本文整理汇总了Python中MilitaryAI.getMilitaryFleets方法的典型用法代码示例。如果您正苦于以下问题:Python MilitaryAI.getMilitaryFleets方法的具体用法?Python MilitaryAI.getMilitaryFleets怎么用?Python MilitaryAI.getMilitaryFleets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类MilitaryAI
的用法示例。
在下文中一共展示了MilitaryAI.getMilitaryFleets方法的5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: calculatePriorities
# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import getMilitaryFleets [as 别名]
def calculatePriorities():
"calculates the priorities of the AI player"
print("calculating priorities")
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESOURCE_RESEARCH, calculateResearchPriority())
ColonisationAI.getColonyFleets() # sets foAI.foAIstate.colonisablePlanetIDs and foAI.foAIstate.outpostPlanetIDs
InvasionAI.getInvasionFleets() # sets AIstate.invasionFleetIDs, AIstate.opponentPlanetIDs, and AIstate.invasionTargetedPlanetIDs
MilitaryAI.getMilitaryFleets() # sets AIstate.militaryFleetIDs and AIstate.militaryTargetedSystemIDs
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESOURCE_PRODUCTION, calculateIndustryPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESOURCE_TRADE, 0)
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESOURCE_CONSTRUCTION, 0)
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_EXPLORATION, calculateExplorationPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_OUTPOST, calculateOutpostPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_COLONISATION, calculateColonisationPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_INVASION, calculateInvasionPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_MILITARY, calculateMilitaryPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_PRODUCTION_BUILDINGS, 25)
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_LEARNING, calculateLearningPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_GROWTH, calculateGrowthPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_PRODUCTION, calculateTechsProductionPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_CONSTRUCTION, calculateConstructionPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_ECONOMICS, 0)
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_SHIPS, calculateShipsPriority())
foAI.foAIstate.setPriority(AIPriorityType.PRIORITY_RESEARCH_DEFENSE, 0)
示例2: calculatePriorities
# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import getMilitaryFleets [as 别名]
def calculatePriorities():
"calculates the priorities of the AI player"
print("checking statuses")
# Industry, Research, Colony, Invasion, Military
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_PRODUCTION, 50) # let this one stay fixed & just adjust Research
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_RESEARCH, calculateResearchPriority())
ColonisationAI.getColonyFleets() # sets foAI.foAIstate.colonisablePlanetIDs and foAI.foAIstate.outpostPlanetIDs and many other values used by other modules
InvasionAI.getInvasionFleets() # sets AIstate.invasionFleetIDs, AIstate.opponentPlanetIDs, and AIstate.invasionTargetedPlanetIDs
MilitaryAI.getMilitaryFleets() # sets AIstate.militaryFleetIDs and AIstate.militaryTargetedSystemIDs
print("calculating priorities")
calculateIndustryPriority()#purely for reporting purposes
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_TRADE, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_CONSTRUCTION, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_EXPLORATION, calculateExplorationPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_OUTPOST, calculateOutpostPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_COLONISATION, calculateColonisationPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION, calculateInvasionPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_MILITARY, calculateMilitaryPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_BUILDINGS, 25)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_LEARNING, calculateLearningPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_GROWTH, calculateGrowthPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_PRODUCTION, calculateTechsProductionPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_CONSTRUCTION, calculateConstructionPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_ECONOMICS, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_SHIPS, calculateShipsPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_DEFENSE, 0)
示例3: issueAIFleetOrders
# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import getMilitaryFleets [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)
示例4: issueAIFleetOrders
# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import getMilitaryFleets [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)
示例5: calculatePriorities
# 需要导入模块: import MilitaryAI [as 别名]
# 或者: from MilitaryAI import getMilitaryFleets [as 别名]
def calculatePriorities():
"calculates the priorities of the AI player"
print("checking statuses")
# Industry, Research, Colony, Invasion, Military
times=[]
tasks = []
times.append( time() )
tasks.append("init")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_PRODUCTION, 50) # let this one stay fixed & just adjust Research
times.append( time() )
tasks.append( "setting Production Priority" )
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_RESEARCH, calculateResearchPriority())
times.append( time() )
tasks.append( "setting Research Priority")
ColonisationAI.getColonyFleets() # sets foAI.foAIstate.colonisablePlanetIDs and foAI.foAIstate.outpostPlanetIDs and many other values used by other modules
times.append( time() )
tasks.append( "Evaluating Colonization Status")
InvasionAI.getInvasionFleets() # sets AIstate.invasionFleetIDs, AIstate.opponentPlanetIDs, and AIstate.invasionTargetedPlanetIDs
times.append( time() )
tasks.append( "Evaluating Invasion Status")
MilitaryAI.getMilitaryFleets() # sets AIstate.militaryFleetIDs and AIstate.militaryTargetedSystemIDs
times.append( time() )
tasks.append( "Evaluating Military Status")
print("calculating priorities")
calculateIndustryPriority()#purely for reporting purposes
times.append( time() )
tasks.append( "reporting Production Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_TRADE, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESOURCE_CONSTRUCTION, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_EXPLORATION, calculateExplorationPriority())
times.append( time() )
tasks.append( "setting Exploration Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_OUTPOST, calculateOutpostPriority())
times.append( time() )
tasks.append( "setting Outpost Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_COLONISATION, calculateColonisationPriority())
times.append( time() )
tasks.append( "setting Colony Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION, calculateInvasionPriority())
times.append( time() )
tasks.append( "setting Invasion Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_MILITARY, calculateMilitaryPriority())
times.append( time() )
tasks.append( "setting Military Priority")
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_BUILDINGS, 25)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_LEARNING, calculateLearningPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_GROWTH, calculateGrowthPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_PRODUCTION, calculateTechsProductionPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_CONSTRUCTION, calculateConstructionPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_ECONOMICS, 0)
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_SHIPS, calculateShipsPriority())
foAI.foAIstate.setPriority(EnumsAI.AIPriorityType.PRIORITY_RESEARCH_DEFENSE, 0)
times.append( time() )
tasks.append( "total processing")
for t_index in range(1, len(times)-1):
print "calculatePriorities(): %40s took %d msec"%(tasks[t_index], int(1000*(times[t_index]-times[t_index-1])))
print "calculatePriorities(): %40s took %d msec"%(tasks[-1], int(1000*(times[-1]-times[0])))