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import freeOrionAIInterface as fo
from logging import debug, warning
import AIstate
import CombatRatingsAI
import EspionageAI
import FleetUtilsAI
import InvasionAI
import MilitaryAI
import MoveUtilsAI
from AIDependencies import INVALID_ID
from aistate_interface import get_aistate
from common.fo_typing import FleetId
from EnumsAI import MissionType
from fleet_orders import (
AIFleetOrder,
OrderColonize,
OrderDefend,
OrderInvade,
OrderMilitary,
OrderMove,
OrderOutpost,
OrderPause,
)
from freeorion_tools import (
assertion_fails,
combine_ratings,
get_fleet_position,
get_partial_visibility_turn,
)
from target import Target, TargetFleet, TargetPlanet, TargetSystem
from universe.system_network import get_neighbors
ORDERS_FOR_MISSION = {
MissionType.EXPLORATION: OrderPause,
MissionType.OUTPOST: OrderOutpost,
MissionType.COLONISATION: OrderColonize,
MissionType.INVASION: OrderInvade,
MissionType.MILITARY: OrderMilitary,
# SECURE is mostly same as MILITARY, but waits for system removal from all targeted system lists
# (invasion, colonization, outpost, blockade) before clearing
MissionType.SECURE: OrderMilitary,
MissionType.PROTECT_REGION: OrderPause,
MissionType.ORBITAL_INVASION: OrderInvade,
MissionType.ORBITAL_OUTPOST: OrderOutpost,
MissionType.ORBITAL_DEFENSE: OrderDefend,
}
COMBAT_MISSION_TYPES = (
MissionType.MILITARY,
MissionType.SECURE,
MissionType.PROTECT_REGION,
)
MERGEABLE_MISSION_TYPES = (
MissionType.MILITARY,
MissionType.INVASION,
MissionType.PROTECT_REGION,
MissionType.ORBITAL_INVASION,
MissionType.SECURE,
MissionType.ORBITAL_DEFENSE,
)
class AIFleetMission:
"""
Stores information about AI mission. Every mission has fleetID and AI targets depending upon AI fleet mission type.
:type orders: list[AIFleetOrder]
:type target: target.Target | None
"""
def __init__(self, fleet_id: FleetId):
self.orders = []
self.fleet = TargetFleet(fleet_id)
self.type = None
self.target = None
def __setstate__(self, state):
target_type = state.pop("target_type")
if state["target"] is not None:
object_map = {
TargetPlanet.object_name: TargetPlanet,
TargetSystem.object_name: TargetSystem,
TargetFleet.object_name: TargetFleet,
}
state["target"] = object_map[target_type](state["target"])
state["fleet"] = TargetFleet(state["fleet"])
self.__dict__ = state
def __getstate__(self):
retval = dict(self.__dict__)
# do only store the fleet id not the Fleet object
retval["fleet"] = self.fleet.id
# store target type and id rather than the object
if self.target is not None:
retval["target_type"] = self.target.object_name
retval["target"] = self.target.id
else:
retval["target_type"] = None
retval["target"] = None
return retval
def set_target(self, mission_type: MissionType, target: Target):
"""
Set mission and target for this fleet.
"""
if self.type == mission_type and self.target == target:
return
if self.type or self.target:
debug(f"{self.fleet}: change mission assignment from {self.type}:{self.target} to {mission_type}:{target}")
self.type = mission_type
self.target = target
def clear_target(self):
"""Clear target and mission for this fleet."""
self.target = None
self.type = None
def has_target(self, mission_type: MissionType, target: Target) -> bool:
"""
Check if fleet has specified mission_type and target.
"""
return self.type == mission_type and self.target == target
def clear_fleet_orders(self):
"""Clear this fleets orders but do not clear mission and target."""
self.orders = []
def _get_fleet_order_from_target(self, mission_type: MissionType, target: Target) -> AIFleetOrder:
"""
Get a fleet order according to mission type and target.
"""
fleet_target = TargetFleet(self.fleet.id)
return ORDERS_FOR_MISSION[mission_type](fleet_target, target)
def check_mergers(self, context: str = ""):
"""
Merge local fleets with same mission into this fleet.
