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Python MilitaryAI.assignMilitaryFleetsToSystems方法代码示例

本文整理汇总了Python中MilitaryAI.assignMilitaryFleetsToSystems方法的典型用法代码示例。如果您正苦于以下问题:Python MilitaryAI.assignMilitaryFleetsToSystems方法的具体用法?Python MilitaryAI.assignMilitaryFleetsToSystems怎么用?Python MilitaryAI.assignMilitaryFleetsToSystems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MilitaryAI的用法示例。


在下文中一共展示了MilitaryAI.assignMilitaryFleetsToSystems方法的4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: generateOrders

# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import assignMilitaryFleetsToSystems [as 别名]
def generateOrders():
    print ("Genearting Orders")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    planetID = empire.capitalID
    planet = universe.getPlanet(planetID)
    print "EmpireID:    " + str(empire.empireID) + " Name: " + empire.name + " Turn: " + str(fo.currentTurn())
    print "CapitalID: " + str(planetID) + " Name: " + planet.name + " Species: " + planet.speciesName 

    # turn cleanup
    splitFleet()

    identifyShipDesigns()
    identifyFleetsRoles()
    foAIstate.clean(ExplorationAI.getHomeSystemID(), FleetUtilsAI.getEmpireFleetIDs())
    # ...missions
    # ...demands/priorities

    print("Calling AI Modules")

    # call AI modules
    PriorityAI.calculatePriorities()
    ExplorationAI.assignScoutsToExploreSystems()
    ColonisationAI.assignColonyFleetsToColonise()
    InvasionAI.assignInvasionFleetsToInvade()
    MilitaryAI.assignMilitaryFleetsToSystems()
    FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions()
    FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions()
    ResearchAI.generateResearchOrders()
    ProductionAI.generateProductionOrders()
    ResourcesAI.generateResourcesOrders()    

    foAIstate.afterTurnCleanup()
    fo.doneTurn()
开发者ID:adesst,项目名称:freeorion,代码行数:36,代码来源:FreeOrionAI.py

示例2: generateOrders

# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import assignMilitaryFleetsToSystems [as 别名]
def generateOrders():
    global lastTurnTimestamp
    universe = fo.getUniverse()
    turnStartTime=time() #starting AI timer here, to be sure AI doesn't get blame for any  lags in server being able to provide the Universe object
    empire = fo.getEmpire()
    planetID = PlanetUtilsAI.getCapital()
    planet=None
    if planetID is not None:
        planet = universe.getPlanet(planetID)
    print "***************************************************************************"
    print "***************************************************************************"
    print ("Generating Orders")
    print "EmpireID:    " + str(empire.empireID) + " Name: " + empire.name+ "_"+str(empire.empireID-1) +"_pid:"+str(fo.playerID())+"_"+fo.playerName()+"_"+aggressions.get(foAIstate.aggression,  "?") + " Turn: " + str(fo.currentTurn())
    empireColor=empire.colour
    print "EmpireColors: %d %d %d %d"%(empireColor.r,  empireColor.g,  empireColor.b,  empireColor.a)
    if planet: 
        print "CapitalID: " + str(planetID) + " Name: " + planet.name + " Species: " + planet.speciesName 
    else:
        print "CapitalID: None Currently      Name: None     Species: None "
    print "***************************************************************************"
    print "***************************************************************************"
    
    if fo.currentTurn() == 1:
        declareWarOnAll()

    # turn cleanup !!! this was formerly done at start of every turn -- not sure why
    splitNewFleets()

    #updateShipDesigns()   #should not be needed anymore;
    #updateFleetsRoles()
    
    foAIstate.clean() #checks exploration border & clears roles/missions of missing fleets & updates fleet locs
    foAIstate.reportSystemThreats()
    # ...missions
    # ...demands/priorities

    print("Calling AI Modules")

    # call AI modules
    timer=[time()]
    try: PriorityAI.calculatePriorities()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc() # try traceback.print_exc()
    timer.append( time()  )
    try: ExplorationAI.assignScoutsToExploreSystems()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ColonisationAI.assignColonyFleetsToColonise()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: InvasionAI.assignInvasionFleetsToInvade()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: MilitaryAI.assignMilitaryFleetsToSystems()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: FleetUtilsAI.generateAIFleetOrdersForAIFleetMissions()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: FleetUtilsAI.issueAIFleetOrdersForAIFleetMissions()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ResearchAI.generateResearchOrders()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ProductionAI.generateProductionOrders()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: ResourcesAI.generateResourcesOrders()    
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    try: foAIstate.afterTurnCleanup()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
    timer.append( time()  )
    times = [timer[i] - timer[i-1] for i in range(1,  len(timer) ) ]
    turnEndTime=time()
    timeFmt = "%30s: %8d msec  "
    print "AI Module Time Requirements:"
    for mod,  modTime in zip(__timerEntries,  times):
        print timeFmt%((30*' '+mod)[-30:],  int(1000*modTime))
    if __timerFile:
        __timerFile.write(  __timerFileFmt%tuple( [ fo.currentTurn() ]+map(lambda x: int(1000*x),  times )) +'\n')
        __timerFile.flush()
    if __timerBucketFile:
        __timerBucketFile.write(  __timerBucketFileFmt%tuple( [ fo.currentTurn(),  (turnStartTime-lastTurnTimestamp)*1000, (turnEndTime-turnStartTime)*1000   ]) +'\n')
        __timerBucketFile.flush()
        lastTurnTimestamp = time()
        
