def _portion_of_fleet_needed_here(self): """Calculate the portion of the fleet needed in target system considering enemy forces.""" # TODO check rating against planets if assertion_fails(self.type in COMBAT_MISSION_TYPES, msg=str(self)): return 0 if assertion_fails(self.target and self.target.id != INVALID_ID, msg=str(self)): return 0 system_id = self.target.id aistate = get_aistate() local_defenses = MilitaryAI.get_my_defense_rating_in_system(system_id) potential_threat = CombatRatingsAI.combine_ratings( MilitaryAI.get_system_local_threat(system_id), MilitaryAI.get_system_neighbor_threat(system_id) ) universe = fo.getUniverse() system = universe.getSystem(system_id) # tally planetary defenses total_defense = total_shields = 0 for planet_id in system.planetIDs: planet = universe.getPlanet(planet_id) total_defense += planet.currentMeterValue(fo.meterType.defense) total_shields += planet.currentMeterValue(fo.meterType.shield) planetary_ratings = total_defense * (total_shields + total_defense) potential_threat += planetary_ratings # TODO: rewrite to return min rating vs planets as well # consider safety factor just once here rather than everywhere below safety_factor = aistate.character.military_safety_factor() potential_threat *= safety_factor fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id) return CombatRatingsAI.rating_needed(potential_threat, local_defenses) / float(fleet_rating)
def trooper_move_reqs_met(main_fleet_mission, order, verbose): """ Indicates whether or not move requirements specific to invasion troopers are met for the provided mission and order. :type main_fleet_mission: AIFleetMission.AIFleetMission :type order: OrderMove :param verbose: whether to print verbose decision details :type verbose: bool :rtype: bool """ # Don't advance outside of our fleet-supply zone unless the target either has no shields at all or there # is already a military fleet assigned to secure the target, and don't take final jump unless the planet is # (to the AI's knowledge) down to zero shields. Additional checks will also be done by the later # generic movement code invasion_target = main_fleet_mission.target invasion_planet = invasion_target.get_object() invasion_system = invasion_target.get_system() supplied_systems = fo.getEmpire().fleetSupplyableSystemIDs # if about to leave supply lines if order.target.id not in supplied_systems or fo.getUniverse( ).jumpDistance(order.fleet.id, invasion_system.id) < 5: if invasion_planet.currentMeterValue(fo.meterType.maxShield): military_support_fleets = MilitaryAI.get_military_fleets_with_target_system( invasion_system.id) if not military_support_fleets: if verbose: debug( "trooper_move_reqs_met() holding Invasion fleet %d before leaving supply " "because target (%s) has nonzero max shields and there is not yet a military fleet " "assigned to secure the target system." % (order.fleet.id, invasion_planet)) return False # if there is a threat in the enemy system, do give military ships at least 1 turn to clear it delay_to_move_troops = 1 if MilitaryAI.get_system_local_threat( order.target.id) else 0 def eta(fleet_id): return FleetUtilsAI.calculate_estimated_time_of_arrival( fleet_id, invasion_system.id) eta_this_fleet = eta(order.fleet.id) if all(((eta_this_fleet - delay_to_move_troops) <= eta(fid) and eta(fid)) for fid in military_support_fleets): if verbose: debug( "trooper_move_reqs_met() holding Invasion fleet %d before leaving supply " "because target (%s) has nonzero max shields and no assigned military fleet would arrive" "at least %d turn earlier than the invasion fleet" % (order.fleet.id, invasion_planet, delay_to_move_troops)) return False if verbose: debug( "trooper_move_reqs_met() allowing Invasion fleet %d to leave supply " "because target (%s) has zero max shields or there is a military fleet assigned to secure " "the target system which will arrive at least 1 turn before the invasion fleet.", order.fleet.id, invasion_planet) return True
