fo.getHullType('SH_XENTRONIUM'),
        fo.getPartType('SR_WEAPON_1_1'),
        fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
        fo.getSpecies('SP_ABADDONI'),
        fo.getTech('SHP_WEAPON_4_1'),
        fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptProposal),
        fleets_int_vector,
        part_type,
        prod_queue,
        prod_queue.allocatedPP,
        prod_queue[0],
        research_queue,
        research_queue[0],
        empire.getSitRep(0),
        universe.getBuilding(building),
    )
    exit(1)  # exit game to main menu no need to play anymore.
def inspect_ai_interface():
    capital_id = PlanetUtilsAI.get_capital()
    universe = fo.getUniverse()
    fleets_int_vector = universe.fleetIDs
    fleet = universe.getFleet(list(fleets_int_vector)[0])
    ship = universe.getShip(list(universe.shipIDs)[0])
    design = fo.getShipDesign(ship.designID)
    empire = fo.getEmpire()

    tech = fo.getTech('SHP_WEAPON_2_1')
    tech_spec = list(tech.unlockedItems)[0]

    part_id = list(empire.availableShipParts)[0]
    part_type = fo.getPartType(part_id)

    prod_queue = empire.productionQueue
    fo.issueEnqueueShipProductionOrder(list(empire.availableShipDesigns)[0], capital_id)

    research_queue = empire.researchQueue

    fo.issueEnqueueTechOrder('SHP_WEAPON_1_2', -1)

    planet = universe.getPlanet(capital_id)

    building = list(planet.buildingIDs)[0]

    color = empire.colour

    part_meters = ship.partMeters

    meter = planet.getMeter(fo.meterType.population)

    inspect(
        fo,
        instances=[
            meter,
            part_meters,
            color,
            universe,
            fleet,
            planet,
            universe.getSystem(planet.systemID),
            ship,
            empire,
            design,
            tech,
            tech_spec,
            fo.getFieldType('FLD_ION_STORM'),
            fo.getBuildingType('BLD_SHIPYARD_BASE'),
            fo.getGalaxySetupData(),
            fo.getHullType('SH_XENTRONIUM'),
            fo.getPartType('SR_WEAPON_1_1'),
            fo.getSpecial('MODERATE_TECH_NATIVES_SPECIAL'),
            fo.getSpecies('SP_ABADDONI'),
            fo.getTech('SHP_WEAPON_4_1'),
            fo.diplomaticMessage(1, 2, fo.diplomaticMessageType.acceptPeaceProposal),
            fleets_int_vector,
            part_type,
            prod_queue,
            prod_queue.allocatedPP,
            prod_queue[0],
            research_queue,
            research_queue[0],
            empire.getSitRep(0),
            universe.getBuilding(building)
        ],
        classes_to_ignore=(
            'IntSet', 'StringSet', 'IntIntMap', 'ShipSlotVec', 'VisibilityIntMap', 'IntDblMap',
            'IntBoolMap', 'ItemSpecVec', 'PairIntInt_IntMap', 'IntSetSet', 'StringVec',
            'IntPairVec', 'IntFltMap', 'MeterTypeStringPair', 'MeterTypeMeterMap', 'universeObject',
            # this item cannot be get from generate orders
            'diplomaticStatusUpdate',
        ),
        path='AI'
    )
    exit(1)  # exit game to main menu no need to play anymore.