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Python ProductionAI类代码示例

本文整理汇总了Python中ProductionAI的典型用法代码示例。如果您正苦于以下问题:Python ProductionAI类的具体用法?Python ProductionAI怎么用?Python ProductionAI使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了ProductionAI类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: generateOrders

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:34,代码来源:FreeOrionAI.py

示例2: cur_best_mil_ship_rating

def cur_best_mil_ship_rating(include_designs=False):
    """Find the best military ship we have available in this turn and return its rating.

    :param include_designs: toggles if available designs are considered or only existing ships
    :return: float: rating of the best ship
    """
    current_turn = fo.currentTurn()
    if current_turn in best_ship_rating_cache:
        best_rating = best_ship_rating_cache[current_turn]
        if include_designs:
            best_design_rating = ProductionAI.cur_best_military_design_rating()
            best_rating = max(best_rating, best_design_rating)
        return best_rating
    best_rating = 0.001
    universe = fo.getUniverse()
    for fleet_id in FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY):
        fleet = universe.getFleet(fleet_id)
        for ship_id in fleet.shipIDs:
            ship = universe.getShip(ship_id)
            if ship:
                ship_info = [(ship.id, ship.designID, ship.speciesName)]
                ship_rating = foAI.foAIstate.rate_psuedo_fleet(ship_info=ship_info)['overall']
                best_rating = max(best_rating, ship_rating)
    best_ship_rating_cache[current_turn] = best_rating
    if include_designs:
        best_design_rating = ProductionAI.cur_best_military_design_rating()
        best_rating = max(best_rating, best_design_rating)
    return max(best_rating, 0.001)
开发者ID:cyphic,项目名称:freeorion,代码行数:28,代码来源:MilitaryAI.py

示例3: cur_best_mil_ship_rating

def cur_best_mil_ship_rating(include_designs=False):
    """Find the best military ship we have available in this turn and return its rating.

    :param include_designs: toggles if available designs are considered or only existing ships
    :return: float: rating of the best ship
    """
    current_turn = fo.currentTurn()
    if current_turn in _best_ship_rating_cache:
        best_rating = _best_ship_rating_cache[current_turn]
        if include_designs:
            best_design_rating = ProductionAI.cur_best_military_design_rating()
            best_rating = max(best_rating, best_design_rating)
        return best_rating
    best_rating = 0.001
    universe = fo.getUniverse()
    for fleet_id in FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.MILITARY):
        fleet = universe.getFleet(fleet_id)
        for ship_id in fleet.shipIDs:
            ship_rating = CombatRatingsAI.ShipCombatStats(ship_id).get_rating(enemy_stats=foAI.foAIstate.get_standard_enemy())
            best_rating = max(best_rating, ship_rating)
    _best_ship_rating_cache[current_turn] = best_rating
    if include_designs:
        best_design_rating = ProductionAI.cur_best_military_design_rating()
        best_rating = max(best_rating, best_design_rating)
    return max(best_rating, 0.001)
开发者ID:mel-odious,项目名称:freeorion,代码行数:25,代码来源:MilitaryAI.py

示例4: generateOrders

def generateOrders():
    empire = fo.getEmpire()
    print "Empire:  " + empire.name + " TURN: " + str(fo.currentTurn())
    print "Capital: " + str(empire.capitalID)

    # turn cleanup
    splitFleet()

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

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

    foAIstate.afterTurnCleanup()
    fo.doneTurn()
开发者ID:dbuksbaum,项目名称:FreeOrion,代码行数:27,代码来源:FreeOrionAI.py

示例5: assessShipDesignRole

def assessShipDesignRole(design):
    if design.parts.__contains__("CO_OUTPOST_POD"):
        if design.starlaneSpeed > 0:
            return AIShipRoleType.SHIP_ROLE_CIVILIAN_OUTPOST
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_OUTPOST
            
    if design.parts.__contains__("CO_COLONY_POD") or design.parts.__contains__("CO_SUSPEND_ANIM_POD"):
        if design.starlaneSpeed > 0:
            return AIShipRoleType.SHIP_ROLE_CIVILIAN_COLONISATION
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_COLONISATION
            
    if design.parts.__contains__("GT_TROOP_POD"):
        if design.starlaneSpeed > 0:
            return AIShipRoleType.SHIP_ROLE_MILITARY_INVASION
        else:
            return AIShipRoleType.SHIP_ROLE_BASE_INVASION
            
    if design.starlaneSpeed == 0:
        if design.parts[0] in [ "SH_DEFENSE_GRID", "SH_DEFLECTOR" ,  "SH_MULTISPEC" ]:
            return AIShipRoleType.SHIP_ROLE_BASE_DEFENSE
        else:
            return AIShipRoleType.SHIP_ROLE_INVALID        
            
    stats = foAI.foAIstate.getDesignStats(design)
    rating = stats['attack'] * ( stats['structure'] + stats['shields'] )
    if  ( "SD_SCOUT" in design.name(False)  )  or (rating < 0.2* ProductionAI.curBestMilShipRating()):
        for part in design.parts:
            if "DT_DETECTOR" in part:
                return AIShipRoleType.SHIP_ROLE_CIVILIAN_EXPLORATION
    if rating > 0: #positive attack stat
        return AIShipRoleType.SHIP_ROLE_MILITARY
    else:
        return AIShipRoleType.SHIP_ROLE_CIVILIAN_EXPLORATION  #let this be the default since even without detection part a ship has some inherent
开发者ID:zweizeichen,项目名称:freeorion,代码行数:35,代码来源:FleetUtilsAI.py