def check_mergers(self, context=""): """ Merge local fleets with same mission into this fleet. :param context: Context of the function call for logging purposes :type context: str """ debug("Considering to merge %s", self.__str__()) if self.type not in MERGEABLE_MISSION_TYPES: debug("Mission type does not allow merging.") return if not self.target: debug("Mission has no valid target - do not merge.") return universe = fo.getUniverse() empire_id = fo.empireID() fleet_id = self.fleet.id main_fleet = universe.getFleet(fleet_id) main_fleet_system_id = main_fleet.systemID if main_fleet_system_id == INVALID_ID: debug("Can't merge: fleet in middle of starlane.") return # only merge PROTECT_REGION if there is any threat near target if self.type == MissionType.PROTECT_REGION: neighbor_systems = universe.getImmediateNeighbors( self.target.id, empire_id) if not any( MilitaryAI.get_system_local_threat(sys_id) for sys_id in neighbor_systems): debug("Not merging PROTECT_REGION fleet - no threat nearby.") return destroyed_list = set(universe.destroyedObjectIDs(empire_id)) aistate = get_aistate() system_status = aistate.systemStatus[main_fleet_system_id] other_fleets_here = [ fid for fid in system_status.get('myFleetsAccessible', []) if fid != fleet_id and fid not in destroyed_list and universe.getFleet(fid).ownedBy(empire_id) ] if not other_fleets_here: debug("No other fleets here") return for fid in other_fleets_here: fleet_mission = aistate.get_fleet_mission(fid) if fleet_mission.type != self.type or fleet_mission.target != self.target: debug("Local candidate %s does not have same mission." % fleet_mission) continue FleetUtilsAI.merge_fleet_a_into_b( fid, fleet_id, context="Order %s of mission %s" % (context, self))
def trooper_move_reqs_met(main_fleet_mission, order, verbose): """ Indicates whether or not move requirements specific to invasion troopers are met for the provided mission and order. :type main_fleet_mission: AIFleetMission.AIFleetMission :type order: OrderMove :param verbose: whether to print verbose decision details :type verbose: bool :rtype: bool """ # Don't advance outside of our fleet-supply zone unless the target either has no shields at all or there # is already a military fleet assigned to secure the target, and don't take final jump unless the planet is # (to the AI's knowledge) down to zero shields. Additional checks will also be done by the later # generic movement code invasion_target = main_fleet_mission.target invasion_planet = invasion_target.get_object() invasion_system = invasion_target.get_system() supplied_systems = fo.getEmpire().fleetSupplyableSystemIDs # if about to leave supply lines if order.target.id not in supplied_systems or fo.getUniverse().jumpDistance(order.fleet.id, invasion_system.id) < 5: if invasion_planet.currentMeterValue(fo.meterType.maxShield): military_support_fleets = MilitaryAI.get_military_fleets_with_target_system(invasion_system.id) if not military_support_fleets: if verbose: print ("trooper_move_reqs_met() holding Invasion fleet %d before leaving supply " "because target (%s) has nonzero max shields and there is not yet a military fleet " "assigned to secure the target system.") % (order.fleet.id, invasion_planet) return False # if there is a threat in the enemy system, do give military ships at least 1 turn to clear it delay_to_move_troops = 1 if MilitaryAI.get_system_local_threat(order.target.id) else 0 def eta(fleet_id): return FleetUtilsAI.calculate_estimated_time_of_arrival(fleet_id, invasion_system.id) eta_this_fleet = eta(order.fleet.id) if all(((eta_this_fleet - delay_to_move_troops) <= eta(fid) and eta(fid)) for fid in military_support_fleets): if verbose: print ("trooper_move_reqs_met() holding Invasion fleet %d before leaving supply " "because target (%s) has nonzero max shields and no assigned military fleet would arrive" "at least %d turn earlier than the invasion fleet") % ( order.fleet.id, invasion_planet, delay_to_move_troops) return False if verbose: print ("trooper_move_reqs_met() allowing Invasion fleet %d to leave supply " "because target (%s) has zero max shields or there is a military fleet assigned to secure " "the target system which will arrive at least 1 turn before the invasion fleet.") % (order.fleet.id, invasion_planet) return True
def check_mergers(self, context=""): """ Merge local fleets with same mission into this fleet. :param context: Context of the function call for logging purposes :type context: str """ debug("Considering to merge %s", self.