示例#1
0
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations

    universe = fo.getUniverse()
    empire_id = fo.empireID()
    home_system_id = PlanetUtilsAI.get_capital_sys_id()

    all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None
                              else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY))

    if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main":
        try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset")
        return

    mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
    mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True)
    avail_mil_rating = sum(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids))

    if not mil_fleets_ids:
        if "Main" in thisround:
            _military_allocations = []
        return []

    # for each system, get total rating of fleets assigned to it
    already_assigned_rating = {}
    already_assigned_rating_vs_planets = {}
    systems_status = foAI.foAIstate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[sys_id] = 0
        already_assigned_rating_vs_planets[sys_id] = 0
        enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', [])))
    for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]:
        ai_fleet_mission = foAI.foAIstate.get_fleet_mission(fleet_id)
        if not ai_fleet_mission.target:  # shouldn't really be possible
            continue
        last_sys = ai_fleet_mission.target.get_system().id  # will count this fleet as assigned to last system in target list  # TODO last_sys or target sys?
        this_rating = CombatRatingsAI.get_fleet_rating(fleet_id)
        this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating.get(last_sys, 0), this_rating)
        already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets)
    for sys_id in universe.systemIDs:
        my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0)
        already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id])
        if _verbose_mil_reporting and already_assigned_rating[sys_id]:
            print "\t System %s already assigned rating %.1f" % (
                universe.getSystem(sys_id), already_assigned_rating[sys_id])

    # get systems to defend
    capital_id = PlanetUtilsAI.get_capital()
    if capital_id is not None:
        capital_planet = universe.getPlanet(capital_id)
    else:
        capital_planet = None
    # TODO: if no owned planets try to capture one!
    if capital_planet:
        capital_sys_id = capital_planet.systemID
    else:  # should be rare, but so as to not break code below, pick a randomish mil-centroid system
        capital_sys_id = None  # unless we can find one to use
        system_dict = {}
        for fleet_id in all_military_fleet_ids:
            status = foAI.foAIstate.fleetStatus.get(fleet_id, None)
            if status is not None:
                system_id = status['sysID']
                if not list(universe.getSystem(system_id).planetIDs):
                    continue
                system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0)
        ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()])
        if ranked_systems:
            capital_sys_id = ranked_systems[-1][-1]
        else:
            try:
                capital_sys_id = foAI.foAIstate.fleetStatus.items()[0][1]['sysID']
            except:
                pass

    num_targets = max(10, PriorityAI.allotted_outpost_targets)
    top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
                           if pscore > MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisableOutpostIDs.items()[:num_targets]
                           if pscore > MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisablePlanetIDs.items()[:num_targets]
                           if pscore > MIN_INVASION_SCORE])
    top_target_planets.extend(foAI.foAIstate.qualifyingTroopBaseTargets.keys())
    base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets)
    top_target_systems = []
    for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems:
        if sys_id not in top_target_systems:
            if foAI.foAIstate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating():
                continue
            top_target_systems.append(sys_id)  # doing this rather than set, to preserve order

    try:
        # capital defense
        allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset)
        if capital_sys_id is not None:
            CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate()

        # defend other planets
        empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
        empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id})
        for sys_id in empire_occupied_system_ids:
            PlanetDefenseAllocator(sys_id, allocation_helper).allocate()

        # attack / protect high priority targets
        for sys_id in top_target_systems:
            TopTargetAllocator(sys_id, allocation_helper).allocate()

        # enemy planets
        other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            TargetAllocator(sys_id, allocation_helper).allocate()

        # colony / outpost targets
        other_targeted_system_ids = [sys_id for sys_id in
                                     list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            OutpostTargetAllocator(sys_id, allocation_helper).allocate()

        # TODO blockade enemy systems

        # interior systems
        targetable_ids = set(state.get_systems_by_supply_tier(0))
        current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations]
        interior_targets1 = targetable_ids.difference(current_mil_systems)
        interior_targets = [sid for sid in interior_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in interior_targets:
            InteriorTargetsAllocator(sys_id, allocation_helper).allocate()

        # TODO Exploration targets

        # border protections
        visible_system_ids = foAI.foAIstate.visInteriorSystemIDs | foAI.foAIstate.visBorderSystemIDs
        accessible_system_ids = ([sys_id for sys_id in visible_system_ids if
                                 universe.systemsConnected(sys_id, home_system_id, empire_id)]
                                 if home_system_id != INVALID_ID else [])
        current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0]
        border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems]
        border_targets = [sid for sid in border_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get(
                    'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in border_targets:
            BorderSecurityAllocator(sys_id, allocation_helper).allocate()
    except ReleaseMilitaryException:
        try_again(all_military_fleet_ids)
        return

    new_allocations = []
    remaining_mil_rating = avail_mil_rating
    # for top categories assign max_alloc right away as available
    for cat in ['capitol', 'occupied', 'topTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            this_alloc = min(remaining_mil_rating, max_alloc)
            new_allocations.append((sid, this_alloc, alloc, rvp, take_any))
            remaining_mil_rating -= this_alloc