示例6: calculateMilitaryPriority

def calculateMilitaryPriority():
    "calculates the demand for military ships by military targeted systems"
    global unmetThreat

    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.getCapital()
    if capitalID is not None and capitalID != -1:
        homeworld = universe.getPlanet(capitalID)
    else:
        return 0# no capitol (not even a capitol-in-the-making), means can't produce any ships
        
    have_mod_weaps = ( empire.getTechStatus("SHP_WEAPON_1_4") == fo.techStatus.complete or
                                   empire.getTechStatus("SHP_WEAPON_2_1") == fo.techStatus.complete or
                                   empire.getTechStatus("SHP_WEAPON_4_1") == fo.techStatus.complete )
        
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    targetPlanetIDs =  [pid for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] + [pid for pid,  pscore in foAI.foAIstate.colonisablePlanetIDs[:allottedColonyTargets]  ] + [pid for pid,  pscore in foAI.foAIstate.colonisableOutpostIDs[:allottedColonyTargets]  ]

    mySystems = set( AIstate.popCtrSystemIDs ).union( AIstate.outpostSystemIDs   )
    targetSystems = set( PlanetUtilsAI.getSystems(targetPlanetIDs)  )

    curShipRating = ProductionAI.curBestMilShipRating()
    cSRR = curShipRating**0.5

    unmetThreat = 0.0
    currentTurn=fo.currentTurn()
    shipsNeeded=0
    defenses_needed = 0
    for sysID in mySystems.union(targetSystems) :
        status=foAI.foAIstate.systemStatus.get( sysID,  {} )
        myRating = status.get('myFleetRating',  0)
        my_defenses = status.get('mydefenses',  {}).get('overall', 0)
        baseMonsterThreat = status.get('monsterThreat', 0)
        #scale monster threat so that in early - mid game big monsters don't over-drive military production
        if currentTurn>200:
            monsterThreat = baseMonsterThreat
        elif currentTurn>100:
            if baseMonsterThreat <2000:
                monsterThreat = baseMonsterThreat
            else:
                monsterThreat = 2000 + (currentTurn/100.0 - 1) *(baseMonsterThreat-2000)
        else:
            monsterThreat = 0
        if sysID in mySystems:
            threatRoot = status.get('fleetThreat', 0)**0.5 + 0.8*status.get('max_neighbor_threat', 0)**0.5 + 0.2*status.get('neighborThreat', 0)**0.5 + monsterThreat**0.5 + status.get('planetThreat', 0)**0.5
        else:
            threatRoot = status.get('fleetThreat', 0)**0.5  + monsterThreat**0.5 + status.get('planetThreat', 0)**0.5
        shipsNeeded += math.ceil(( max(0,   (threatRoot - (myRating**0.5 + my_defenses**0.5)))**2)/curShipRating)

    #militaryPriority = int( 40 + max(0,  75*unmetThreat / curShipRating) )
    militaryPriority = int( 40 + max(0,  75*shipsNeeded) )
    if not have_mod_weaps:
        militaryPriority /= 2
    #print "Calculating Military Priority:  40 + 75 * unmetThreat/curShipRating \n\t  Priority: %d    \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority,  unmetThreat,  curShipRating)
    print "Calculating Military Priority:  40 + 75 * shipsNeeded \n\t  Priority: %d   \t shipsNeeded %d   \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority, shipsNeeded,   unmetThreat,  curShipRating)
    return max( militaryPriority,  0)
开发者ID:fourmond,项目名称:freeorion,代码行数:58,代码来源:PriorityAI.py

示例7: calculateMilitaryPriority

def calculateMilitaryPriority():
    "calculates the demand for military ships by military targeted systems"

    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.getCapital()
    if capitalID:
        homeworld = universe.getPlanet(capitalID)
    else:
        return 0# no capitol (not even a capitol-in-the-making), means can't produce any ships
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    targetPlanetIDs =  [pid for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] + [pid for pid,  pscore in foAI.foAIstate.colonisablePlanetIDs[:allottedColonyTargets]  ] + [pid for pid,  pscore in foAI.foAIstate.colonisableOutpostIDs[:allottedColonyTargets]  ]
    
    mySystems = set( AIstate.popCtrSystemIDs ).union( AIstate.outpostSystemIDs   )
    targetSystems = set( PlanetUtilsAI.getSystems(targetPlanetIDs)  )
    
    curShipRating = ProductionAI.curBestMilShipRating()
    cSRR = curShipRating**0.5

    unmetThreat = 0.0
    currentTurn=fo.currentTurn()
    shipsNeeded=0
    for sysID in mySystems.union(targetSystems) :
        status=foAI.foAIstate.systemStatus.get( sysID,  {} )
        myAttack,  myHealth =0, 0
        for fid in status.get('myfleets', []) :
            rating= foAI.foAIstate.fleetStatus.get(fid,  {}).get('rating', {})
            myAttack += rating.get('attack', 0)
            myHealth += rating.get('health', 0)
        myRating = myAttack*myHealth
        baseMonsterThreat = status.get('monsterThreat', 0)
        if currentTurn>200:
            monsterThreat = baseMonsterThreat
        elif currentTurn>100:
            if baseMonsterThreat <2000:
                monsterThreat = baseMonsterThreat
            else:
                monsterThreat = 2000 + (currentTurn/100.0 - 1) *(baseMonsterThreat-2000)
        else:
            monsterThreat = 0
            
        threatRoot = status.get('fleetThreat', 0)**0.5 + status.get('planetThreat', 0)**0.5 + monsterThreat**0.5
        if sysID in mySystems:
             threatRoot +=  (0.3* status.get('neighborThreat', 0))**0.5   
        else:
             threatRoot +=  (0.1* status.get('neighborThreat', 0))**0.5   
        threat = threatRoot**2
        unmetThreat += max( 0,  threat - myRating )
        shipsNeeded += math.ceil( max(0,   (threatRoot/cSRR)- (myRating/curShipRating)**0.5 ) )
        