    try: fo.doneTurn()
    except: print "Error: exception triggered and caught:  ",  traceback.format_exc()
开发者ID:Ablu,项目名称:freeorion,代码行数:91,代码来源:FreeOrionAI.py

示例3: issueAIFleetOrders

# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import assignMilitaryFleetsToSystems [as 别名]

#.........这里部分代码省略.........
                if fleet.systemID != aiFleetOrder.getTargetAITarget().target_id:
                    break
        else: #went through entire order list
            if ordersCompleted:
                orders=self.getAIFleetOrders()
                lastOrder= orders and orders[-1]
                universe=fo.getUniverse()
                if orders and lastOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_COLONISE:
                    planet = universe.getPlanet(lastOrder.getTargetAITarget().target_id)
                    system = universe.getSystem(planet.systemID)
                    sysPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(planet.systemID,  fo.empireID())).get(fo.visibility.partial, -9999)
                    planetPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(planet.id,  fo.empireID())).get(fo.visibility.partial, -9999)
                    pop=planet.currentMeterValue(fo.meterType.population)
                    if (planetPartialVisTurn == sysPartialVisTurn) and pop==0:
                        print "Potential Error: Fleet %d has tentatively completed its colonize mission but will wait to confirm population."%(self.target_id)
                        print "    Order details are %s"%lastOrder
                        print "    Order is valid: %s ; is Executed : %s  ; is execution completed: %s "%(lastOrder.isValid(),  lastOrder.isExecuted(),  lastOrder.isExecutionCompleted())
                        if not lastOrder.isValid():
                            sourceT = lastOrder.getSourceAITarget()
                            targT = lastOrder.getTargetAITarget()
                            print "        source target validity: %s   ; target target validity: %s "%(sourceT.valid, targT.valid)
                            if EnumsAI.AITargetType.TARGET_SHIP == sourceT.target_type:
                                shipID = sourceT.target_id
                                ship = universe.getShip(shipID)
                                if not ship:
                                    print "Ship id %d not a valid ship id"%(shipID)
                                print "        source target Ship (%d), species %s,   can%s colonize"%(   shipID,  ship.speciesName,    ["not", ""][ship.canColonize])
                        return  # colonize order must not have completed yet
                clearAll=True
                last_sys_target = -1
                if orders and lastOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_MILITARY:
                    last_sys_target = lastOrder.getTargetAITarget().target_id
                    # if (AIFleetMissionType.FLEET_MISSION_SECURE in self.getAIMissionTypes())  or   # not doing this until decide a way to release from a SECURE mission
                    secure_targets = set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + AIstate.invasionTargetedSystemIDs + AIstate.blockadeTargetedSystemIDs)
                    if   (last_sys_target in secure_targets) : #consider a secure mission
                        secureType="Unidentified"
                        if   (last_sys_target in AIstate.colonyTargetedSystemIDs):
                            secureType  = "Colony"
                        elif last_sys_target in AIstate.outpostTargetedSystemIDs :
                            secureType  = "Outpost"
                        elif last_sys_target in AIstate.invasionTargetedSystemIDs :
                            secureType  = "Invasion"
                        elif last_sys_target in AIstate.blockadeTargetedSystemIDs :
                            secureType  = "Blockade"
                        print "Fleet %d has completed initial stage of its mission to secure system %d (targeted for %s), may release a portion of ships"%(self.target_id, last_sys_target,  secureType)
                        clearAll=False
                fleetID=self.target_id
                fleet=universe.getFleet(fleetID)
                if fleet.systemID != -1:
                    loc = fleet.systemID
                else:
                    loc=fleet.nextSystemID
                if clearAll:
                    if orders:
                        print "Fleet %d has completed its mission; clearing all orders and targets." % self.target_id
                        print "Full set of orders were:"
                        for aiFleetOrder2 in orders:
                            print "\t\t %s"%aiFleetOrder2
                        self.clearAIFleetOrders()
                        self.clearAITargets(([-1]+ self.getAIMissionTypes()[:1])[-1])
                        if foAI.foAIstate.getFleetRole(fleetID) in [    EnumsAI.AIFleetMissionType.FLEET_MISSION_MILITARY,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_ATTACK,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_DEFEND,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE       ]:
                            allocations = MilitaryAI.getMilitaryFleets(milFleetIDs=[fleetID],  tryReset=False,  thisround="Fleet %d Reassignment"%fleetID)
                            if allocations:
                                MilitaryAI.assignMilitaryFleetsToSystems(useFleetIDList=[fleetID],  allocations=allocations)
                    else: #no orders
                        print "No Current Orders"
                else:
                    #TODO: evaluate releasing a smaller portion or none of the ships
                    sysStatus = foAI.foAIstate.systemStatus.setdefault(last_sys_target, {})
                    newFleets=[]
                    threat_present = (sysStatus.get('totalThreat',  0) != 0) or (sysStatus.get('neighborThreat',  0) != 0)
                    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):
                                threat_present = True
                                break
                    if not threat_present:
                        print "No current threat in target system; releasing a portion of ships."
                        newFleets=FleetUtilsAI.splitFleet(self.target_id) #at least first stage of current task is done; release extra ships for potential other deployments
                    else:
                        print "Threat remains in target system; NOT releasing any ships."
                    newMilFleets = []
                    for fleetID in newFleets:
                        if foAI.foAIstate.getFleetRole(fleetID) in [    EnumsAI.AIFleetMissionType.FLEET_MISSION_MILITARY,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_ATTACK,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_DEFEND,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN,
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE       ]:
                            newMilFleets.append(fleetID)
                    allocations=[]
                    if newMilFleets:
                        allocations = MilitaryAI.getMilitaryFleets(milFleetIDs=newMilFleets,  tryReset=False,  thisround="Fleet Reassignment %s"%newMilFleets)
                    if allocations:
                        MilitaryAI.assignMilitaryFleetsToSystems(useFleetIDList=newMilFleets,  allocations=allocations)
开发者ID:e-h-j,项目名称:freeorion,代码行数:104,代码来源:AIFleetMission.py