__str__()) if self.type not in MERGEABLE_MISSION_TYPES: debug("Mission type does not allow merging.") return if not self.target: debug("Mission has no valid target - do not merge.") return universe = fo.getUniverse() empire_id = fo.empireID() fleet_id = self.fleet.id main_fleet = universe.getFleet(fleet_id) main_fleet_system_id = main_fleet.systemID if main_fleet_system_id == INVALID_ID: debug("Can't merge: fleet in middle of starlane.") return # only merge PROTECT_REGION if there is any threat near target if self.type == MissionType.PROTECT_REGION: neighbor_systems = universe.getImmediateNeighbors(self.target.id, empire_id) if not any(MilitaryAI.get_system_local_threat(sys_id) for sys_id in neighbor_systems): debug("Not merging PROTECT_REGION fleet - no threat nearby.") return destroyed_list = set(universe.destroyedObjectIDs(empire_id)) aistate = get_aistate() system_status = aistate.systemStatus[main_fleet_system_id] other_fleets_here = [fid for fid in system_status.get('myFleetsAccessible', []) if fid != fleet_id and fid not in destroyed_list and universe.getFleet(fid).ownedBy(empire_id)] if not other_fleets_here: debug("No other fleets here") return for fid in other_fleets_here: fleet_mission = aistate.get_fleet_mission(fid) if fleet_mission.type != self.type or fleet_mission.target != self.target: debug("Local candidate %s does not have same mission." % fleet_mission) continue FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id, context="Order %s of mission %s" % (context, self))
def _get_target_for_protection_mission(self): """Get a target for a PROTECT_REGION mission. 1) If primary target (system target of this mission) is under attack, move to primary target. 2) If neighbors of primary target have local enemy forces weaker than this fleet, may move to attack 3) If no neighboring fleets or strongest enemy force is too strong, move to defend primary target """ # TODO: Also check fleet rating vs planets in decision making below not only vs fleets universe = fo.getUniverse() primary_objective = self.target.id debug("Trying to find target for protection mission. Target: %s", self.target) immediate_threat = MilitaryAI.get_system_local_threat(primary_objective) if immediate_threat: debug("Immediate threat! Moving to primary mission target") return primary_objective else: debug("No immediate threats.") # Try to eliminate neighbouring fleets neighbors = universe.getImmediateNeighbors(primary_objective, fo.empireID()) threat_list = sorted(map( lambda x: (MilitaryAI.get_system_local_threat(x), x), neighbors ), reverse=True) if not threat_list: debug("No neighbors (?!). Moving to primary mission target") return primary_objective debug("%s", threat_list) top_threat, candidate_system = threat_list[0] if not top_threat: # TODO: Move into second ring but needs more careful evaluation # For now, consider staying at the current location if enemy # owns a planet here which we can bombard. current_system_id = self.fleet.get_current_system_id() if current_system_id in neighbors: system = universe.getSystem(current_system_id) if assertion_fails(system is not None): return primary_objective empire_id = fo.empireID() for planet_id in system.planetIDs: planet = universe.getPlanet(planet_id) if (planet and not planet.ownedBy(empire_id) and not planet.unowned): debug("Currently no neighboring threats. " "Staying for bombardment of planet %s", planet) self.clear_fleet_orders() self.set_target(MissionType.MILITARY, TargetSystem(current_system_id)) self.generate_fleet_orders() self.issue_fleet_orders() return INVALID_ID # TODO consider attacking neighboring, non-military fleets # - needs more careful evaluation against neighboring threats # empire_id = fo.empireID() # for sys_id in neighbors: # system = universe.getSystem(sys_id) # if assertion_fails(system is not None): # continue # local_fleets = system.fleetIDs # for fleet_id in local_fleets: # fleet = universe.getFleet(fleet_id) # if not fleet or fleet.ownedBy(empire_id): # continue # return sys_id debug("No neighboring threats. Moving to primary mission target") return primary_objective # TODO rate against threat in target system # TODO only engage if can reach in 1 turn or leaves sufficient defense behind fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id) debug("This fleet rating: %d. Enemy Rating: %d", fleet_rating, top_threat) safety_factor = get_aistate().character.military_safety_factor() if fleet_rating < safety_factor*top_threat: debug("Neighboring threat is too powerful. Moving to primary mission target") return primary_objective # do not engage! debug("Engaging neighboring threat: %d", candidate_system) return candidate_system
