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Python CombatRatingsAI.combine_ratings方法代码示例

本文整理汇总了Python中CombatRatingsAI.combine_ratings方法的典型用法代码示例。如果您正苦于以下问题:Python CombatRatingsAI.combine_ratings方法的具体用法?Python CombatRatingsAI.combine_ratings怎么用?Python CombatRatingsAI.combine_ratings使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在CombatRatingsAI的用法示例。


在下文中一共展示了CombatRatingsAI.combine_ratings方法的14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: _calculate_threat

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
 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))
开发者ID:mel-odious,项目名称:freeorion,代码行数:10,代码来源:MilitaryAI.py

示例2: area_ratings

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
 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
开发者ID:Vezzra,项目名称:freeorion,代码行数:16,代码来源:AIstate.py

示例3: _portion_of_fleet_needed_here

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
    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)
开发者ID:adrianbroher,项目名称:freeorion,代码行数:34,代码来源:AIFleetMission.py

示例4: merge_fleet_a_into_b

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
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)
开发者ID:matt474,项目名称:freeorion,代码行数:33,代码来源:FleetUtilsAI.py

示例5: merge_fleet_a_into_b

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
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)
开发者ID:Mitten-O,项目名称:freeorion,代码行数:38,代码来源:FleetUtilsAI.py

示例6: issue_fleet_orders

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]

#.........这里部分代码省略.........
                            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")
开发者ID:adrianbroher,项目名称:freeorion,代码行数:70,代码来源:AIFleetMission.py

示例7: can_issue_order

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
    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

        main_fleet_mission = foAI.foAIstate.get_fleet_mission(self.fleet.id)

        fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id)
        fleet_rating_vs_planets = CombatRatingsAI.get_fleet_rating_against_planets(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 = foAI.foAIstate.character.military_safety_factor()
        universe = fo.getUniverse()
        if main_fleet_mission.type == MissionType.INVASION and not trooper_move_reqs_met(main_fleet_mission,
                                                                                         self, verbose):
            return False
        if fleet_rating >= safety_factor * threat and fleet_rating_vs_planets >= p_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"
            # TODO: adjust calc for any departing fleets
            my_other_fleet_rating = foAI.foAIstate.systemStatus.get(self.target.id, {}).get('myFleetRating', 0)
            my_other_fleet_rating_vs_planets = foAI.foAIstate.systemStatus.get(self.target.id, {}).get(
                'myFleetRatingVsPlanets', 0)
            is_military = foAI.foAIstate.get_fleet_role(self.fleet.id) == MissionType.MILITARY

            total_rating = CombatRatingsAI.combine_ratings(my_other_fleet_rating, fleet_rating)
            total_rating_vs_planets = CombatRatingsAI.combine_ratings(my_other_fleet_rating_vs_planets,
                                                                      fleet_rating_vs_planets)
            if (my_other_fleet_rating > 3 * safety_factor * threat or
                    (is_military and total_rating_vs_planets > 2.5*p_threat and total_rating > safety_factor * threat)):
                debug(("\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 non aggressive"
                           " 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
开发者ID:matt474,项目名称:freeorion,代码行数:77,代码来源:fleet_orders.py

示例8: __update_system_status

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
    def __update_system_status(self):
        print 10 * "=", "Updating System Threats", 10 * "="
        universe = fo.getUniverse()
        empire = fo.getEmpire()
        empire_id = fo.empireID()
        destroyed_object_ids = universe.destroyedObjectIDs(empire_id)
        supply_unobstructed_systems = set(empire.supplyUnobstructedSystems)
        min_hidden_attack = 4
        min_hidden_health = 8
        observed_empires = self.misc.setdefault("observed_empires", set())

        # TODO: Variables that are recalculated each turn from scratch should not be stored in AIstate
        # clear previous game state
        for sys_id in self.systemStatus:
            self.systemStatus[sys_id]['enemy_ship_count'] = 0
            self.systemStatus[sys_id]['myFleetRating'] = 0
            self.systemStatus[sys_id]['myFleetRatingVsPlanets'] = 0