    #militaryPriority = int( 40 + max(0,  75*unmetThreat / curShipRating) )  
    militaryPriority = int( 40 + max(0,  75*shipsNeeded) )  
    #print "Calculating Military Priority:  40 + 75 * unmetThreat/curShipRating \n\t  Priority: %d    \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority,  unmetThreat,  curShipRating)
    print "Calculating Military Priority:  40 + 75 * shipsNeeded \n\t  Priority: %d   \t shipsNeeded %d   \t unmetThreat  %.0f        curShipRating: %.0f"%(militaryPriority, shipsNeeded,   unmetThreat,  curShipRating)
    return max( militaryPriority,  0)
开发者ID:Ablu,项目名称:freeorion,代码行数:56,代码来源:PriorityAI.py

示例8: calculateInvasionPriority

def calculateInvasionPriority():
    "calculates the demand for troop ships by opponent planets"
    global allottedInvasionTargets
    troopsPerPod=2
    empire=fo.getEmpire()
    
    if foAI.foAIstate.aggression==fo.aggression.beginner and fo.currentTurn()<150:
        return 0
    
    allottedInvasionTargets = 1+ int(fo.currentTurn()/25)
    totalVal= sum( [pscore for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )
    troopsNeeded= sum( [(trp+4) for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets] ] )

    if totalVal == 0: 
        return 0 
    opponentTroopPods = int(troopsNeeded/troopsPerPod)

    productionQueue = empire.productionQueue
    queuedTroopPods=0
    for queue_index  in range(0,  len(productionQueue)):
        element=productionQueue[queue_index]
        if element.buildType == EnumsAI.AIEmpireProductionTypes.BT_SHIP:
             if foAI.foAIstate.getShipRole(element.designID) in  [ EnumsAI.AIShipRoleType.SHIP_ROLE_MILITARY_INVASION,  EnumsAI.AIShipRoleType.SHIP_ROLE_BASE_INVASION] :
                 design = fo.getShipDesign(element.designID)
                 queuedTroopPods += element.remaining*element.blocksize * list(design.parts).count("GT_TROOP_POD") 
    bestShip,  bestDesign,  buildChoices = ProductionAI.getBestShipInfo( EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = troopsPerPod*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=troopsPerPod #may actually not have any troopers available, but this num will do for now

    #don't cound troop bases here since if through misplanning cannot be used where made, cannot be redeployed
    #troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_INVASION)  + FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_ORBITAL_INVASION)
    troopFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(EnumsAI.AIFleetMissionType.FLEET_MISSION_INVASION) 
    numTroopPods =  sum([ FleetUtilsAI.countPartsFleetwide(fleetID,  ["GT_TROOP_POD"]) for fleetID in  troopFleetIDs])
    troopShipsNeeded = math.ceil((opponentTroopPods - (numTroopPods+ queuedTroopPods ))/troopsPerBestShip)  
     
    #invasionPriority = max(  10+ 200*max(0,  troopShipsNeeded ) , int(0.1* totalVal) )
    invasionPriority = 30+ 150*max(0,  troopShipsNeeded )
    if invasionPriority < 0: 
        return 0
    if foAI.foAIstate.aggression==fo.aggression.beginner:
        return 0.5* invasionPriority
    else:
        return invasionPriority
开发者ID:Ablu,项目名称:freeorion,代码行数:45,代码来源:PriorityAI.py

示例9: sendInvasionFleets

def sendInvasionFleets(invasionFleetIDs, evaluatedPlanets, missionType):
    "sends a list of invasion fleets to a list of planet_value_pairs"
    universe=fo.getUniverse()
    invasionPool = invasionFleetIDs[:]  #need to make a copy
    bestShip,  bestDesign,  buildChoices = ProductionAI.getBestShipInfo( EnumsAI.AIPriorityType.PRIORITY_PRODUCTION_INVASION)
    if bestDesign:
        troopsPerBestShip = 2*(  list(bestDesign.parts).count("GT_TROOP_POD") )
    else:
        troopsPerBestShip=5 #may actually not have any troopers available, but this num will do for now

    #sortedTargets=sorted( [  ( pscore-ptroops/2 ,  pID,  pscore,  ptroops) for pID,  pscore,  ptroops in evaluatedPlanets ] ,  reverse=True)