:param context: Context of the function call for logging purposes
"""
debug(f"Considering to merge {self}")
if self.type not in MERGEABLE_MISSION_TYPES:
debug("Mission type does not allow merging.")
return
if not self.target:
debug("Mission has no valid target - do not merge.")
return
universe = fo.getUniverse()
empire_id = fo.empireID()
fleet_id = self.fleet.id
main_fleet = universe.getFleet(fleet_id)
main_fleet_system_id = main_fleet.systemID
if main_fleet_system_id == INVALID_ID:
debug("Can't merge: fleet in middle of starlane.")
return
# only merge PROTECT_REGION if there is any threat near target
if self.type == MissionType.PROTECT_REGION:
neighbor_systems = get_neighbors(self.target.id)
if not any(MilitaryAI.get_system_local_threat(sys_id) for sys_id in neighbor_systems):
debug("Not merging PROTECT_REGION fleet - no threat nearby.")
return
destroyed_list = set(universe.destroyedObjectIDs(empire_id))
aistate = get_aistate()
system_status = aistate.systemStatus[main_fleet_system_id]
other_fleets_here = [
fid
for fid in system_status.get("myFleetsAccessible", [])
if fid != fleet_id and fid not in destroyed_list and universe.getFleet(fid).ownedBy(empire_id)
]
if not other_fleets_here:
debug("No other fleets here")
return
for fid in other_fleets_here:
fleet_mission = aistate.get_fleet_mission(fid)
if fleet_mission.type != self.type or fleet_mission.target != self.target:
debug("Local candidate %s does not have same mission." % fleet_mission)
continue
FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id, context=f"Order {context} of mission {self}")
def _is_valid_fleet_mission_target(self, mission_type: MissionType, target: Target): # noqa: C901
if not target:
return False
if mission_type == MissionType.EXPLORATION:
if isinstance(target, TargetSystem):
empire = fo.getEmpire()
if not empire.hasExploredSystem(target.id):
return True
elif mission_type in [MissionType.OUTPOST, MissionType.ORBITAL_OUTPOST]:
fleet = self.fleet.get_object()
if not fleet.hasOutpostShips:
return False
if isinstance(target, TargetPlanet):
planet = target.get_object()
if planet.unowned:
return True
elif mission_type == MissionType.COLONISATION:
fleet = self.fleet.get_object()
if not fleet.hasColonyShips:
return False
if isinstance(target, TargetPlanet):
planet = target.get_object()
population = planet.initialMeterValue(fo.meterType.population)
if planet.unowned or (planet.owner == fleet.owner and population == 0):
return True
elif mission_type in [MissionType.INVASION, MissionType.ORBITAL_INVASION]:
fleet = self.fleet.get_object()
if not fleet.hasTroopShips:
return False
if isinstance(target, TargetPlanet):
planet = target.get_object()
# TODO remove latter portion of next check in light of invasion retargeting, or else correct logic
if not planet.unowned or planet.owner != fleet.owner:
return True
elif mission_type in [
MissionType.MILITARY,
MissionType.SECURE,
MissionType.ORBITAL_DEFENSE,
MissionType.PROTECT_REGION,
]:
if isinstance(target, TargetSystem):
return True
# TODO: implement other mission types
return False
def clean_invalid_targets(self):
"""clean invalid AITargets"""
if not self._is_valid_fleet_mission_target(self.type, self.target):
self.target = None
self.type = None
def _check_abort_mission(self, fleet_order: AIFleetOrder): # noqa: C901
"""checks if current mission (targeting a planet) should be aborted"""
planet_stealthed = False
target_is_planet = fleet_order.target and isinstance(fleet_order.target, TargetPlanet)
planet = None
if target_is_planet:
planet = fleet_order.target.get_object()
# Check visibility prediction, but if somehow still have current visibility, don't
# abort the mission yet
if not EspionageAI.colony_detectable_by_empire(planet.id, empire=fo.empireID()):
if get_partial_visibility_turn(planet.id) == fo.currentTurn():
debug(
"EspionageAI predicts planet id %d to be stealthed" % planet.id
+ ", but somehow have current visibity anyway, so won't trigger mission abort"
)
else:
debug("EspionageAI predicts we can no longer detect %s, will abort mission" % fleet_order.target)
planet_stealthed = True
if target_is_planet and not planet_stealthed:
# TBD use fleet_order.is_valid or add fleet_order.should_abort
if isinstance(fleet_order, OrderColonize):
if planet.initialMeterValue(fo.meterType.population) == 0 and (
planet.ownedBy(fo.empireID()) or planet.unowned
):
return False
elif isinstance(fleet_order, OrderOutpost):
if planet.unowned:
return False
elif isinstance(fleet_order, OrderInvade):
if planet.owner == fo.getEmpire().empireID:
debug(f"Abandoning invasion for {planet}, it already belongs to us")
return True
if planet.currentMeterValue(fo.meterType.maxShield):
military_support_fleets = MilitaryAI.get_military_fleets_with_target_system(planet.systemID)
if not military_support_fleets:
# Maybe try again later...
debug(
f"Abandoning Invasion mission for {planet} because target has nonzero max shields "
f"and there is no military fleet assigned to secure the target system."
)
return True
return False
else:
return False
# canceling fleet orders
debug(" %s" % fleet_order)
debug("Fleet %d had a target planet that is no longer valid for this mission; aborting." % self.fleet.id)
FleetUtilsAI.split_fleet(self.fleet.id)
return True
def _check_retarget_invasion(self): # noqa: C901
"""checks if an invasion mission should be retargeted"""
universe = fo.getUniverse()
empire_id = fo.empireID()
fleet_id = self.fleet.id
fleet = universe.getFleet(fleet_id)
if fleet.systemID == INVALID_ID:
# next_loc = fleet.nextSystemID
return # TODO: still check
system = universe.getSystem(fleet.systemID)
if not system:
return
orders = self.orders
last_sys_target = INVALID_ID
if orders:
last_sys_target = orders[-1].target.id
if last_sys_target == fleet.systemID:
return # TODO: check for best local target
open_targets = []
already_targeted = InvasionAI.get_invasion_targeted_planet_ids(system.planetIDs, MissionType.INVASION)
aistate = get_aistate()
for pid in system.planetIDs:
if pid in already_targeted or (pid in aistate.qualifyingTroopBaseTargets):
continue
planet = universe.getPlanet(pid)
if planet.unowned or (planet.owner == empire_id):
continue
if (planet.initialMeterValue(fo.meterType.shield)) <= 0:
open_targets.append(pid)
if not open_targets:
return
troops_in_fleet = FleetUtilsAI.count_troops_in_fleet(fleet_id)
target_id = INVALID_ID
best_score = -1
target_troops = 0
#
for pid, rating in InvasionAI.assign_invasion_values(open_targets).items():
p_score, p_troops = rating
if p_score > best_score:
if p_troops >= troops_in_fleet:
continue
best_score = p_score
target_id = pid
target_troops = p_troops
if target_id == INVALID_ID:
return
debug("\t Splitting and retargetting fleet %d" % fleet_id)
new_fleets = FleetUtilsAI.split_fleet(fleet_id)
self.clear_target() # TODO: clear from foAIstate
self.clear_fleet_orders()
troops_needed = max(0, target_troops - FleetUtilsAI.count_troops_in_fleet(fleet_id))
min_stats = {"troopCapacity": troops_needed}
target_stats = {"troopCapacity": troops_needed}
found_fleets = []
# TODO check if next statement does not mutate any global states and can be removed
_ = FleetUtilsAI.get_fleets_for_mission(
target_stats,
min_stats,
{},
starting_system=fleet.systemID, # noqa: F841
fleet_pool_set=set(new_fleets),
fleet_list=found_fleets,
)
for fid in found_fleets:
FleetUtilsAI.merge_fleet_a_into_b(fid, fleet_id)
target = TargetPlanet(target_id)
self.set_target(MissionType.INVASION, target)
self.generate_fleet_orders()
def need_to_pause_movement(self, last_move_target_id: int, new_move_order: OrderMove) -> bool:
"""
When a fleet has consecutive move orders, assesses whether something about the interim destination warrants
forcing a stop (such as a military fleet choosing to engage with an enemy fleet about to enter the same system,
or it may provide a good vantage point to view current status of next system in path). Assessments about whether
the new destination is suitable to move to are (currently) separately made by OrderMove.can_issue_order()
:param last_move_target_id:
:param new_move_order:
"""
fleet = self.fleet.get_object()
# don't try skipping over more than one System
if fleet.nextSystemID != last_move_target_id:
return True
universe = fo.getUniverse()
current_dest_system = universe.getSystem(fleet.nextSystemID)
if not current_dest_system:
# shouldn't really happen, but just to be safe
return True
distance_to_next_system = (
(fleet.x - current_dest_system.x) ** 2 + (fleet.y - current_dest_system.y) ** 2
) ** 0.5
surplus_travel_distance = fleet.speed - distance_to_next_system
# if need more than one turn to reach current destination, then don't add another jump yet
if surplus_travel_distance < 0:
return True
# TODO: add assessments for other situations we'd prefer to pause, such as cited above re military fleets, and
# for situations where high value fleets like colony fleets might deem it safest to stop and look around
# before proceeding
return False
def issue_fleet_orders(self): # noqa: C901
"""issues AIFleetOrders which can be issued in system and moves to next one if is possible"""
# TODO: priority
order_completed = True
debug(
"\nChecking orders for fleet %s (on turn %d), with mission type %s and target %s",
self.fleet.get_object(),
fo.currentTurn(),
self.type or "No mission",
self.target or "No Target",
)
if MissionType.INVASION == self.type:
self._check_retarget_invasion()
just_issued_move_order = False
last_move_target_id = INVALID_ID
for fleet_order in self.orders:
if isinstance(fleet_order, (OrderColonize, OrderOutpost, OrderInvade)) and self._check_abort_mission(
fleet_order
):
self.clear_fleet_orders()
self.clear_target()
return
aistate = get_aistate()
for fleet_order in self.orders:
if just_issued_move_order and self.fleet.get_object().systemID != last_move_target_id:
# having just issued a move order, we will normally stop issuing orders this turn, except that if there
# are consecutive move orders we will consider moving through the first destination rather than stopping
# Without the below noinspection directive, PyCharm is concerned about the 2nd part of the test
# noinspection PyTypeChecker
if not isinstance(fleet_order, OrderMove) or self.need_to_pause_movement(
last_move_target_id, fleet_order
):
break
debug("Checking order: %s" % fleet_order)
self.check_mergers(context=str(fleet_order))
if fleet_order.can_issue_order(verbose=False):
# only move if all other orders completed
if isinstance(fleet_order, OrderMove) and order_completed:
debug("Issuing fleet order %s" % fleet_order)
fleet_order.issue_order()
just_issued_move_order = True
last_move_target_id = fleet_order.target.id
elif not isinstance(fleet_order, OrderMove):
debug("Issuing fleet order %s" % fleet_order)
fleet_order.issue_order()
else:
debug("NOT issuing (even though can_issue) fleet order %s" % fleet_order)
issued = "issued" if fleet_order.order_issued else "not issued"
executed = "fully executed" if fleet_order.executed else "not fully executed"
debug(f"Order {issued} issued and {executed}.")
if not fleet_order.executed:
order_completed = False
else: # check that we're not held up by a Big Monster
if fleet_order.order_issued:
# A previously issued order that wasn't instantly executed must have had cirumstances change so that
# the order can't currently be reissued (or perhaps simply a savegame has been reloaded on the same
# turn the order was issued).
if not fleet_order.executed:
order_completed = False
# Go on to the next order.
continue
debug("CAN'T issue fleet order %s because:" % fleet_order)
fleet_order.can_issue_order(verbose=True)
if isinstance(fleet_order, OrderMove):
this_system_id = fleet_order.target.id
this_status = aistate.systemStatus.setdefault(this_system_id, {})
threat_threshold = fo.currentTurn() * MilitaryAI.cur_best_mil_ship_rating() / 4.0
if this_status.get("monsterThreat", 0) > threat_threshold:
# if this move order is not this mil fleet's final destination, and blocked by Big Monster,
# release and hope for more effective reassignment
if (
self.type not in (MissionType.MILITARY, MissionType.SECURE)
or fleet_order != self.orders[-1]
):
debug(
"Aborting mission due to being blocked by Big Monster at system %d, threat %d"
% (this_system_id, aistate.systemStatus[this_system_id]["monsterThreat"])
)
debug("Full set of orders were:")
for this_order in self.orders:
debug(" - %s" % this_order)
self.clear_fleet_orders()
self.clear_target()
return
break # do not order the next order until this one is finished.