def issue_fleet_orders(self): """issues AIFleetOrders which can be issued in system and moves to next one if is possible""" # TODO: priority order_completed = True debug("\nChecking orders for fleet %s (on turn %d), with mission type %s and target %s", self.fleet.get_object(), fo.currentTurn(), self.type or 'No mission', self.target or 'No Target') if MissionType.INVASION == self.type: self._check_retarget_invasion() just_issued_move_order = False last_move_target_id = INVALID_ID # Note: the following abort check somewhat assumes only one major mission type for fleet_order in self.orders: if (isinstance(fleet_order, (OrderColonize, OrderOutpost, OrderInvade)) and self._check_abort_mission(fleet_order)): return aistate = get_aistate() for fleet_order in self.orders: if just_issued_move_order and self.fleet.get_object().systemID != last_move_target_id: # having just issued a move order, we will normally stop issuing orders this turn, except that if there # are consecutive move orders we will consider moving through the first destination rather than stopping # Without the below noinspection directive, PyCharm is concerned about the 2nd part of the test # noinspection PyTypeChecker if (not isinstance(fleet_order, OrderMove) or self.need_to_pause_movement(last_move_target_id, fleet_order)): break debug("Checking order: %s" % fleet_order) self.check_mergers(context=str(fleet_order)) if fleet_order.can_issue_order(verbose=False): # only move if all other orders completed if isinstance(fleet_order, OrderMove) and order_completed: debug("Issuing fleet order %s" % fleet_order) fleet_order.issue_order() just_issued_move_order = True last_move_target_id = fleet_order.target.id elif not isinstance(fleet_order, OrderMove): debug("Issuing fleet order %s" % fleet_order) fleet_order.issue_order() else: debug("NOT issuing (even though can_issue) fleet order %s" % fleet_order) status_words = tuple(["not", ""][_s] for _s in [fleet_order.order_issued, fleet_order.executed]) debug("Order %s issued and %s fully executed." % status_words) if not fleet_order.executed: order_completed = False else: # check that we're not held up by a Big Monster if fleet_order.order_issued: # A previously issued order that wasn't instantly executed must have had cirumstances change so that # the order can't currently be reissued (or perhaps simply a savegame has been reloaded on the same # turn the order was issued). if not fleet_order.executed: order_completed = False # Go on to the next order. continue debug("CAN'T issue fleet order %s because:" % fleet_order) fleet_order.can_issue_order(verbose=True) if isinstance(fleet_order, OrderMove): this_system_id = fleet_order.target.id this_status = aistate.systemStatus.setdefault(this_system_id, {}) threat_threshold = fo.currentTurn() * MilitaryAI.cur_best_mil_ship_rating() / 4.0 if this_status.get('monsterThreat', 0) > threat_threshold: # if this move order is not this mil fleet's final destination, and blocked by Big Monster, # release and hope for more effective reassignment if (self.type not in (MissionType.MILITARY, MissionType.SECURE) or fleet_order != self.orders[-1]): debug("Aborting mission due to being blocked by Big Monster at system %d, threat %d" % ( this_system_id, aistate.systemStatus[this_system_id]['monsterThreat'])) debug("Full set of orders were:") for this_order in self.orders: debug(" - %s" % this_order) self.clear_fleet_orders() self.clear_target() return break # do not order the next order until this one is finished. else: # went through entire order list if order_completed: debug("Final order is completed") orders = self.orders last_order = orders[-1] if orders else None universe = fo.getUniverse() if last_order and isinstance(last_order, OrderColonize): planet = universe.getPlanet(last_order.target.id) 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 and not planet.initialMeterValue(fo.meterType.population)): warn("Fleet %d has tentatively completed its " "colonize mission but will wait to confirm population." % self.fleet.id) debug(" Order details are %s" % last_order) debug(" Order is valid: %s; issued: %s; executed: %s" % ( last_order.is_valid(), last_order.order_issued, last_order.executed)) if not last_order.is_valid(): source_target = last_order.fleet target_target = last_order.target debug(" source target validity: %s; target target validity: %s " % ( bool(source_target), bool(target_target))) return # colonize order must not have completed yet clear_all = True last_sys_target = INVALID_ID if last_order and isinstance(last_order, OrderMilitary): last_sys_target = last_order.target.id # not doing this until decide a way to release from a SECURE mission # if (MissionType.SECURE == self.type) or secure_targets = set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + AIstate.invasionTargetedSystemIDs) if last_sys_target in secure_targets: # consider a secure mission if last_sys_target in AIstate.colonyTargetedSystemIDs: secure_type = "Colony" elif last_sys_target in AIstate.outpostTargetedSystemIDs: secure_type = "Outpost" elif