    invasionPool=set(invasionPool)
    for  pID,  pscore,  ptroops in evaluatedPlanets: #
        if not invasionPool: return
        planet=universe.getPlanet(pID)
        if not planet: continue
        sysID = planet.systemID
        foundFleets = []
        podsNeeded= math.ceil( (ptroops+0.05)/2.0)
        foundStats={}
        minStats= {'rating':0, 'troopPods':podsNeeded}
        targetStats={'rating':10,'troopPods':podsNeeded+1}
        theseFleets = FleetUtilsAI.getFleetsForMission(1, targetStats , minStats,   foundStats,  "",  systemsToCheck=[sysID],  systemsChecked=[], fleetPoolSet=invasionPool,   fleetList=foundFleets,  verbose=False)
        if theseFleets == []:
            if not FleetUtilsAI.statsMeetReqs(foundStats,  minStats):
                print "Insufficient invasion troop  allocation for system %d ( %s ) -- requested  %s , found %s"%(sysID,  universe.getSystem(sysID).name,  minStats,  foundStats)
                invasionPool.update( foundFleets )
                continue
            else:
                theseFleets = foundFleets
        aiTarget = AITarget.AITarget(EnumsAI.AITargetType.TARGET_PLANET, pID)
        print "assigning invasion fleets %s to target %s"%(theseFleets,  aiTarget)
        for fleetID in theseFleets:
            fleet=universe.getFleet(fleetID)
            aiFleetMission = foAI.foAIstate.getAIFleetMission(fleetID)
            aiFleetMission.clearAIFleetOrders()
            aiFleetMission.clearAITargets( (aiFleetMission.getAIMissionTypes() + [-1])[0] )
            aiFleetMission.addAITarget(missionType, aiTarget)
开发者ID:e-h-j,项目名称:freeorion,代码行数:39,代码来源:InvasionAI.py

示例10: evaluateInvasionPlanet

def evaluateInvasionPlanet(planetID, missionType, fleetSupplyablePlanetIDs, empire,  secureAIFleetMissions,  verbose=True):
    "return the invasion value (score, troops) of a planet"
    detail = []
    buildingValues = {"BLD_IMPERIAL_PALACE":                    1000,
                                            "BLD_CULTURE_ARCHIVES":                 1000,
                                            "BLD_SHIPYARD_BASE":                        100,
                                            "BLD_SHIPYARD_ORG_ORB_INC":     200,
                                            "BLD_SHIPYARD_ORG_XENO_FAC": 200,
                                            "BLD_SHIPYARD_ORG_CELL_GRO_CHAMB": 200,
                                            "BLD_SHIPYARD_CON_NANOROBO": 300,
                                            "BLD_SHIPYARD_CON_GEOINT":      400,
                                            "BLD_SHIPYARD_CON_ADV_ENGINE": 1000,
                                            "BLD_SHIPYARD_AST":                             300,
                                            "BLD_SHIPYARD_AST_REF":                     1000,
                                            "BLD_SHIPYARD_ENRG_SOLAR":          1500,
                                            "BLD_INDUSTRY_CENTER":                   500,
                                            "BLD_GAS_GIANT_GEN":                           200,
                                            "BLD_SOL_ORB_GEN":                              800,
                                            "BLD_BLACK_HOLE_POW_GEN":       2000,
                                            "BLD_ENCLAVE_VOID":                             500,
                                            "BLD_NEUTRONIUM_EXTRACTOR": 2000,
                                            "BLD_NEUTRONIUM_SYNTH":             2000,
                                            "BLD_NEUTRONIUM_FORGE":             1000,
                                            "BLD_CONC_CAMP":                                    100,
                                            "BLD_BIOTERROR_PROJECTOR":      1000,
                                            "BLD_SHIPYARD_ENRG_COMP":         3000,
                                            }
    #TODO: add more factors, as used for colonization
    universe = fo.getUniverse()
    empireID = empire.empireID
    maxJumps=8
    planet = universe.getPlanet(planetID)
    if (planet == None) :  #TODO: exclude planets with stealth higher than empireDetection
        print "invasion AI couldn't access any info for planet id %d"%planetID
        return [0, 0]

    sysPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(planet.systemID,  empireID)).get(fo.visibility.partial, -9999)
    planetPartialVisTurn = dictFromMap(universe.getVisibilityTurnsMap(planetID,  empireID)).get(fo.visibility.partial, -9999)

    if planetPartialVisTurn < sysPartialVisTurn:
        print "invasion AI couldn't get current info on planet id %d (was stealthed at last sighting)"%planetID
        return [0, 0]  #last time we had partial vis of the system, the planet was stealthed to us #TODO: track detection strength, order new scouting when it goes up

    specName=planet.speciesName
    species=fo.getSpecies(specName)
    if not species: #this call iterates over this Empire's available species with which it could colonize after an invasion
        planetEval = ColonisationAI.assignColonisationValues([planetID],  EnumsAI.AIFleetMissionType.FLEET_MISSION_COLONISATION,  [planetID],  None,  empire, detail) #evaluatePlanet is imported from ColonisationAI
        popVal = max( 0.75*planetEval.get(planetID,  [0])[0],   ColonisationAI.evaluatePlanet(planetID,  EnumsAI.AIFleetMissionType.FLEET_MISSION_OUTPOST,  [planetID],  None,  empire, detail)  )
    else:
        popVal = ColonisationAI.evaluatePlanet(planetID,  EnumsAI.AIFleetMissionType.FLEET_MISSION_COLONISATION,  [planetID],  specName,  empire, detail) #evaluatePlanet is imported from ColonisationAI

    bldTally=0
    for bldType in [universe.getObject(bldg).buildingTypeName for bldg in planet.buildingIDs]:
        bval = buildingValues.get(bldType,  50)
        bldTally += bval
        detail.append("%s: %d"%(bldType,  bval))