else: # went through entire order list
if order_completed:
debug("Final order is completed")
orders = self.orders
last_order = orders[-1] if orders else None
universe = fo.getUniverse()
if last_order and isinstance(last_order, OrderColonize):
planet = universe.getPlanet(last_order.target.id)
sys_partial_vis_turn = get_partial_visibility_turn(planet.systemID)
planet_partial_vis_turn = get_partial_visibility_turn(planet.id)
if planet_partial_vis_turn == sys_partial_vis_turn and not planet.initialMeterValue(
fo.meterType.population
):
warning(
"Fleet %s has tentatively completed its "
"colonize mission but will wait to confirm population.",
self.fleet,
)
debug(" Order details are %s" % last_order)
debug(
f" Order is valid: {last_order.is_valid()}; issued: {last_order.order_issued}; executed: {last_order.executed}"
)
if not last_order.is_valid():
source_target = last_order.fleet
target_target = last_order.target
debug(
f" source target validity: {bool(source_target)}; target target validity: {bool(target_target)} "
)
return # colonize order must not have completed yet
clear_all = True
last_sys_target = INVALID_ID
secure_targets = set(
AIstate.colonyTargetedSystemIDs
+ AIstate.outpostTargetedSystemIDs
+ AIstate.invasionTargetedSystemIDs
)
if last_order and isinstance(last_order, OrderMilitary):
last_sys_target = last_order.target.id
# not doing this until decide a way to release from a SECURE mission
# if (MissionType.SECURE == self.type) or
if last_sys_target in secure_targets: # consider a secure mission
if last_sys_target in AIstate.colonyTargetedSystemIDs:
secure_type = "Colony"
elif last_sys_target in AIstate.outpostTargetedSystemIDs:
secure_type = "Outpost"
elif last_sys_target in AIstate.invasionTargetedSystemIDs:
secure_type = "Invasion"
else:
secure_type = "Unidentified"
debug(
"Fleet %d has completed initial stage of its mission "
"to secure system %d (targeted for %s), "
"may release a portion of ships" % (self.fleet.id, last_sys_target, secure_type)
)
clear_all = False
# for PROTECT_REGION missions, only release fleet if no more threat
if self.type == MissionType.PROTECT_REGION:
# use military logic code below to determine if can release
# any or even all of the ships.
clear_all = False
last_sys_target = self.target.id
debug("Check if PROTECT_REGION mission with target %d is finished.", last_sys_target)
# for SECURE missions, only release fleet if no settle or invade mission is ongoing
if self.type == MissionType.SECURE and self.target.id in secure_targets:
debug(f"Secure mission for {self.target} not yet finished")
return
fleet_id = self.fleet.id
if clear_all:
if orders:
debug("Fleet %d has completed its mission; clearing all orders and targets." % self.fleet.id)
debug("Full set of orders were:")
for this_order in orders:
debug("\t\t %s" % this_order)
self.clear_fleet_orders()
self.clear_target()
if aistate.get_fleet_role(fleet_id) in (MissionType.MILITARY, MissionType.SECURE):
allocations = MilitaryAI.get_military_fleets(
mil_fleets_ids=[fleet_id], try_reset=False, thisround="Fleet %d Reassignment" % fleet_id
)
if allocations:
MilitaryAI.assign_military_fleets_to_systems(
use_fleet_id_list=[fleet_id], allocations=allocations
)
else: # no orders
debug("No Current Orders")
else:
potential_threat = combine_ratings(
MilitaryAI.get_system_local_threat(last_sys_target),
MilitaryAI.get_system_neighbor_threat(last_sys_target),
)
threat_present = potential_threat > 0
debug("Fleet threat present? %s", threat_present)
target_system = universe.getSystem(last_sys_target)
if not threat_present and target_system:
for pid in target_system.planetIDs:
planet = universe.getPlanet(pid)
if (
planet
and planet.owner != fo.empireID()
and planet.currentMeterValue(fo.meterType.maxDefense) > 0
):
debug("Found local planetary threat: %s", planet)
threat_present = True
break
if not threat_present:
debug("No current threat in target system; releasing a portion of ships.")