        # for use in debugging
        verbose = False

        # assess enemy fleets that may have been momentarily visible
        enemies_by_system = {}
        my_fleets_by_system = {}
        fleet_spot_position = {}
        current_turn = fo.currentTurn()
        for fleet_id in universe.fleetIDs:
            fleet = universe.getFleet(fleet_id)
            if not fleet or fleet.empty:
                self.delete_fleet_info(fleet_id)  # this is safe even if fleet wasn't mine
                continue
            # TODO: check if currently in system and blockaded before accepting destination as location
            this_system_id = fleet.nextSystemID if fleet.nextSystemID != INVALID_ID else fleet.systemID
            dead_fleet = fleet_id in destroyed_object_ids
            if dead_fleet:
                self.delete_fleet_info(fleet_id)

            if fleet.ownedBy(empire_id):
                if not dead_fleet:
                    my_fleets_by_system.setdefault(this_system_id, []).append(fleet_id)
                    fleet_spot_position.setdefault(fleet.systemID, []).append(fleet_id)
                continue

            # TODO: consider checking death of individual ships.  If ships had been moved from this fleet
            # into another fleet, we might have witnessed their death in that other fleet but if this fleet
            # had not been seen since before that transfer then the ships might also still be listed here.
            if dead_fleet:
                continue

            # we are only interested in immediately recent data
            if get_partial_visibility_turn(fleet_id) < (current_turn - 1):
                continue

            sys_status = self.systemStatus.setdefault(this_system_id, {})
            sys_status['enemy_ship_count'] = sys_status.get('enemy_ship_count', 0) + len(fleet.shipIDs)
            enemies_by_system.setdefault(this_system_id, []).append(fleet_id)

            if not fleet.unowned:
                self.misc.setdefault('enemies_sighted', {}).setdefault(current_turn, []).append(fleet_id)
                observed_empires.add(fleet.owner)

        # assess fleet and planet threats & my local fleets
        for sys_id in universe.systemIDs:
            sys_status = self.systemStatus.setdefault(sys_id, {})
            system = universe.getSystem(sys_id)
            if verbose:
                print "AIState threat evaluation for %s" % system
            # update fleets
            sys_status['myfleets'] = my_fleets_by_system.get(sys_id, [])
            sys_status['myFleetsAccessible'] = fleet_spot_position.get(sys_id, [])
            local_enemy_fleet_ids = enemies_by_system.get(sys_id, [])
            sys_status['localEnemyFleetIDs'] = local_enemy_fleet_ids
            if system:
                sys_status['name'] = system.name

            # update threats
            monster_ratings = []  # immobile
            enemy_ratings = []  # owned & mobile
            mob_ratings = []  # mobile & unowned
            mobile_fleets = []  # mobile and either owned or unowned
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)  # ensured to exist
                fleet_rating = CombatRatingsAI.get_fleet_rating(
                    fid, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        print "\t immobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                    continue

                if verbose:
                    print "\t mobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                mobile_fleets.append(fid)
                if fleet.unowned:
                    mob_ratings.append(fleet_rating)
                else:
                    enemy_ratings.append(fleet_rating)

            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(monster_ratings)
#.........这里部分代码省略.........
开发者ID:Vezzra,项目名称:freeorion,代码行数:103,代码来源:AIstate.py

示例9: update_system_status

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]

#.........这里部分代码省略.........
                    if fid in destroyed_object_ids:  # TODO: double check are these checks/deletes necessary?
                        self.delete_fleet_info(fid)  # this is safe even if fleet wasn't mine
                        continue
                    fleet = universe.getFleet(fid)
                    if not fleet or fleet.empty:
                        self.delete_fleet_info(fid)  # this is safe even if fleet wasn't mine
                        continue