    pSysID = planet.systemID
    capitolID = PlanetUtilsAI.getCapital()
    leastJumpsPath = []
    clear_path = True
    if capitolID:
        homeworld = universe.getPlanet(capitolID)
        if homeworld:
            homeSystemID = homeworld.systemID
            evalSystemID = planet.systemID
            if (homeSystemID != -1) and (evalSystemID != -1):
                leastJumpsPath = list(universe.leastJumpsPath(homeSystemID, evalSystemID, empireID))
                maxJumps =  len(leastJumpsPath)
    system_status = foAI.foAIstate.systemStatus.get(pSysID, {})
    sysFThrt = system_status.get('fleetThreat', 1000 )
    sysMThrt = foAI.foAIstate.systemStatus.get(pSysID, {}).get('monsterThreat', 0 )
    sysPThrt = foAI.foAIstate.systemStatus.get(pSysID, {}).get('planetThreat', 0 )
    sysTotThrt = sysFThrt + sysMThrt + sysPThrt
    max_path_threat = sysFThrt
    mil_ship_rating = ProductionAI.curBestMilShipRating()
    for path_sys_id in leastJumpsPath:
        path_leg_status = foAI.foAIstate.systemStatus.get(path_sys_id,  {})
        path_leg_threat = path_leg_status.get('fleetThreat', 1000 ) + path_leg_status.get('monsterThreat', 0 )
        if  path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    troops = planet.currentMeterValue(fo.meterType.troops)
    maxTroops = planet.currentMeterValue(fo.meterType.maxTroops)

    this_system = universe.getSystem(pSysID)
    secure_targets = [pSysID] + list(this_system.planetIDs)
    system_secured = False
    for mission in secureAIFleetMissions:
        if system_secured:
            break
        secure_fleet_id = mission.target_id
        s_fleet = universe.getFleet(secure_fleet_id)
        if (not s_fleet) or (s_fleet.systemID != pSysID):
            continue
        for ai_target in mission.getAITargets(EnumsAI.AIFleetMissionType.FLEET_MISSION_SECURE):
            target_obj = ai_target.target_obj
            if (target_obj is not None) and target_obj.id in secure_targets:
#.........这里部分代码省略.........
开发者ID:e-h-j,项目名称:freeorion,代码行数:101,代码来源:InvasionAI.py

示例11: getColonyFleets

def getColonyFleets():
    global empireSpecies,  empireColonizers,  empireSpeciesSystems,  annexableSystemIDs,  annexableRing1,  annexableRing2,  annexableRing3
    global  annexablePlanetIDs,  curBestMilShipRating
    
    curBestMilShipRating = ProductionAI.curBestMilShipRating()
    
    "get colony fleets"

    allColonyFleetIDs = FleetUtilsAI.getEmpireFleetIDsByRole(AIFleetMissionType.FLEET_MISSION_COLONISATION)
    AIstate.colonyFleetIDs[:] = FleetUtilsAI.extractFleetIDsWithoutMissionTypes(allColonyFleetIDs)

    # get suppliable systems and planets
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empireID = empire.empireID
    capitalID = PlanetUtilsAI.getCapital()
    #capitalID = empire.capitalID
    homeworld=None
    if capitalID:
        homeworld = universe.getPlanet(capitalID)
    if homeworld:
        speciesName = homeworld.speciesName
        homeworldName=homeworld.name
        homeSystemID = homeworld.systemID
    else:
        speciesName = ""
        homeworldName=" no remaining homeworld "
        homeSystemID = -1
    if not speciesName:
        speciesName = foAI.foAIstate.origSpeciesName
    species = fo.getSpecies(speciesName)
    if not species:
        print "**************************************************************************************"
        print "**************************************************************************************"
        print "Problem determining species for colonization planning: capitalID: %s,  homeworld %s  and species name %s"%(capitalID,  homeworldName,  speciesName)
    else:
        print "Plannning colonization for species name %s"%species.name

    fleetSupplyableSystemIDs = empire.fleetSupplyableSystemIDs
    fleetSupplyablePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(fleetSupplyableSystemIDs)
    print ""
    print "    fleetSupplyableSystemIDs: " + str(list(fleetSupplyableSystemIDs))
    print "    fleetSupplyablePlanetIDs: " + str(fleetSupplyablePlanetIDs)
    print ""

    print "-------\nEmpire Obstructed Starlanes:"
    print  list(empire.obstructedStarlanes())


    annexableSystemIDs.clear()
    annexableRing1.clear()
    annexableRing2.clear()
    annexableRing3.clear()
    annexablePlanetIDs.clear()
    for sysID in empire.fleetSupplyableSystemIDs:
        annexableSystemIDs.add(sysID)
        for nID in  universe.getImmediateNeighbors(sysID,  empireID):
            annexableSystemIDs.add(nID)
            annexableRing1.add(nID)
    annexableRing1.difference_update(empire.fleetSupplyableSystemIDs)
    print "First Ring of annexable systems: ",  PlanetUtilsAI.sysNameIDs(annexableRing1)
    if empire.getTechStatus("CON_ORBITAL_CON") == fo.techStatus.complete:
        for sysID in list(annexableRing1):
            for nID in  universe.getImmediateNeighbors(sysID,  empireID):
                annexableRing2.add(nID)
        annexableRing2.difference_update(annexableSystemIDs)
        print "Second Ring of annexable systems: ",  PlanetUtilsAI.sysNameIDs(annexableRing2)
        annexableSystemIDs.update(annexableRing2)
        if foAI.foAIstate.aggression > fo.aggression.cautious:
            for sysID in list(annexableRing2):
                for nID in  universe.getImmediateNeighbors(sysID,  empireID):
                    annexableRing3.add(nID)
            annexableRing3.difference_update(annexableSystemIDs)
            print "Third Ring of annexable systems: ",  PlanetUtilsAI.sysNameIDs(annexableRing3)
            annexableSystemIDs.update(annexableRing3)
    annexablePlanetIDs.update( PlanetUtilsAI.getPlanetsInSystemsIDs(annexableSystemIDs))