# at least first stage of current task is done;
# release extra ships for potential other deployments
new_fleets = FleetUtilsAI.split_fleet(self.fleet.id)
if self.type == MissionType.PROTECT_REGION:
self.clear_fleet_orders()
self.clear_target()
new_fleets.append(self.fleet.id)
else:
debug("Threat remains in target system; Considering to release some ships.")
new_fleets = []
fleet_portion_to_remain = self._portion_of_fleet_needed_here()
if fleet_portion_to_remain >= 1:
debug("Can not release fleet yet due to large threat.")
elif fleet_portion_to_remain > 0:
debug("Not all ships are needed here - considering releasing a few")
# TODO: Rate against specific enemy threat cause
fleet_remaining_rating = CombatRatingsAI.get_fleet_rating(fleet_id)
fleet_min_rating = fleet_portion_to_remain * fleet_remaining_rating
debug(
"Starting rating: %.1f, Target rating: %.1f", fleet_remaining_rating, fleet_min_rating
)
allowance = CombatRatingsAI.rating_needed(fleet_remaining_rating, fleet_min_rating)
debug("May release ships with total rating of %.1f", allowance)
for ship_id in self.fleet.get_object().shipIDs:
if len(self.fleet.get_object().shipIDs) == 1:
break
ship_rating = CombatRatingsAI.get_ship_rating(ship_id)
debug("Considering to release ship %d with rating %.1f", ship_id, ship_rating)
if ship_rating > allowance:
debug("Remaining rating insufficient. Not released.")
continue
debug("Splitting from fleet.")
new_fleet_id = FleetUtilsAI.split_ship_from_fleet(fleet_id, ship_id)
if assertion_fails(new_fleet_id != INVALID_ID):
break
new_fleets.append(new_fleet_id)
fleet_remaining_rating = CombatRatingsAI.rating_difference(
fleet_remaining_rating, ship_rating
)
allowance = CombatRatingsAI.rating_difference(fleet_remaining_rating, fleet_min_rating)
debug(
"Remaining fleet rating: %.1f - Allowance: %.1f", fleet_remaining_rating, allowance
)
if new_fleets:
aistate.get_fleet_role(fleet_id, force_new=True)
aistate.update_fleet_rating(fleet_id)
aistate.ensure_have_fleet_missions(new_fleets)
else:
debug("Planetary defenses are deemed sufficient. Release fleet.")
new_fleets = FleetUtilsAI.split_fleet(self.fleet.id)
new_military_fleets = []
for fleet_id in new_fleets:
if aistate.get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES:
new_military_fleets.append(fleet_id)
allocations = []
if new_military_fleets:
allocations = MilitaryAI.get_military_fleets(
mil_fleets_ids=new_military_fleets,
try_reset=False,
thisround="Fleet Reassignment %s" % new_military_fleets,
)
if allocations:
MilitaryAI.assign_military_fleets_to_systems(
use_fleet_id_list=new_military_fleets, allocations=allocations
)
def _portion_of_fleet_needed_here(self):
"""Calculate the portion of the fleet needed in target system considering enemy forces."""