            # update threats
            sys_vis_dict = universe.getVisibilityTurnsMap(sys_id, fo.empireID())
            partial_vis_turn = sys_vis_dict.get(fo.visibility.partial, -9999)
            mob_ratings = []  # for mobile unowned monster fleets
            lost_fleet_rating = 0
            enemy_ratings = []
            monster_ratings = []
            mobile_fleets = []
            for fid in local_enemy_fleet_ids:
                fleet = universe.getFleet(fid)
                if not fleet:
                    continue
                fleet_rating = CombatRatingsAI.get_fleet_rating(fid, enemy_stats=CombatRatingsAI.get_empire_standard_fighter())
                if fleet.speed == 0:
                    monster_ratings.append(fleet_rating)
                    if verbose:
                        print "\t immobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                else:
                    if verbose:
                        print "\t mobile enemy fleet %s has rating %.1f" % (fleet, fleet_rating)
                    mobile_fleets.append(fid)
                    if fleet.unowned:
                        mob_ratings.append(fleet_rating)
                    else:
                        enemy_ratings.append(fleet_rating)
            enemy_rating = CombatRatingsAI.combine_ratings_list(enemy_ratings)
            monster_rating = CombatRatingsAI.combine_ratings_list(monster_ratings)
            mob_rating = CombatRatingsAI.combine_ratings_list(mob_ratings)
            if fleetsLostBySystem.get(sys_id, []):
                lost_fleet_rating = CombatRatingsAI.combine_ratings_list(fleetsLostBySystem[sys_id])
            if not system or partial_vis_turn == -9999:  # under current visibility rules should not be possible to have any losses or other info here, but just in case...
                if verbose:
                    print "Have never had partial vis for system %d ( %s ) -- basing threat assessment on old info and lost ships" % (sys_id, sys_status.get('name', "name unknown"))
                sys_status.setdefault('local_fleet_threats', set())
                sys_status['planetThreat'] = 0
                sys_status['fleetThreat'] = int(max(CombatRatingsAI.combine_ratings(enemy_rating, mob_rating), 0.98 * sys_status.get('fleetThreat', 0), 1.1 * lost_fleet_rating - monster_rating))
                sys_status['monsterThreat'] = int(max(monster_rating, 0.98 * sys_status.get('monsterThreat', 0), 1.1 * lost_fleet_rating - enemy_rating - mob_rating))
                sys_status['enemy_threat'] = int(max(enemy_rating, 0.98 * sys_status.get('enemy_threat', 0), 1.1 * lost_fleet_rating - monster_rating - mob_rating))
                sys_status['mydefenses'] = {'overall': 0, 'attack': 0, 'health': 0}
                sys_status['totalThreat'] = sys_status['fleetThreat']
                sys_status['regional_fleet_threats'] = sys_status['local_fleet_threats'].copy()
                continue

            # have either stale or current info
            pattack = 0
            phealth = 0
            mypattack, myphealth = 0, 0
            for pid in system.planetIDs:
                prating = self.assess_planet_threat(pid, sighting_age=current_turn - partial_vis_turn)
                planet = universe.getPlanet(pid)
                if not planet:
                    continue
                if planet.owner == self.empireID:  # TODO: check for diplomatic status
                    mypattack += prating['attack']
                    myphealth += prating['health']
                else:
                    if [special for special in planet.specials if "_NEST_" in special]:
                        sys_status['nest_threat'] = 100
开发者ID:MatGB,项目名称:freeorion,代码行数:70,代码来源:AIstate.py

示例10: get_military_fleets

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
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 = {}
    systems_status = foAI.foAIstate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[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)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(already_assigned_rating.get(last_sys, 0), this_rating)
    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:
                sys_id = status['sysID']
                if not list(universe.getSystem(sys_id).planetIDs):
                    continue
                system_dict[sys_id] = system_dict.get(sys_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.allottedInvasionTargets] if pscore > 20] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisableOutpostIDs.items()[:num_targets] if pscore > 20] +
                          [pid for pid, (pscore, spec) in foAI.foAIstate.colonisablePlanetIDs.items()[:num_targets] if pscore > 20])
    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, 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:
#.........这里部分代码省略.........
开发者ID:mel-odious,项目名称:freeorion,代码行数:103,代码来源:MilitaryAI.py

示例11: _minimum_allocation

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
 def _minimum_allocation(self, threat):
     nearby_forces = CombatRatingsAI.combine_ratings(
             self.assigned_rating, self._potential_support())
     return max(
             CombatRatingsAI.rating_needed(self._regional_threat(), nearby_forces),
             CombatRatingsAI.rating_needed(1.4*threat, self.assigned_rating))
开发者ID:mel-odious,项目名称:freeorion,代码行数:8,代码来源:MilitaryAI.py

示例12: get_fleets_for_mission

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
def get_fleets_for_mission(target_stats, min_stats, cur_stats, starting_system,
                           fleet_pool_set, fleet_list, species=""):
    """Get fleets for a mission.