    # get outpost and colonization planets
    
    exploredSystemIDs = foAI.foAIstate.getExplorableSystems(AIExplorableSystemType.EXPLORABLE_SYSTEM_EXPLORED)
    unExSysIDs = list(foAI.foAIstate.getExplorableSystems(AIExplorableSystemType.EXPLORABLE_SYSTEM_UNEXPLORED))
    unExSystems = map(universe.getSystem,  unExSysIDs)
    print "Unexplored Systems: %s " % [(sysID,  (sys and sys.name) or "name unknown") for sysID,  sys in zip( unExSysIDs,  unExSystems)]
    print "Explored SystemIDs: " + str(list(exploredSystemIDs))

    exploredPlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(exploredSystemIDs)
    print "Explored PlanetIDs: " + str(exploredPlanetIDs)
    print ""
    
    #visibleSystemIDs = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()
    #visiblePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(visibleSystemIDs)
    #print "VisiblePlanets: %s "%[ (pid,  (universe.getPlanet(pid) and  universe.getPlanet(pid).name) or "unknown") for pid in  visiblePlanetIDs]
    #print ""
    
    #accessibleSystemIDs = [sysID for sysID in visibleSystemIDs if  universe.systemsConnected(sysID, homeSystemID, empireID) ]
    #acessiblePlanetIDs = PlanetUtilsAI.getPlanetsInSystemsIDs(accessibleSystemIDs)

    empireOwnedPlanetIDs = PlanetUtilsAI.getOwnedPlanetsByEmpire(universe.planetIDs, empireID)
    print "Empire Owned PlanetIDs:            " + str(empireOwnedPlanetIDs)
    
#.........这里部分代码省略.........
开发者ID:zweizeichen,项目名称:freeorion,代码行数:101,代码来源:ColonisationAI.py

示例12: _calculate_invasion_priority

def _calculate_invasion_priority():
    """Calculates the demand for troop ships by opponent planets."""
    
    global allottedInvasionTargets
    if not foAI.foAIstate.character.may_invade():
        return 0
    
    empire = fo.getEmpire()
    enemies_sighted = foAI.foAIstate.misc.get('enemies_sighted', {})
    multiplier = 1
    num_colonies = len(list(AIstate.popCtrIDs))
    colony_growth_barrier = foAI.foAIstate.character.max_number_colonies()
    if num_colonies > colony_growth_barrier:
        return 0.0
    
    if len(foAI.foAIstate.colonisablePlanetIDs) > 0:
        best_colony_score = max(2, foAI.foAIstate.colonisablePlanetIDs.items()[0][1][0])
    else:
        best_colony_score = 2

    allottedInvasionTargets = 1 + int(fo.currentTurn() / 25)
    total_val = 0
    troops_needed = 0
    for pid, pscore, trp in AIstate.invasionTargets[:allottedInvasionTargets]:
        if pscore > best_colony_score:
            multiplier += 1
            total_val += 2 * pscore
        else:
            total_val += pscore
        troops_needed += trp + 4  # ToDo: This seems like it could be improved by some dynamic calculation of buffer

    if total_val == 0:
        return 0

    production_queue = empire.productionQueue
    queued_troop_capacity = 0
    for queue_index in range(0, len(production_queue)):
        element = production_queue[queue_index]
        if element.buildType == EmpireProductionTypes.BT_SHIP:
            if foAI.foAIstate.get_ship_role(element.designID) in [ShipRoleType.MILITARY_INVASION,
                                                                  ShipRoleType.BASE_INVASION]:
                design = fo.getShipDesign(element.designID)
                queued_troop_capacity += element.remaining * element.blocksize * design.troopCapacity
    _, best_design, _ = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if best_design:
        troops_per_best_ship = best_design.troopCapacity
    else:
        return 1e-6  # if we can not build troop ships, we don't want to build (non-existing) invasion ships

    # don't count troop bases here as these cannot be redeployed after misplaning
    # troopFleetIDs = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)\
    #                 + FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_INVASION)
    troop_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    total_troop_capacity = sum([FleetUtilsAI.count_troops_in_fleet(fid) for fid in troop_fleet_ids])
    troop_ships_needed = \
        math.ceil((troops_needed - (total_troop_capacity + queued_troop_capacity)) / troops_per_best_ship)

    # invasion_priority = max( 10+ 200*max(0, troop_ships_needed ) , int(0.1* total_val) )
    invasion_priority = multiplier * (30 + 150*max(0, troop_ships_needed))
    if not ColonisationAI.colony_status.get('colonies_under_attack', []):
        if not ColonisationAI.colony_status.get('colonies_under_threat', []):
            invasion_priority *= 2.0
        else:
            invasion_priority *= 1.5
    if not enemies_sighted:
        invasion_priority *= 1.5
        
    if invasion_priority < 0:
        return 0

    return invasion_priority * foAI.foAIstate.character.invasion_priority_scaling()
开发者ID:mel-odious,项目名称:freeorion,代码行数:71,代码来源:PriorityAI.py

