本文整理汇总了Python中CombatRatingsAI类的典型用法代码示例。如果您正苦于以下问题:Python CombatRatingsAI类的具体用法?Python CombatRatingsAI怎么用?Python CombatRatingsAI使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了CombatRatingsAI类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: merge_fleet_a_into_b
def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
universe = fo.getUniverse()
fleet_a = universe.getFleet(fleet_a_id)
fleet_b = universe.getFleet(fleet_b_id)
if not fleet_a or not fleet_b:
return 0
system_id = fleet_a.systemID
if fleet_b.systemID != system_id:
return 0
remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
transferred_rating = 0
for ship_id in fleet_a.shipIDs:
this_ship = universe.getShip(ship_id)
if not this_ship:
continue
this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
remaining_rating = CombatRatingsAI.rating_needed(remaining_rating, this_rating)
if remaining_rating < leave_rating: # merging this would leave old fleet under minimum rating, try other ships.
continue
transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
if transferred:
transferred_rating = CombatRatingsAI.combine_ratings(transferred_rating, this_rating)
else:
print " *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
ship_id, fleet_a_id, fleet_b_id, (" context is %s" % context) if context else "")
if need_rating != 0 and need_rating <= transferred_rating:
break
fleet_a = universe.getFleet(fleet_a_id)
if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
foAI.foAIstate.delete_fleet_info(fleet_a_id)
foAI.foAIstate.update_fleet_rating(fleet_b_id)
示例2: _portion_of_fleet_needed_here
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)
示例3: _calculate_threat
def _calculate_threat(self):
nearby_forces = CombatRatingsAI.combine_ratings(
self._potential_support(), self.assigned_rating)
return (
self.threat_bias +
+ self.safety_factor * CombatRatingsAI.combine_ratings(self._local_threat(),
self._neighbor_threat()) +
+ max(0., self._potential_threat() + self._jump2_threat() - nearby_forces))
示例4: get_concentrated_tot_mil_rating
def get_concentrated_tot_mil_rating():
"""
Give an assessment of total miltary rating as if all fleets were merged into a single mega-fleet.
:return: a military rating value
:rtype: float
"""
return CombatRatingsAI.combine_ratings_list([CombatRatingsAI.get_fleet_rating(fleet_id) for fleet_id in
FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY)])
示例5: get_rating
def get_rating(self, fleet_id, force_new=False, enemy_stats=None, against_planets=False):
"""Returns a dict with various rating info."""
if fleet_id in self.fleetStatus and not force_new and enemy_stats is None:
return self.fleetStatus[fleet_id].get('rating', 0)
else:
fleet = fo.getUniverse().getFleet(fleet_id)
if not fleet:
return {} # TODO: also ensure any info for that fleet is deleted
status = {'rating': CombatRatingsAI.get_fleet_rating(fleet_id, enemy_stats),
'ratingVsPlanets': CombatRatingsAI.get_fleet_rating_against_planets(fleet_id),
'sysID': fleet.systemID, 'nships': len(fleet.shipIDs)}
self.fleetStatus[fleet_id] = status
return status['rating'] if not against_planets else status['ratingVsPlanets']
示例6: area_ratings
def area_ratings(self, system_ids):
"""Returns (fleet_threat, max_threat, myFleetRating, threat_fleets) compiled over a group of systems."""
myrating = threat = max_threat = 0
threat_fleets = set()
for sys_id in system_ids:
sys_status = self.systemStatus.get(sys_id, {})
# TODO: have distinct treatment for both enemy_threat and fleetThreat, respectively
fthreat = sys_status.get('enemy_threat', 0)
max_threat = max(max_threat, fthreat)
threat = CombatRatingsAI.combine_ratings(threat, fthreat)
myrating = CombatRatingsAI.combine_ratings(myrating, sys_status.get('myFleetRating', 0))
# myrating = FleetUtilsAI.combine_ratings(myrating, sys_status.get('all_local_defenses', 0))
threat_fleets.update(sys_status.get('local_fleet_threats', []))
return threat, max_threat, myrating, threat_fleets
示例7: __update_empire_standard_enemy
def __update_empire_standard_enemy(self):
"""Update the empire's standard enemy.
The standard enemy is the enemy that is most often seen.