示例4: issueAIFleetOrders

# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import assignMilitaryFleetsToSystems [as 别名]

#.........这里部分代码省略.........
                    return
            self.checkMergers(context=str(aiFleetOrder))
            if aiFleetOrder.canIssueOrder(verbose=True):
                #print "    " + str(aiFleetOrder) currently already printed in canIssueOrder()
                if aiFleetOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_MOVE and ordersCompleted: #only move if all other orders completed
                    aiFleetOrder.issueOrder()
                elif aiFleetOrder.getAIFleetOrderType() not in [ EnumsAI.AIFleetOrderType.ORDER_MOVE,  EnumsAI.AIFleetOrderType.ORDER_DEFEND]:
                    aiFleetOrder.issueOrder()
                if not aiFleetOrder.isExecutionCompleted():
                    ordersCompleted = False
            else: #check that we're not held up by a Big Monster
                if aiFleetOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_MOVE:
                    thisSysID = aiFleetOrder.getTargetAITarget().getTargetID()
                    thisStatus = foAI.foAIstate.systemStatus.setdefault(thisSysID, {})
                    if ( thisStatus.get('monsterThreat', 0) >  fo.currentTurn() * ProductionAI.curBestMilShipRating()/4.0 )   :
                        if ( ( (self.getAIMissionTypes() + [-1] )[0] not in [  EnumsAI.AIFleetMissionType.FLEET_MISSION_ATTACK,   
                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_MILITARY, 
                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN, 
                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE, 
                                                                                    ])  or
                             (  aiFleetOrder !=   self.getAIFleetOrders()[-1]  )   # if this move order is not this mil fleet's final destination, and blocked by Big Monster, release and hope for more effective reassignment
                             ):
                            print "Aborting mission due to being blocked by Big Monster at system %d ,  threat %d"%(thisSysID,  foAI.foAIstate.systemStatus[thisSysID]['monsterThreat'])
                            print "Full set of orders were:"
                            for aiFleetOrder2 in self.getAIFleetOrders():
                                print "\t\t %s"%aiFleetOrder2
                            self.clearAIFleetOrders()
                            self.clearAITargets(([-1]+ self.getAIMissionTypes()[:1])[-1])
                            return
            # moving to another system stops issuing all orders in system where fleet is
            # move order is also the last order in system
            if aiFleetOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_MOVE:
                fleet = fo.getUniverse().getFleet( self.getAITargetID() )
                if fleet.systemID != aiFleetOrder.getTargetAITarget().getTargetID():
                    break
        else: #went through entire order list
            if ordersCompleted:
                orders=self.getAIFleetOrders()
                lastOrder= orders and orders[-1]
                universe=fo.getUniverse()
                if orders and lastOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_COLONISE:
                    planet = universe.getPlanet(lastOrder.getTargetAITarget().getTargetID())
                    pop=planet.currentMeterValue(fo.meterType.population)
                    if pop==0:
                        print "Fleet %d has tentatively completed its colonize mission but will wait to confirm population."%(self.getAITargetID() )
                        print "    Order details are %s"%lastOrder
                        print "    Order is valid: %s ; is Executed : %s  ; is execution completed: %s "%(lastOrder.isValid(),  lastOrder.isExecuted(),  lastOrder.isExecutionCompleted())
                        if not lastOrder.isValid():
                            sourceT = lastOrder.getSourceAITarget()
                            targT = lastOrder.getTargetAITarget()
                            print "        source target validity: %s   ; target target validity: %s "%(sourceT.isValid() ,  targT.isValid())
                            if EnumsAI.AITargetType.TARGET_SHIP == sourceT:
                                shipID = sourceT.getTargetID()