示例13: get_invasion_fleets

def get_invasion_fleets():
    invasion_timer.start("gathering initial info")
    universe = fo.getUniverse()
    empire = fo.getEmpire()
    empire_id = empire.empireID

    all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    AIstate.invasionFleetIDs = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)

    home_system_id = PlanetUtilsAI.get_capital_sys_id()
    visible_system_ids = foAI.foAIstate.visInteriorSystemIDs.keys() + foAI.foAIstate. visBorderSystemIDs.keys()

    if home_system_id != -1:
        accessible_system_ids = [sys_id for sys_id in visible_system_ids
                                 if (sys_id != -1) and universe.systemsConnected(sys_id, home_system_id, empire_id)]
    else:
        print "Warning: Empire has no identifiable homeworld; will treat all visible planets as accessible."
        accessible_system_ids = visible_system_ids  # TODO: check if any troop ships owned, use their system as home system

    acessible_planet_ids = PlanetUtilsAI.get_planets_in__systems_ids(accessible_system_ids)
    all_owned_planet_ids = PlanetUtilsAI.get_all_owned_planet_ids(acessible_planet_ids)  # includes unpopulated outposts
    all_populated_planets = PlanetUtilsAI.get_populated_planet_ids(acessible_planet_ids)  # includes unowned natives
    empire_owned_planet_ids = PlanetUtilsAI.get_owned_planets_by_empire(universe.planetIDs)
    invadable_planet_ids = set(all_owned_planet_ids).union(all_populated_planets) - set(empire_owned_planet_ids)

    invasion_targeted_planet_ids = get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.INVASION)
    invasion_targeted_planet_ids.extend(get_invasion_targeted_planet_ids(universe.planetIDs, MissionType.ORBITAL_INVASION))
    all_invasion_targeted_system_ids = set(PlanetUtilsAI.get_systems(invasion_targeted_planet_ids))

    invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
    num_invasion_fleets = len(FleetUtilsAI.extract_fleet_ids_without_mission_types(invasion_fleet_ids))

    print "Current Invasion Targeted SystemIDs: ", PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs)
    print "Current Invasion Targeted PlanetIDs: ", PlanetUtilsAI.planet_name_ids(invasion_targeted_planet_ids)
    print invasion_fleet_ids and "Invasion Fleet IDs: %s" % invasion_fleet_ids or "Available Invasion Fleets: 0"
    print "Invasion Fleets Without Missions: %s" % num_invasion_fleets

    invasion_timer.start("planning troop base production")
    # only do base invasions if aggression is typical or above
    reserved_troop_base_targets = []
    if foAI.foAIstate.aggression > fo.aggression.typical:
        available_pp = {}
        for el in empire.planetsWithAvailablePP:  # keys are sets of ints; data is doubles
            avail_pp = el.data()
            for pid in el.key():
                available_pp[pid] = avail_pp
        for pid in invadable_planet_ids:  # TODO: reorganize
            planet = universe.getPlanet(pid)
            if not planet:
                continue
            sys_id = planet.systemID
            sys_partial_vis_turn = universe.getVisibilityTurnsMap(planet.systemID, empire_id).get(fo.visibility.partial, -9999)
            planet_partial_vis_turn = universe.getVisibilityTurnsMap(pid, empire_id).get(fo.visibility.partial, -9999)
            if planet_partial_vis_turn < sys_partial_vis_turn:
                continue
            for pid2 in state.get_empire_inhabited_planets_by_system().get(sys_id, []):
                if available_pp.get(pid2, 0) < 2:  # TODO: improve troop base PP sufficiency determination
                    break
                planet2 = universe.getPlanet(pid2)
                if not planet2:
                    continue
                if pid not in foAI.foAIstate.qualifyingTroopBaseTargets and planet2.speciesName in ColonisationAI.empire_ship_builders:
                    foAI.foAIstate.qualifyingTroopBaseTargets.setdefault(pid, [pid2, -1])
                    break

        for pid in list(foAI.foAIstate.qualifyingTroopBaseTargets):
            planet = universe.getPlanet(pid)  # TODO: also check that still have a colony in this system that can make troops
            if planet and planet.owner == empire_id:
                del foAI.foAIstate.qualifyingTroopBaseTargets[pid]

        secure_ai_fleet_missions = foAI.foAIstate.get_fleet_missions_with_any_mission_types([MissionType.SECURE])
        for pid in (set(foAI.foAIstate.qualifyingTroopBaseTargets.keys()) - set(invasion_targeted_planet_ids)):  # TODO: consider overriding standard invasion mission
            planet = universe.getPlanet(pid)
            if foAI.foAIstate.qualifyingTroopBaseTargets[pid][1] != -1:
                reserved_troop_base_targets.append(pid)
                if planet:
                    all_invasion_targeted_system_ids.add(planet.systemID)
                continue  # already building for here
            sys_id = planet.systemID
            this_sys_status = foAI.foAIstate.systemStatus.get(sys_id, {})
            if (planet.currentMeterValue(fo.meterType.shield) > 0 and
                    this_sys_status.get('myFleetRating', 0) < 0.8 * this_sys_status.get('totalThreat', 0)):
                continue
            loc = foAI.foAIstate.qualifyingTroopBaseTargets[pid][0]
            best_base_trooper_here = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)[1]
            loc_planet = universe.getPlanet(loc)
            if best_base_trooper_here is None:  # shouldn't be possible at this point, but just to be safe
                print "Could not find a suitable orbital invasion design at %s" % loc_planet
                continue
            # TODO: have TroopShipDesigner give the expected number of troops including species effects directly
            troops_per_ship = best_base_trooper_here.troopCapacity
            species_troop_grade = CombatRatingsAI.get_species_troops_grade(loc_planet.speciesName)
            troops_per_ship = CombatRatingsAI.weight_attack_troops(troops_per_ship, species_troop_grade)
            if not troops_per_ship:
                print "The best orbital invasion design at %s seems not to have any troop capacity." % loc_planet
                continue
            this_score, p_troops = evaluate_invasion_planet(pid, empire, secure_ai_fleet_missions, False)
            _, col_design, build_choices = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)
            if not col_design:
                continue
#.........这里部分代码省略.........
开发者ID:TheSilentOne1,项目名称:freeorion,代码行数:101,代码来源:InvasionAI.py