"""
# TODO: If no current information available, rate against own fighters
universe = fo.getUniverse()
empire_id = fo.empireID()
# assess enemy fleets that may have been momentarily visible (start with dummy entries)
dummy_stats = CombatRatingsAI.default_ship_stats().get_stats(hashable=True)
cur_e_fighters = Counter() # actual visible enemies
old_e_fighters = Counter({dummy_stats: 0}) # destroyed enemies TODO: consider seen but out of sight enemies
for fleet_id in universe.fleetIDs:
fleet = universe.getFleet(fleet_id)
if (not fleet or fleet.empty or fleet.ownedBy(empire_id) or fleet.unowned or
not (fleet.hasArmedShips or fleet.hasFighterShips)):
continue
# track old/dead enemy fighters for rating assessments in case not enough current info
ship_stats = CombatRatingsAI.FleetCombatStats(fleet_id).get_ship_stats(hashable=True)
dead_fleet = fleet_id in universe.destroyedObjectIDs(empire_id)
e_f_dict = old_e_fighters if dead_fleet else cur_e_fighters
for stats in ship_stats:
# log only ships that are armed
if stats[0]:
e_f_dict[stats] += 1
e_f_dict = cur_e_fighters or old_e_fighters
self.__empire_standard_enemy = sorted([(v, k) for k, v in e_f_dict.items()])[-1][1]
self.empire_standard_enemy_rating = self.get_standard_enemy().get_rating()
示例8: can_issue_order
def can_issue_order(self, verbose=False):
if not super(OrderMove, self).can_issue_order(verbose=verbose):
return False
# TODO: figure out better way to have invasions (& possibly colonizations) require visibility on target without needing visibility of all intermediate systems
# if False and main_mission_type not in [MissionType.ATTACK, # TODO: consider this later
# MissionType.MILITARY,
# MissionType.SECURE,
# MissionType.HIT_AND_RUN,
# MissionType.EXPLORATION]:
# if not universe.getVisibility(target_id, foAI.foAIstate.empireID) >= fo.visibility.partial:
# #if not target_id in interior systems
# foAI.foAIstate.needsEmergencyExploration.append(fleet.systemID)
# return False
system_id = self.fleet.get_system().id
if system_id == self.target.get_system().id:
return True # TODO: already there, but could consider retreating
fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id)
target_sys_status = foAI.foAIstate.systemStatus.get(self.target.id, {})
f_threat = target_sys_status.get('fleetThreat', 0)
m_threat = target_sys_status.get('monsterThreat', 0)
p_threat = target_sys_status.get('planetThreat', 0)
threat = f_threat + m_threat + p_threat
safety_factor = MilitaryAI.get_safety_factor()
universe = fo.getUniverse()
if fleet_rating >= safety_factor * threat:
return True
elif not p_threat and self.target.id in fo.getEmpire().supplyUnobstructedSystems:
return True
else:
sys1 = universe.getSystem(system_id)
sys1_name = sys1 and sys1.name or "unknown"
target_system = self.target.get_system()
target_system_name = (target_system and target_system.get_object().name) or "unknown"
my_other_fleet_rating = foAI.foAIstate.systemStatus.get(self.target.id, {}).get('myFleetRating', 0) # TODO: adjust calc for any departing fleets
is_military = foAI.foAIstate.get_fleet_role(self.fleet.id) == MissionType.MILITARY
total_rating = my_other_fleet_rating + fleet_rating
if any((
(my_other_fleet_rating > 3 * safety_factor * threat),
(is_military and total_rating > safety_factor * threat),
(is_military and total_rating > 0.8 * safety_factor * threat and fleet_rating > 0.2 * threat)
)):
if verbose:
print "\tAdvancing fleet %d (rating %d) at system %d (%s) into system %d (%s) with threat %d because of sufficient empire fleet strength already at destination" % (
self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat)
return True
elif threat == p_threat and not self.fleet.get_object().aggressive and not my_other_fleet_rating and not target_sys_status.get('localEnemyFleetIDs', [-1]):
if verbose:
print ("\tAdvancing fleet %d (rating %d) at system %d (%s) into system %d (%s) with planet threat %d because nonaggressive" +
" and no other fleets present to trigger combat") % (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat)
return True
else:
if verbose:
print "\tHolding fleet %d (rating %d) at system %d (%s) before travelling to system %d (%s) with threat %d" % (self.fleet.id, fleet_rating, system_id, sys1_name, self.target.id, target_system_name, threat)
needs_vis = foAI.foAIstate.misc.setdefault('needs_vis', [])
if self.target.id not in needs_vis:
needs_vis.append(self.target.id)
return False
return True
示例9: __init__
def __init__(self, aggression):
# Do not allow to create AIstate instances with an invalid version number.
if not hasattr(AIstate, 'version'):
raise ConversionError("AIstate must have an integer version attribute for savegame compatibility")
if not isinstance(AIstate.version, int):
raise ConversionError("Version attribute of AIstate must be an integer!")
if AIstate.version < 0:
raise ConversionError("AIstate savegame compatibility version must be a positive integer!")