# TODO check rating against planets
if assertion_fails(self.type in COMBAT_MISSION_TYPES, msg=str(self)):
return 0
if assertion_fails(self.target and self.target.id != INVALID_ID, msg=str(self)):
return 0
system_id = self.target.id
aistate = get_aistate()
local_defenses = MilitaryAI.get_my_defense_rating_in_system(system_id)
potential_threat = combine_ratings(
MilitaryAI.get_system_local_threat(system_id), MilitaryAI.get_system_neighbor_threat(system_id)
)
universe = fo.getUniverse()
system = universe.getSystem(system_id)
# tally planetary defenses
total_defense = total_shields = 0
for planet_id in system.planetIDs:
planet = universe.getPlanet(planet_id)
total_defense += planet.currentMeterValue(fo.meterType.defense)
total_shields += planet.currentMeterValue(fo.meterType.shield)
planetary_ratings = total_defense * (total_shields + total_defense)
potential_threat += planetary_ratings # TODO: rewrite to return min rating vs planets as well
# consider safety factor just once here rather than everywhere below
safety_factor = aistate.character.military_safety_factor()
potential_threat *= safety_factor
# TODO: Rate against specific threat here
fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id)
return CombatRatingsAI.rating_needed(potential_threat, local_defenses) / float(max(fleet_rating, 1.0))
def generate_fleet_orders(self):
"""generates AIFleetOrders from fleets targets to accomplish"""
universe = fo.getUniverse()
fleet_id = self.fleet.id
fleet = universe.getFleet(fleet_id)
if (not fleet) or fleet.empty or (fleet_id in universe.destroyedObjectIDs(fo.empireID())):
# fleet was probably merged into another or was destroyed
get_aistate().delete_fleet_info(fleet_id)
return
# TODO: priority
self.clear_fleet_orders()
system_id = fleet.systemID
# if fleet doesn't have any mission,
# then repair if needed or resupply if is current location not in supplyable system
empire = fo.getEmpire()
fleet_supplyable_system_ids = empire.fleetSupplyableSystemIDs
# if (not self.hasAnyAIMissionTypes()):
if not self.target and (
system_id
not in set(
AIstate.colonyTargetedSystemIDs + AIstate.outpostTargetedSystemIDs + AIstate.invasionTargetedSystemIDs
)
):
if self._need_repair():
repair_fleet_order = MoveUtilsAI.get_repair_fleet_order(self.fleet)
if repair_fleet_order and repair_fleet_order.is_valid():
self.orders.append(repair_fleet_order)
cur_fighter_capacity, max_fighter_capacity = FleetUtilsAI.get_fighter_capacity_of_fleet(fleet_id)
if (
fleet.fuel < fleet.maxFuel
or cur_fighter_capacity < max_fighter_capacity
and get_fleet_position(self.fleet.id) not in fleet_supplyable_system_ids
):
resupply_fleet_order = MoveUtilsAI.get_resupply_fleet_order(self.fleet)
if resupply_fleet_order.is_valid():
self.orders.append(resupply_fleet_order)
return # no targets
if self.target:
# for some targets fleet has to visit systems and therefore fleet visit them
system_to_visit = (
self.target.get_system()
if not self.type == MissionType.PROTECT_REGION
else TargetSystem(self._get_target_for_protection_mission())
)
if not system_to_visit:
return
orders_to_visit_systems = MoveUtilsAI.create_move_orders_to_system(self.fleet, system_to_visit)
# TODO: if fleet doesn't have enough fuel to get to final target, consider resetting Mission
for fleet_order in orders_to_visit_systems:
self.orders.append(fleet_order)
# also generate appropriate final orders
fleet_order = self._get_fleet_order_from_target(
self.type, self.target if not self.type == MissionType.PROTECT_REGION else system_to_visit
)
self.orders.append(fleet_order)
def _need_repair(self, repair_limit: float = 0.70) -> bool:
"""Check if fleet needs to be repaired.
If the fleet is already at a system where it can be repaired, stay there until fully repaired.
Otherwise, repair if fleet health is below specified *repair_limit*.
For military fleets, there is a special evaluation called, cf. *MilitaryAI.avail_mil_needing_repair()*
:param repair_limit: percentage of health below which the fleet is sent to repair
:return: True if fleet needs repair
"""