    Implements breadth-first search through systems starting at the **starting_sytem**.
    In each system, local fleets are checked if they are in the allowed **fleet_pool_set** and suitable for the mission.
    If so, they are added to the **fleet_list** and **cur_stats** is updated with the currently selected fleet summary.
    The search continues until the requirements defined in **target_stats** are met or there are no more systems/fleets.
    In that case, if the **min_stats** are covered, the **fleet_list** is returned anyway.
    Otherwise, an empty list is returned by the function, in which case the caller can make an evaluation of
    an emergency use of the found fleets in fleet_list; if not to be used they should be added back to the main pool.

    :param target_stats: stats the fleet should ideally meet
    :type target_stats: dict
    :param min_stats: minimum stats the final fleet must meet to be accepted
    :type min_stats: dict
    :param cur_stats: (**mutated**) stat summary of selected fleets
    :type cur_stats: dict
    :param starting_system: system_id where breadth-first-search is centered
    :type starting_system: int
    :param fleet_pool_set: (**mutated**) fleets allowed to be selected. Split fleed_ids are added, used ones removed.
    :type: fleet_pool_set: set[int]
    :param fleet_list: (**mutated**) fleets that are selected for the mission. Gets filled during the call.
    :type fleet_list: list[int]
    :param species: species for colonization mission
    :type species: str
    :return: List of selected fleet_ids or empty list if couldn't meet minimum requirements.
    :rtype: list[int]
    """
    universe = fo.getUniverse()
    colonization_roles = (ShipRoleType.CIVILIAN_COLONISATION, ShipRoleType.BASE_COLONISATION)
    systems_enqueued = [starting_system]
    systems_visited = []
    # loop over systems in a breadth-first-search trying to find nearby suitable ships in fleet_pool_set
    while systems_enqueued and fleet_pool_set:
        this_system_id = systems_enqueued.pop(0)
        systems_visited.append(this_system_id)
        accessible_fleets = foAI.foAIstate.systemStatus.get(this_system_id, {}).get('myFleetsAccessible', [])
        fleets_here = [fid for fid in accessible_fleets if fid in fleet_pool_set]
        # loop over all fleets in the system, split them if possible and select suitable ships
        while fleets_here:
            fleet_id = fleets_here.pop(0)
            fleet = universe.getFleet(fleet_id)
            if not fleet:  # TODO should be checked before passed to the function
                fleet_pool_set.remove(fleet_id)
                continue
            # try splitting fleet
            if len(list(fleet.shipIDs)) > 1:
                new_fleets = split_fleet(fleet_id)
                fleet_pool_set.update(new_fleets)
                fleets_here.extend(new_fleets)
            # check species for colonization missions
            if species:
                for ship_id in fleet.shipIDs:
                    ship = universe.getShip(ship_id)
                    if (ship and foAI.foAIstate.get_ship_role(ship.design.id) in colonization_roles and
                            species == ship.speciesName):
                        break
                else:  # no suitable species found
                    continue
            # check troop capacity for invasion missions
            troop_capacity = 0
            if 'troopCapacity' in target_stats:
                troop_capacity = count_troops_in_fleet(fleet_id)
                if troop_capacity <= 0:
                    continue

            # check if we need additional rating vs planets
            this_rating_vs_planets = 0
            if 'ratingVsPlanets' in target_stats:
                this_rating_vs_planets = foAI.foAIstate.get_rating(fleet_id, against_planets=True)
                if this_rating_vs_planets <= 0 and cur_stats.get('rating', 0) >= target_stats.get('rating', 0):
                    # we already have enough general rating, so do not add any more warships useless against planets
                    continue

            # all checks passed, add ship to selected fleets and update the stats
            try:
                fleet_pool_set.remove(fleet_id)
            except KeyError:
                error("After having split a fleet, the original fleet apparently no longer exists.", exc_info=True)
                continue
            fleet_list.append(fleet_id)

            this_rating = foAI.foAIstate.get_rating(fleet_id)
            cur_stats['rating'] = CombatRatingsAI.combine_ratings(cur_stats.get('rating', 0), this_rating)
            if 'ratingVsPlanets' in target_stats:
                cur_stats['ratingVsPlanets'] = CombatRatingsAI.combine_ratings(cur_stats.get('ratingVsPlanets', 0),
                                                                               this_rating_vs_planets)
            if 'troopCapacity' in target_stats:
                cur_stats['troopCapacity'] = cur_stats.get('troopCapacity', 0) + troop_capacity
            # if we already meet the requirements, we can stop looking for more ships
            if (sum(len(universe.getFleet(fid).shipIDs) for fid in fleet_list) >= 1) \
                    and stats_meet_reqs(cur_stats, target_stats):
                return fleet_list