# need to store the version explicitly as the class variable "version" is only stored in the
# self.__class__.__dict__ while we only pickle the object (i.e. self.__dict__ )
self.version = AIstate.version
# Debug info
# unique id for game
self.uid = self.generate_uid(first=True)
# unique ids for turns. {turn: uid}
self.turn_uids = {}
self._aggression = aggression
# 'global' (?) variables
self.colonisablePlanetIDs = odict()
self.colonisableOutpostIDs = odict() #
self.__aiMissionsByFleetID = {}
self.__shipRoleByDesignID = {}
self.__fleetRoleByID = {}
self.diplomatic_logs = {}
self.__priorityByType = {}
# initialize home system knowledge
universe = fo.getUniverse()
empire = fo.getEmpire()
self.empireID = empire.empireID
homeworld = universe.getPlanet(empire.capitalID)
self.__origin_home_system_id = homeworld.systemID if homeworld else INVALID_ID
self.visBorderSystemIDs = {self.__origin_home_system_id}
self.visInteriorSystemIDs = set()
self.exploredSystemIDs = set()
self.unexploredSystemIDs = {self.__origin_home_system_id}
self.fleetStatus = {} # keys: 'sysID', 'nships', 'rating'
# systemStatus keys: 'name', 'neighbors' (sysIDs), '2jump_ring' (sysIDs), '3jump_ring', '4jump_ring', 'enemy_ship_count'
# 'fleetThreat', 'planetThreat', 'monsterThreat' (specifically, immobile nonplanet threat), 'totalThreat', 'localEnemyFleetIDs',
# 'neighborThreat', 'max_neighbor_threat', 'jump2_threat' (up to 2 jumps away), 'jump3_threat', 'jump4_threat', 'regional_threat'
# 'myDefenses' (planet rating), 'myfleets', 'myFleetsAccessible'(not just next desitination), 'myFleetRating'
# 'my_neighbor_rating' (up to 1 jump away), 'my_jump2_rating', 'my_jump3_rating', my_jump4_rating'
# 'local_fleet_threats', 'regional_fleet_threats' <== these are only for mobile fleet threats
self.systemStatus = {}
self.needsEmergencyExploration = []
self.newlySplitFleets = {}
self.militaryRating = 0
self.shipCount = 4
self.misc = {}
self.qualifyingColonyBaseTargets = {}
self.qualifyingOutpostBaseTargets = {}
self.qualifyingTroopBaseTargets = {}
self.__empire_standard_enemy = CombatRatingsAI.default_ship_stats().get_stats(hashable=True) # TODO: track on a per-empire basis
self.empire_standard_enemy_rating = 0 # TODO: track on a per-empire basis
self.character = create_character(aggression, self.empireID)
示例10: get_tot_mil_rating
def get_tot_mil_rating():
"""
Give an assessment of total miltary rating considering all fleets as if distributed to separate systems.
:return: a military rating value
:rtype: float
"""
return sum(CombatRatingsAI.get_fleet_rating(fleet_id)
for fleet_id in FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY))
示例11: __str__
def __str__(self):
fleet = self.fleet.get_object()
fleet_id = self.fleet.id
return "%-25s [%-11s] ships: %2d; total rating: %4d; target: %s" % (fleet,
"NONE" if self.type is None else self.type,
(fleet and len(fleet.shipIDs)) or 0,
CombatRatingsAI.get_fleet_rating(fleet_id),
self.target or 'no target')
示例12: merge_fleet_a_into_b
def merge_fleet_a_into_b(fleet_a_id, fleet_b_id, leave_rating=0, need_rating=0, context=""):
universe = fo.getUniverse()
fleet_a = universe.getFleet(fleet_a_id)
fleet_b = universe.getFleet(fleet_b_id)
if not fleet_a or not fleet_b:
return 0
remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_a_id)
transferred_rating = 0
b_has_monster = False
for ship_id in fleet_b.shipIDs:
this_ship = universe.getShip(ship_id)
if not this_ship:
continue
if this_ship.isMonster:
b_has_monster = True
break
for ship_id in fleet_a.shipIDs:
this_ship = universe.getShip(ship_id)
if not this_ship or this_ship.isMonster != b_has_monster: # TODO Is there any reason for the monster check?
continue
this_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating()
remaining_rating = CombatRatingsAI.rating_needed(remaining_rating, this_rating)
if remaining_rating < leave_rating: # merging this would leave old fleet under minimum rating, try other ships.