    base_allocs = set()
    # for lower priority categories, first assign base_alloc around to all, then top up as available
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            base_allocs.add(sid)
            remaining_mil_rating -= alloc
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if sid not in base_allocs:
                break
            if remaining_mil_rating <= 0:
                new_allocations.append((sid, alloc, alloc, rvp, take_any))
            else:
                new_rating = min(remaining_mil_rating + alloc, max_alloc)
                new_allocations.append((sid, new_rating, alloc, rvp, take_any))
                remaining_mil_rating -= (new_rating - alloc)

    if "Main" in thisround:
        _military_allocations = new_allocations
    if _verbose_mil_reporting or "Main" in thisround:
        print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations]))
        print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating

    return new_allocations
示例#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]
示例#3
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]
示例#4
0
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations

    universe = fo.getUniverse()
    empire_id = fo.empireID()
    home_system_id = PlanetUtilsAI.get_capital_sys_id()

    all_military_fleet_ids = (mil_fleets_ids if mil_fleets_ids is not None
                              else FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY))

    if try_reset and (fo.currentTurn() + empire_id) % 30 == 0 and thisround == "Main":
        try_again(all_military_fleet_ids, try_reset=False, thisround=thisround + " Reset")
        return

    mil_fleets_ids = list(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_military_fleet_ids))
    mil_needing_repair_ids, mil_fleets_ids = avail_mil_needing_repair(mil_fleets_ids, split_ships=True)
    avail_mil_rating = combine_ratings_list(map(CombatRatingsAI.get_fleet_rating, mil_fleets_ids))

    if not mil_fleets_ids:
        if "Main" in thisround:
            _military_allocations = []
        return []

    # for each system, get total rating of fleets assigned to it
    already_assigned_rating = {}
    already_assigned_rating_vs_planets = {}
    aistate = get_aistate()
    systems_status = aistate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[sys_id] = 0
        already_assigned_rating_vs_planets[sys_id] = 0
        enemy_sup_factor[sys_id] = min(2, len(systems_status.get(sys_id, {}).get('enemies_nearly_supplied', [])))
    for fleet_id in [fid for fid in all_military_fleet_ids if fid not in mil_fleets_ids]:
        ai_fleet_mission = aistate.get_fleet_mission(fleet_id)
        if not ai_fleet_mission.target:  # shouldn't really be possible
            continue
        last_sys = ai_fleet_mission.target.get_system().id  # will count this fleet as assigned to last system in target list  # TODO last_sys or target sys?
        this_rating = CombatRatingsAI.get_fleet_rating(fleet_id)
        this_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(fleet_id)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating.get(last_sys, 0), this_rating)
        already_assigned_rating_vs_planets[last_sys] = CombatRatingsAI.combine_ratings(
                already_assigned_rating_vs_planets.get(last_sys, 0), this_rating_vs_planets)
    for sys_id in universe.systemIDs:
        my_defense_rating = systems_status.get(sys_id, {}).get('mydefenses', {}).get('overall', 0)
        already_assigned_rating[sys_id] = CombatRatingsAI.combine_ratings(my_defense_rating, already_assigned_rating[sys_id])
        if _verbose_mil_reporting and already_assigned_rating[sys_id]:
            print "\t System %s already assigned rating %.1f" % (
                universe.getSystem(sys_id), already_assigned_rating[sys_id])

    # get systems to defend
    capital_id = PlanetUtilsAI.get_capital()
    if capital_id is not None:
        capital_planet = universe.getPlanet(capital_id)
    else:
        capital_planet = None
    # TODO: if no owned planets try to capture one!
    if capital_planet:
        capital_sys_id = capital_planet.systemID
    else:  # should be rare, but so as to not break code below, pick a randomish mil-centroid system
        capital_sys_id = None  # unless we can find one to use
        system_dict = {}
        for fleet_id in all_military_fleet_ids:
            status = aistate.fleetStatus.get(fleet_id, None)
            if status is not None:
                system_id = status['sysID']
                if not list(universe.getSystem(system_id).planetIDs):
                    continue
                system_dict[system_id] = system_dict.get(system_id, 0) + status.get('rating', 0)
        ranked_systems = sorted([(val, sys_id) for sys_id, val in system_dict.items()])
        if ranked_systems:
            capital_sys_id = ranked_systems[-1][-1]
        else:
            try:
                capital_sys_id = aistate.fleetStatus.items()[0][1]['sysID']
            except:
                pass

    num_targets = max(10, PriorityAI.allotted_outpost_targets)
    top_target_planets = ([pid for pid, pscore, trp in AIstate.invasionTargets[:PriorityAI.allotted_invasion_targets()]
                           if pscore > InvasionAI.MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in aistate.colonisableOutpostIDs.items()[:num_targets]
                           if pscore > InvasionAI.MIN_INVASION_SCORE] +
                          [pid for pid, (pscore, spec) in aistate.colonisablePlanetIDs.items()[:num_targets]
                           if pscore > InvasionAI.MIN_INVASION_SCORE])
    top_target_planets.extend(aistate.qualifyingTroopBaseTargets.keys())