# TODO: More complex evaluation if fleet needs repair (consider self-repair, distance, threat, mission...)
fleet_id = self.fleet.id
# if we are already at a system where we can repair, make sure we use it...
system = self.fleet.get_system()
# TODO starlane obstruction is not considered in the next call
nearest_dock = MoveUtilsAI.get_best_drydock_system_id(system.id, fleet_id)
if nearest_dock == system.id:
repair_limit = 0.99
# if combat fleet, use military repair check
if get_aistate().get_fleet_role(fleet_id) in COMBAT_MISSION_TYPES:
return (
fleet_id
in MilitaryAI.avail_mil_needing_repair(
[fleet_id], on_mission=bool(self.orders), repair_limit=repair_limit
)[0]
)
# TODO: Allow to split fleet to send only damaged ships to repair
ships_cur_health, ships_max_health = FleetUtilsAI.get_current_and_max_structure(fleet_id)
return ships_cur_health < repair_limit * ships_max_health
def __eq__(self, other):
return isinstance(other, self.__class__) and self.fleet == other.target
def __hash__(self):
return hash(self.fleet)
def __str__(self):
fleet = self.fleet.get_object()
fleet_id = self.fleet.id
return "%-25s [%-11s] ships: %2d; total rating: %4d; target: %s" % (
fleet,
"NONE" if self.type is None else self.type,
(fleet and len(fleet.shipIDs)) or 0,
CombatRatingsAI.get_fleet_rating(fleet_id),
self.target or "no target",
)
def _get_target_for_protection_mission(self):
"""Get a target for a PROTECT_REGION mission.
1) If primary target (system target of this mission) is under attack, move to primary target.
2) If neighbors of primary target have local enemy forces weaker than this fleet, may move to attack
3) If no neighboring fleets or strongest enemy force is too strong, move to defend primary target
"""
# TODO: Also check fleet rating vs planets in decision making below not only vs fleets
universe = fo.getUniverse()
primary_objective = self.target.id
# TODO: Rate against specific threats
fleet_rating = CombatRatingsAI.get_fleet_rating(self.fleet.id)
debug(
"%s finding target for protection mission (primary target %s). Fleet Rating: %.1f",
self.fleet,
self.target,
fleet_rating,
)
immediate_threat = MilitaryAI.get_system_local_threat(primary_objective)
if immediate_threat:
debug(" Immediate threat! Moving to primary mission target")
return primary_objective
else:
debug(" No immediate threats.")
# Try to eliminate neighbouring fleets
neighbors = get_neighbors(primary_objective)
threat_list = sorted(map(lambda x: (MilitaryAI.get_system_local_threat(x), x), neighbors), reverse=True)
if not threat_list:
debug(" No neighbors (?!). Moving to primary mission target")
return primary_objective
else:
debug(" Neighboring threats:")
for threat, sys_id in threat_list:
debug(" %s - %.1f", TargetSystem(sys_id), threat)
top_threat, candidate_system = threat_list[0]
if not top_threat:
# TODO: Move into second ring but needs more careful evaluation
# For now, consider staying at the current location if enemy
# owns a planet here which we can bombard.
current_system_id = self.fleet.get_current_system_id()
if current_system_id in neighbors:
system = universe.getSystem(current_system_id)
if assertion_fails(system is not None):
return primary_objective
empire_id = fo.empireID()
for planet_id in system.planetIDs:
planet = universe.getPlanet(planet_id)
if planet and not planet.ownedBy(empire_id) and not planet.unowned:
debug("Currently no neighboring threats. " "Staying for bombardment of planet %s", planet)
return current_system_id
# TODO consider attacking neighboring, non-military fleets
# - needs more careful evaluation against neighboring threats
# empire_id = fo.empireID()
# for sys_id in neighbors:
# system = universe.getSystem(sys_id)
# if assertion_fails(system is not None):
# continue
# local_fleets = system.fleetIDs
# for fleet_id in local_fleets:
# fleet = universe.getFleet(fleet_id)
# if not fleet or fleet.ownedBy(empire_id):
# continue
# return sys_id
debug("No neighboring threats. Moving to primary mission target")
return primary_objective
# TODO rate against threat in target system
# TODO only engage if can reach in 1 turn or leaves sufficient defense behind
safety_factor = get_aistate().character.military_safety_factor()
if fleet_rating < safety_factor * top_threat:
debug(" Neighboring threat is too powerful. Moving to primary mission target")
return primary_objective # do not engage!
debug(" Engaging neighboring threat: %s", TargetSystem(candidate_system))
return candidate_system
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