                                ship = universe.getShip(shipID)
                                if not ship:
                                    print "Ship id %d not a valid ship id"%(shipID)
                                print "        source target Ship (%d), species %s,   can%s colonize"%(   shipID,  ship.speciesName,    ["not", ""][ship.canColonize])
                        return  # colonize order must not have completed yet
                clearAll=True
                if orders and lastOrder.getAIFleetOrderType() == EnumsAI.AIFleetOrderType.ORDER_MILITARY:
                    # if (AIFleetMissionType.FLEET_MISSION_SECURE in self.getAIMissionTypes())  or   # not doing this until decide a way to release from a SECURE mission
                    if   (lastOrder.getTargetAITarget().getTargetID() in list(set(AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + 
                                                                                                                                                AIstate.invasionTargetedSystemIDs + AIstate.blockadeTargetedSystemIDs))): #consider a secure mission
                        print "Fleet %d has completed initial stage of its mission to secure system %d, may release a portion of ships"%(self.getAITargetID() ,  lastOrder.getTargetAITarget().getTargetID())
                        clearAll=False
                fleetID=self.getAITargetID()
                fleet=universe.getFleet(fleetID)
                if fleet.systemID != -1:
                    loc = fleet.systemID
                else:
                    loc=fleet.nextSystemID
                if clearAll:
                    print "Fleet %d has completed its mission; clearing all orders and targets."%(self.getAITargetID() )
                    print "Full set of orders were:"
                    for aiFleetOrder2 in self.getAIFleetOrders():
                        print "\t\t %s"%aiFleetOrder2
                    self.clearAIFleetOrders()
                    self.clearAITargets(([-1]+ self.getAIMissionTypes()[:1])[-1])
                    if foAI.foAIstate.getFleetRole(fleetID) in [    EnumsAI.AIFleetMissionType.FLEET_MISSION_MILITARY, 
                                                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_ATTACK,  
                                                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_DEFEND, 
                                                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN, 
                                                                                                                        EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE       ]:
                        allocations = MilitaryAI.getMilitaryFleets(milFleetIDs=[fleetID],  tryReset=False,  round="Fleet %d Reassignment"%fleetID)
                        if allocations:
                            MilitaryAI.assignMilitaryFleetsToSystems(useFleetIDList=[fleetID],  allocations=allocations)
                else:
                    #TODO: evaluate releasing a smaller portion or none of the ships 
                    newFleets=FleetUtilsAI.splitFleet(self.getAITargetID() ) #at least first stage of current task is done; release extra ships for potential other deployments
                    newMilFleets = []
                    for fleetID in newFleets:
                        if foAI.foAIstate.getFleetRole(fleetID) in [    EnumsAI.AIFleetMissionType.FLEET_MISSION_MILITARY, 
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_ATTACK,  
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_DEFEND, 
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_HIT_AND_RUN, 
                                                                                                                            EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE       ]:
                            newMilFleets.append(fleetID)
                    allocations = MilitaryAI.getMilitaryFleets(milFleetIDs=newMilFleets,  tryReset=False,  round="Fleet Reassignment %s"%newMilFleets)
                    if allocations:
                        MilitaryAI.assignMilitaryFleetsToSystems(useFleetIDList=newMilFleets,  allocations=allocations)
开发者ID:Ablu,项目名称:freeorion,代码行数:104,代码来源:AIFleetMission.py


注:本文中的MilitaryAI.assignMilitaryFleetsToSystems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。