continue
transferred = fo.issueFleetTransferOrder(ship_id, fleet_b_id)
if transferred:
transferred_rating = CombatRatingsAI.combine_ratings(transferred_rating, this_rating)
else:
print " *** transfer of ship %4d, formerly of fleet %4d, into fleet %4d failed; %s" % (
ship_id, fleet_a_id, fleet_b_id, [" context is %s" % context, ""][context == ""])
if need_rating != 0 and need_rating <= transferred_rating:
break
fleet_a = universe.getFleet(fleet_a_id)
if not fleet_a or fleet_a.empty or fleet_a_id in universe.destroyedObjectIDs(fo.empireID()):
foAI.foAIstate.delete_fleet_info(fleet_a_id)
foAI.foAIstate.update_fleet_rating(fleet_b_id)
示例13: __init__
def __init__(self, aggression):
# Debug info
# unique id for game
self.uid = self.generate_uid(first=True)
# unique ids for turns. {turn: uid}
self.turn_uids = {}
# 'global' (?) variables
self.colonisablePlanetIDs = odict()
self.colonisableOutpostIDs = odict() #
self.__aiMissionsByFleetID = {}
self.__shipRoleByDesignID = {}
self.__fleetRoleByID = {}
self.diplomatic_logs = {}
self.__priorityByType = {}
# initialize home system knowledge
universe = fo.getUniverse()
empire = fo.getEmpire()
self.empireID = empire.empireID
homeworld = universe.getPlanet(empire.capitalID)
if homeworld:
self.__origin_home_system_id = homeworld.systemID
else:
self.__origin_home_system_id = INVALID_ID
self.visBorderSystemIDs = {self.__origin_home_system_id: 1}
self.visInteriorSystemIDs = {}
self.exploredSystemIDs = {}
self.unexploredSystemIDs = {self.__origin_home_system_id: 1}
self.fleetStatus = {} # keys: 'sysID', 'nships', 'rating'
# systemStatus keys: 'name', 'neighbors' (sysIDs), '2jump_ring' (sysIDs), '3jump_ring', '4jump_ring'
# 'fleetThreat', 'planetThreat', 'monsterThreat' (specifically, immobile nonplanet threat), 'totalThreat', 'localEnemyFleetIDs',
# 'neighborThreat', 'max_neighbor_threat', 'jump2_threat' (up to 2 jumps away), 'jump3_threat', 'jump4_threat', 'regional_threat'
# 'myDefenses' (planet rating), 'myfleets', 'myFleetsAccessible'(not just next desitination), 'myFleetRating'
# 'my_neighbor_rating' (up to 1 jump away), 'my_jump2_rating', 'my_jump3_rating', my_jump4_rating'
# 'local_fleet_threats', 'regional_fleet_threats' <== these are only for mobile fleet threats
self.systemStatus = {}
self.needsEmergencyExploration = []
self.newlySplitFleets = {}
self.militaryRating = 0
self.shipCount = 4
self.misc = {}
self.qualifyingColonyBaseTargets = {}
self.qualifyingOutpostBaseTargets = {}
self.qualifyingTroopBaseTargets = {}
self.__empire_standard_enemy = CombatRatingsAI.default_ship_stats().get_stats(hashable=True) # TODO: track on a per-empire basis
self.empire_standard_enemy_rating = 0 # TODO: track on a per-empire basis
self.character = create_character(aggression, self.empireID)
示例14: _maximum_allocation
def _maximum_allocation(self, threat):
"""
Calculate the maximum allocation for the system.
The default maximum allocation is the missing forces
to obtain a rating given by the threat weighted with
the subclass' *max_alloc_factor*.
Existing military missions are considered.
Subclasses may choose to override this method and
implement a different logic.
:param float threat:
:rtype: float
"""
return CombatRatingsAI.rating_needed(
self._max_alloc_factor * threat,
self.assigned_rating)
示例15: __report_last_turn_fleet_missions
def __report_last_turn_fleet_missions(self):
"""Print a table reviewing last turn fleet missions to the log file."""
universe = fo.getUniverse()
mission_table = Table(
[Text('Fleet'), Text('Mission'), Text('Ships'), Float('Rating'), Float('Troops'), Text('Target')],
table_name="Turn %d: Fleet Mission Review from Last Turn" % fo.currentTurn())
for fleet_id, mission in self.get_fleet_missions_map().items():
fleet = universe.getFleet(fleet_id)
if not fleet:
continue
if not mission:
mission_table.add_row([fleet])
else:
mission_table.add_row([
fleet,
mission.type or "None",
len(fleet.shipIDs),
CombatRatingsAI.get_fleet_rating(fleet_id),
FleetUtilsAI.count_troops_in_fleet(fleet_id),
mission.target or "-"
])
info(mission_table)