        # finished system without meeting requirements. Add neighboring systems to search queue.
        for neighbor_id in universe.getImmediateNeighbors(this_system_id, fo.empireID()):
            if all((
                    neighbor_id not in systems_visited,
                    neighbor_id not in systems_enqueued,
#.........这里部分代码省略.........
开发者ID:matt474,项目名称:freeorion,代码行数:103,代码来源:FleetUtilsAI.py

示例13: assess_protection_focus

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
def assess_protection_focus(pid, info):
    """Return True if planet should use Protection Focus."""
    this_planet = info.planet
    sys_status = foAI.foAIstate.systemStatus.get(this_planet.systemID, {})
    threat_from_supply = (0.25 * foAI.foAIstate.empire_standard_enemy_rating *
                          min(2, len(sys_status.get('enemies_nearly_supplied', []))))
    print "Planet %s has regional+supply threat of %.1f" % ('P_%d<%s>' % (pid, this_planet.name), threat_from_supply)
    regional_threat = sys_status.get('regional_threat', 0) + threat_from_supply
    if not regional_threat:  # no need for protection
        if info.current_focus == PRODUCTION:
            print "Advising dropping Protection Focus at %s due to no regional threat" % this_planet
        return False
    cur_prod_val = weighted_sum_output(info.current_output)
    target_prod_val = max(map(weighted_sum_output, [info.possible_output[INDUSTRY], info.possible_output[RESEARCH]]))
    prot_prod_val = weighted_sum_output(info.possible_output[PRODUCTION])
    local_production_diff = 0.8 * cur_prod_val + 0.2 * target_prod_val - prot_prod_val
    fleet_threat = sys_status.get('fleetThreat', 0)
    # TODO: relax the below rejection once the overall determination of PFocus is better tuned
    if not fleet_threat and local_production_diff > 8:
        if info.current_focus == PRODUCTION:
            print "Advising dropping Protection Focus at %s due to excessive productivity loss" % this_planet
        return False
    local_p_defenses = sys_status.get('mydefenses', {}).get('overall', 0)
    # TODO have adjusted_p_defenses take other in-system planets into account
    adjusted_p_defenses = local_p_defenses * (1.0 if info.current_focus != PRODUCTION else 0.5)
    local_fleet_rating = sys_status.get('myFleetRating', 0)
    combined_local_defenses = sys_status.get('all_local_defenses', 0)
    my_neighbor_rating = sys_status.get('my_neighbor_rating', 0)
    neighbor_threat = sys_status.get('neighborThreat', 0)
    safety_factor = 1.2 if info.current_focus == PRODUCTION else 0.5
    cur_shield = this_planet.currentMeterValue(fo.meterType.shield)
    max_shield = this_planet.currentMeterValue(fo.meterType.maxShield)
    cur_troops = this_planet.currentMeterValue(fo.meterType.troops)
    max_troops = this_planet.currentMeterValue(fo.meterType.maxTroops)
    cur_defense = this_planet.currentMeterValue(fo.meterType.defense)
    max_defense = this_planet.currentMeterValue(fo.meterType.maxDefense)
    def_meter_pairs = [(cur_troops, max_troops), (cur_shield, max_shield), (cur_defense, max_defense)]
    use_protection = True
    reason = ""
    if (fleet_threat and  # i.e., an enemy is sitting on us
            (info.current_focus != PRODUCTION or  # too late to start protection TODO: but maybe regen worth it
             # protection focus only useful here if it maintains an elevated level
             all([AIDependencies.PROT_FOCUS_MULTIPLIER * a <= b for a, b in def_meter_pairs]))):
        use_protection = False
        reason = "A"
    elif ((info.current_focus != PRODUCTION and cur_shield < max_shield - 2 and
           not tech_is_complete(AIDependencies.PLANET_BARRIER_I_TECH)) and
          (cur_defense < max_defense - 2 and not tech_is_complete(AIDependencies.DEFENSE_REGEN_1_TECH)) and
          (cur_troops < max_troops - 2)):
        use_protection = False
        reason = "B1"
    elif ((info.current_focus == PRODUCTION and cur_shield * AIDependencies.PROT_FOCUS_MULTIPLIER < max_shield - 2 and
           not tech_is_complete(AIDependencies.PLANET_BARRIER_I_TECH)) and
          (cur_defense * AIDependencies.PROT_FOCUS_MULTIPLIER < max_defense - 2 and
           not tech_is_complete(AIDependencies.DEFENSE_REGEN_1_TECH)) and
          (cur_troops * AIDependencies.PROT_FOCUS_MULTIPLIER < max_troops - 2)):
        use_protection = False
        reason = "B2"
    elif max(max_shield, max_troops, max_defense) < 3:  # joke defenses, don't bother with protection focus
        use_protection = False
        reason = "C"
    elif regional_threat and local_production_diff <= 2.0:
        reason = "D"
        pass  # i.e., use_protection = True
    elif safety_factor * regional_threat <= local_fleet_rating:
        use_protection = False
        reason = "E"
    elif (safety_factor * regional_threat <= combined_local_defenses and
          (info.current_focus != PRODUCTION or
           (0.5 * safety_factor * regional_threat <= local_fleet_rating and
            fleet_threat == 0 and neighbor_threat < combined_local_defenses and
            local_production_diff > 5))):
        use_protection = False
        reason = "F"
    elif (regional_threat <= CombatRatingsAI.combine_ratings(local_fleet_rating, adjusted_p_defenses) and
          safety_factor * regional_threat <=
          CombatRatingsAI.combine_ratings_list([my_neighbor_rating, local_fleet_rating, adjusted_p_defenses]) and
          local_production_diff > 5):
        use_protection = False
        reason = "G"
    if use_protection or info.current_focus == PRODUCTION:
        print ("Advising %sProtection Focus (reason %s) for planet %s, with local_prod_diff of %.1f, comb. local"
               " defenses %.1f, local fleet rating %.1f and regional threat %.1f, threat sources: %s") % (
                   ["dropping ", ""][use_protection], reason, this_planet, local_production_diff, combined_local_defenses,
                   local_fleet_rating, regional_threat, sys_status['regional_fleet_threats'])
    return use_protection
开发者ID:TheSilentOne1,项目名称:freeorion,代码行数:88,代码来源:ResourcesAI.py