示例14: evaluate_invasion_planet


#.........这里部分代码省略.........
    for path_sys_id in least_jumps_path:
        path_leg_status = foAI.foAIstate.systemStatus.get(path_sys_id, {})
        path_leg_threat = path_leg_status.get('fleetThreat', 1000) + path_leg_status.get('monsterThreat', 0)
        if path_leg_threat > 0.5 * mil_ship_rating:
            clear_path = False
            if path_leg_threat > max_path_threat:
                max_path_threat = path_leg_threat

    pop = planet.currentMeterValue(fo.meterType.population)
    target_pop = planet.currentMeterValue(fo.meterType.targetPopulation)
    troops = planet.currentMeterValue(fo.meterType.troops)
    max_troops = planet.currentMeterValue(fo.meterType.maxTroops)
    # TODO: refactor troop determination into function for use in mid-mission updates and also consider defender techs
    max_troops += AIDependencies.TROOPS_PER_POP * (target_pop - pop)

    this_system = universe.getSystem(p_sys_id)
    secure_targets = [p_sys_id] + list(this_system.planetIDs)
    system_secured = False
    for mission in secure_fleet_missions:
        if system_secured:
            break
        secure_fleet_id = mission.fleet.id
        s_fleet = universe.getFleet(secure_fleet_id)
        if not s_fleet or s_fleet.systemID != p_sys_id:
            continue
        if mission.type == MissionType.SECURE:
            target_obj = mission.target.get_object()
            if target_obj is not None and target_obj.id in secure_targets:
                system_secured = True
                break
    system_secured = system_secured and system_status.get('myFleetRating', 0)

    if verbose:
        print ("Invasion eval of %s\n"
               " - maxShields: %.1f\n"
               " - sysFleetThreat: %.1f\n"
               " - sysMonsterThreat: %.1f") % (
            planet, planet.currentMeterValue(fo.meterType.maxShield), system_fleet_treat,
            system_monster_threat)
    supply_val = 0
    enemy_val = 0
    if planet.owner != -1:  # value in taking this away from an enemy
        enemy_val = 20 * (planet.currentMeterValue(fo.meterType.targetIndustry) + 2*planet.currentMeterValue(fo.meterType.targetResearch))
    if p_sys_id in ColonisationAI.annexable_system_ids:  # TODO: extend to rings
        supply_val = 100
    elif p_sys_id in ColonisationAI.annexable_ring1:
        supply_val = 200
    elif p_sys_id in ColonisationAI.annexable_ring2:
        supply_val = 300
    elif p_sys_id in ColonisationAI.annexable_ring3:
        supply_val = 400
    if max_path_threat > 0.5 * mil_ship_rating:
        if max_path_threat < 3 * mil_ship_rating:
            supply_val *= 0.5
        else:
            supply_val *= 0.2

    threat_factor = min(1, 0.2*MilitaryAI.get_tot_mil_rating()/(sys_total_threat+0.001))**2  # devalue invasions that would require too much military force

    design_id, _, locs = ProductionAI.get_best_ship_info(PriorityType.PRODUCTION_INVASION)
    if not locs or not universe.getPlanet(locs[0]):
        # We are in trouble anyway, so just calculate whatever approximation...
        build_time = 4
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        troop_cost = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / 6.0) * 20 * FleetUtilsAI.get_fleet_upkeep()
    else:
        loc = locs[0]
        species_here = universe.getPlanet(loc).speciesName
        design = fo.getShipDesign(design_id)
        cost_per_ship = design.productionCost(empire_id, loc)
        build_time = design.productionTime(empire_id, loc)
        troops_per_ship = CombatRatingsAI.weight_attack_troops(design.troopCapacity,
                                                               CombatRatingsAI.get_species_troops_grade(species_here))
        planned_troops = troops if system_secured else min(troops + max_jumps + build_time, max_troops)
        planned_troops += .01  # we must attack with more troops than there are defenders
        ships_needed = math.ceil((planned_troops+_TROOPS_SAFETY_MARGIN) / float(troops_per_ship))
        troop_cost = ships_needed * cost_per_ship  # fleet upkeep is already included in query from server

    # apply some bias to expensive operations
    normalized_cost = float(troop_cost) / max(fo.getEmpire().productionPoints, 1)
    normalized_cost = max(1, normalized_cost)
    cost_score = (normalized_cost**2 / 50.0) * troop_cost

    base_score = pop_val + supply_val + bld_tally + tech_tally + enemy_val - cost_score
    planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
    if clear_path:
        planet_score *= 1.5
    if verbose:
        print (' - planet score: %.2f\n'
               ' - troop score: %.2f\n'
               ' - projected troop cost: %.1f\n'
               ' - threat factor: %s\n'
               ' - planet detail: %s\n'
               ' - popval: %.1f\n'
               ' - supplyval: %.1f\n'
               ' - bldval: %s\n'
               ' - enemyval: %s') % (planet_score, planned_troops, troop_cost,
                                     threat_factor, detail, pop_val, supply_val, bld_tally, enemy_val)
    return [planet_score, planned_troops]
开发者ID:MatGB,项目名称:freeorion,代码行数:101,代码来源:InvasionAI.py

示例15: generateOrders

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:89,代码来源:FreeOrionAI.py


注:本文中的ProductionAI类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。