last_sys_target in AIstate.invasionTargetedSystemIDs: secure_type = "Invasion" else: secure_type = "Unidentified" debug("Fleet %d has completed initial stage of its mission " "to secure system %d (targeted for %s), " "may release a portion of ships" % (self.fleet.id, last_sys_target, secure_type)) clear_all = False # for PROTECT_REGION missions, only release fleet if no more threat if self.type == MissionType.PROTECT_REGION: # use military logic code below to determine if can release # any or even all of the ships. clear_all = False last_sys_target = self.target.id debug("Check if PROTECT_REGION mission with target %d is finished.", last_sys_target) fleet_id = self.fleet.id if clear_all: if orders: debug("Fleet %d has completed its mission; clearing all orders and targets." % self.fleet.id) debug("Full set of orders were:") for this_order in orders: debug("\t\t %s" % this_order) self.clear_fleet_orders() self.clear_target() if aistate.get_fleet_role(fleet_id) in (MissionType.MILITARY, MissionType.SECURE): allocations = MilitaryAI.get_military_fleets(mil_fleets_ids=[fleet_id], try_reset=False, thisround="Fleet %d Reassignment" % fleet_id) if allocations: MilitaryAI.assign_military_fleets_to_systems(use_fleet_id_list=[fleet_id], allocations=allocations) else: # no orders debug("No Current Orders") else: potential_threat = CombatRatingsAI.combine_ratings( MilitaryAI.get_system_local_threat(last_sys_target), MilitaryAI.get_system_neighbor_threat(last_sys_target) ) threat_present = potential_threat > 0 debug("Fleet threat present? %s", threat_present) target_system = universe.getSystem(last_sys_target) if not threat_present and target_system: for pid in target_system.planetIDs: planet = universe.getPlanet(pid) if (planet and planet.owner != fo.empireID() and planet.currentMeterValue(fo.meterType.maxDefense) > 0): debug("Found local planetary threat: %s", planet) threat_present = True break if not threat_present: debug("No current threat in target system; releasing a portion of ships.") # at least first stage of current task is done; # release extra ships for potential other deployments new_fleets = FleetUtilsAI.split_fleet(self.fleet.id) if self.type == MissionType.PROTECT_REGION: self.clear_fleet_orders() self.clear_target() new_fleets.append(self.fleet.id) else: debug("Threat remains in target system; Considering to release some ships.") new_fleets = [] fleet_portion_to_remain = self._portion_of_fleet_needed_here() if fleet_portion_to_remain > 1: debug("Can not release fleet yet due to large threat.") elif fleet_portion_to_remain > 0: debug("Not all ships are needed here - considering releasing a few") fleet_remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_id) fleet_min_rating = fleet_portion_to_remain * fleet_remaining_rating debug("Starting rating: %.1f, Target rating: %.1f", fleet_remaining_rating, fleet_min_rating) allowance = CombatRatingsAI.rating_needed(fleet_remaining_rating, fleet_min_rating) debug("May release ships with total rating of %.1f", allowance) ship_ids = list(self.fleet.get_object().shipIDs) for ship_id in ship_ids: ship_rating = CombatRatingsAI.get_ship_rating(ship_id) debug("Considering to release ship %d with rating %.1f", ship_id, ship_rating) if ship_rating > allowance: debug("Remaining rating insufficient. Not released.") continue debug("Splitting from fleet.") new_fleet_id = FleetUtilsAI.split_ship_from_fleet(fleet_id, ship_id) if assertion_fails(new_fleet_id and new_fleet_id != INVALID_ID): break new_fleets.append(new_fleet_id) fleet_remaining_rating = CombatRatingsAI.rating_difference( fleet_remaining_rating, ship_rating) allowance = CombatRatingsAI.rating_difference( fleet_remaining_rating, fleet_min_rating) debug("Remaining fleet rating: %.1f - Allowance: %.1f", fleet_remaining_rating, allowance) if new_fleets: aistate.get_fleet_role(fleet_id, force_new=True) aistate.update_fleet_rating(fleet_id) aistate.ensure_have_fleet_missions(new_fleets) else: debug("Planetary defenses are deemed sufficient. Release fleet.") new_fleets = FleetUtilsAI.split_fleet(self.fleet.id) new_military_fleets = [] for fleet_id in new_fleets: if aistate.get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES: new_military_fleets.append(fleet_id) allocations = [] if new_military_fleets: allocations = MilitaryAI.get_military_fleets( mil_fleets_ids=new_military_fleets, try_reset=False, thisround="Fleet Reassignment %s" % new_military_fleets ) if allocations: MilitaryAI.assign_military_fleets_to_systems(use_fleet_id_list=new_military_fleets, allocations=allocations)