示例14: get_military_fleets

# 需要导入模块: import CombatRatingsAI [as 别名]
# 或者: from CombatRatingsAI import combine_ratings [as 别名]
def get_military_fleets(mil_fleets_ids=None, try_reset=True, thisround="Main"):
    """Get armed military fleets."""
    global _military_allocations, totMilRating, num_milships

    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")

    num_milships = sum(foAI.foAIstate.fleetStatus.get(fid, {}).get('nships', 0) for fid in all_military_fleet_ids)

    if "Main" in thisround:
        totMilRating = sum(CombatRatingsAI.get_fleet_rating(fid) for fid in all_military_fleet_ids)

    enemy_rating = foAI.foAIstate.empire_standard_enemy_rating

    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 "Main" in thisround:
        print "=================================================="
        print "%s Round Available Military Rating: %d" % (thisround, avail_mil_rating)
        print "---------------------------------"
    remaining_mil_rating = avail_mil_rating
    allocations = []
    allocation_groups = {}

    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 = {}
    systems_status = foAI.foAIstate.systemStatus
    enemy_sup_factor = {}  # enemy supply
    for sys_id in universe.systemIDs:
        already_assigned_rating[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)
        already_assigned_rating[last_sys] = CombatRatingsAI.combine_ratings(already_assigned_rating.get(sys_id, 0), this_rating)
    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:
                sys_id = status['sysID']
                if not list(universe.getSystem(sys_id).planetIDs):
                    continue
                system_dict[sys_id] = system_dict.get(sys_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

    if False:
        if fo.currentTurn() < 20:
            threat_bias = 0
        elif fo.currentTurn() < 40:
            threat_bias = 10
        elif fo.currentTurn() < 60:
            threat_bias = 80
        elif fo.currentTurn() < 80:
            threat_bias = 200
        else:
            threat_bias = 400
    else:
        threat_bias = 0

#.........这里部分代码省略.........
开发者ID:TheSilentOne1,项目名称:freeorion,代码行数:103,代码来源:MilitaryAI.py


注:本文中的CombatRatingsAI.combine_ratings方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。