    base_col_target_systems = PlanetUtilsAI.get_systems(top_target_planets)
    top_target_systems = []
    for sys_id in AIstate.invasionTargetedSystemIDs + base_col_target_systems:
        if sys_id not in top_target_systems:
            if aistate.systemStatus[sys_id]['totalThreat'] > get_tot_mil_rating():
                continue
            top_target_systems.append(sys_id)  # doing this rather than set, to preserve order

    try:
        # capital defense
        allocation_helper = AllocationHelper(already_assigned_rating, already_assigned_rating_vs_planets, avail_mil_rating, try_reset)
        if capital_sys_id is not None:
            CapitalDefenseAllocator(capital_sys_id, allocation_helper).allocate()

        # defend other planets
        empire_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
        empire_occupied_system_ids = list(set(PlanetUtilsAI.get_systems(empire_planet_ids)) - {capital_sys_id})
        for sys_id in empire_occupied_system_ids:
            PlanetDefenseAllocator(sys_id, allocation_helper).allocate()

        # attack / protect high priority targets
        for sys_id in top_target_systems:
            TopTargetAllocator(sys_id, allocation_helper).allocate()

        # enemy planets
        other_targeted_system_ids = [sys_id for sys_id in set(PlanetUtilsAI.get_systems(AIstate.opponentPlanetIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            TargetAllocator(sys_id, allocation_helper).allocate()

        # colony / outpost targets
        other_targeted_system_ids = [sys_id for sys_id in
                                     list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs)) if
                                     sys_id not in top_target_systems]
        for sys_id in other_targeted_system_ids:
            OutpostTargetAllocator(sys_id, allocation_helper).allocate()

        # TODO blockade enemy systems

        # interior systems
        targetable_ids = set(state.get_systems_by_supply_tier(0))
        current_mil_systems = [sid for sid, _, _, _, _ in allocation_helper.allocations]
        interior_targets1 = targetable_ids.difference(current_mil_systems)
        interior_targets = [sid for sid in interior_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('totalThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in interior_targets:
            InteriorTargetsAllocator(sys_id, allocation_helper).allocate()

        # TODO Exploration targets

        # border protections
        visible_system_ids = aistate.visInteriorSystemIDs | aistate.visBorderSystemIDs
        accessible_system_ids = ([sys_id for sys_id in visible_system_ids if
                                 universe.systemsConnected(sys_id, home_system_id, empire_id)]
                                 if home_system_id != INVALID_ID else [])
        current_mil_systems = [sid for sid, alloc, rvp, take_any, _ in allocation_helper.allocations if alloc > 0]
        border_targets1 = [sid for sid in accessible_system_ids if sid not in current_mil_systems]
        border_targets = [sid for sid in border_targets1 if (
            allocation_helper.threat_bias + systems_status.get(sid, {}).get('fleetThreat', 0) + systems_status.get(sid, {}).get(
                    'planetThreat', 0) > 0.8 * allocation_helper.already_assigned_rating[sid])]
        for sys_id in border_targets:
            BorderSecurityAllocator(sys_id, allocation_helper).allocate()
    except ReleaseMilitaryException:
        try_again(all_military_fleet_ids)
        return

    new_allocations = []
    remaining_mil_rating = avail_mil_rating
    # for top categories assign max_alloc right away as available
    for cat in ['capitol', 'occupied', 'topTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            this_alloc = min(remaining_mil_rating, max_alloc)
            new_allocations.append((sid, this_alloc, alloc, rvp, take_any))
            remaining_mil_rating = rating_difference(remaining_mil_rating,  this_alloc)

    base_allocs = set()
    # for lower priority categories, first assign base_alloc around to all, then top up as available
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if remaining_mil_rating <= 0:
                break
            alloc = min(remaining_mil_rating, alloc)
            base_allocs.add(sid)
            remaining_mil_rating = rating_difference(remaining_mil_rating,  alloc)
    for cat in ['otherTargets', 'accessibleTargets', 'exploreTargets']:
        for sid, alloc, rvp, take_any, max_alloc in allocation_helper.allocation_by_groups.get(cat, []):
            if sid not in base_allocs:
                break
            if remaining_mil_rating <= 0:
                new_allocations.append((sid, alloc, alloc, rvp, take_any))
            else:
                local_max_avail = combine_ratings(remaining_mil_rating, alloc)
                new_rating = min(local_max_avail, max_alloc)
                new_allocations.append((sid, new_rating, alloc, rvp, take_any))
                remaining_mil_rating = rating_difference(local_max_avail, new_rating)

    if "Main" in thisround:
        _military_allocations = new_allocations
    if _verbose_mil_reporting or "Main" in thisround:
        print "------------------------------\nFinal %s Round Military Allocations: %s \n-----------------------" % (thisround, dict([(sid, alloc) for sid, alloc, _, _, _ in new_allocations]))
        print "(Apparently) remaining military rating: %.1f" % remaining_mil_rating

    return new_allocations