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import freeOrionAIInterface as fo
import math
from collections.abc import Sequence
from copy import copy
from logging import debug, info, warning
import AIDependencies
import AIstate
import ColonisationAI
import EspionageAI
import FleetUtilsAI
import MilitaryAI
import PlanetUtilsAI
from AIDependencies import INVALID_ID
from aistate_interface import get_aistate
from colonization import calculate_planet_colonization_rating
from common.fo_typing import SystemId
from common.print_utils import Number, Table, Text
from DiplomaticCorp import get_diplomatic_status
from empire.ship_builders import can_build_ship_for_species
from EnumsAI import EmpireProductionTypes, MissionType, PriorityType, ShipRoleType
from freeorion_tools import (
get_partial_visibility_turn,
get_species_attack_troops,
tech_is_complete,
)
from freeorion_tools.caching import cache_for_current_turn
from freeorion_tools.timers import AITimer
from target import TargetPlanet, TargetSystem
from turn_state import get_colonized_planets_in_system
from turn_state.design import get_best_ship_info
from universe.system_network import systems_connected
MAX_BASE_TROOPERS_GOOD_INVADERS = 20
MAX_BASE_TROOPERS_POOR_INVADERS = 10
_TROOPS_SAFETY_MARGIN = 1 # try to send this amount of additional troops to account for uncertainties in calculation
MIN_INVASION_SCORE = 20
invasion_timer = AITimer("get_invasion_fleets()")
def get_invasion_fleets(): # noqa: C901
invasion_timer.start("gathering initial info")
universe = fo.getUniverse()
empire = fo.getEmpire()
empire_id = fo.empireID()
home_system_id = PlanetUtilsAI.get_capital_sys_id()
aistate = get_aistate()
visible_system_ids = list(aistate.visInteriorSystemIDs) + list(aistate.visBorderSystemIDs)
if home_system_id != INVALID_ID:
accessible_system_ids = [sys_id for sys_id in visible_system_ids if systems_connected(sys_id, home_system_id)]
else:
debug("Empire has no identifiable homeworld; will treat all visible planets as accessible.")
# TODO: check if any troop ships owned, use their system as home system
accessible_system_ids = visible_system_ids
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()
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))
debug("Current Invasion Targeted SystemIDs: %s" % PlanetUtilsAI.sys_name_ids(AIstate.invasionTargetedSystemIDs))
debug("Current Invasion Targeted PlanetIDs: %s" % PlanetUtilsAI.planet_string(invasion_targeted_planet_ids))
debug(invasion_fleet_ids and "Invasion Fleet IDs: %s" % invasion_fleet_ids or "Available Invasion Fleets: 0")
debug("Invasion Fleets Without Missions: %s" % num_invasion_fleets)
invasion_timer.start("planning troop base production")
reserved_troop_base_targets = []
if aistate.character.may_invade_with_bases():
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 planning base trooper invasion targets we have a two-pass system. (1) In the first pass we consider all
# the invasion targets and figure out which ones appear to be suitable for using base troopers against (i.e., we
# already have a populated planet in the same system that could build base troopers) and we have at least a
# minimal amount of PP available, and (2) in the second pass we go through the reserved base trooper target list
# and check to make sure that there does not appear to be too much military action still needed before the
# target is ready to be invaded, we double check that not too many base troopers would be needed, and if things
# look clear then we queue up the base troopers on the Production Queue and keep track of where we are building
# them, and how many; we may also disqualify and remove previously qualified targets (in case, for example,
# we lost our base trooper source planet since it was first added to list).
#
# For planning and tracking base troopers under construction, we use a dictionary store in
# get_aistate().qualifyingTroopBaseTargets, keyed by the invasion target planet ID. We only store values
# for invasion targets that appear likely to be suitable for base trooper use, and store a 2-item list.
# The first item in this list is the ID of the planet where we expect to build the base troopers, and the second
# entry initially is set to INVALID_ID (-1). The presence of this entry in qualifyingTroopBaseTargets
# flags this target as being reserved as a base-trooper invasion target.
# In the second pass, if/when we actually start construction, then we modify the record, replacing that second
# value with the ID of the planet where the troopers are actually being built. (Right now that is always the
# same as the source planet originally identified, but we could consider reevaluating that, or use that second
# value to instead record how many base troopers have been queued, so that on later turns we can assess if the
# process got delayed & perhaps more troopers need to be queued).
# Pass 1: identify qualifying base troop invasion targets
for pid in invadable_planet_ids: # TODO: reorganize
if pid in aistate.qualifyingTroopBaseTargets:
continue
planet = universe.getPlanet(pid)
if not planet:
continue
sys_id = planet.systemID
sys_partial_vis_turn = get_partial_visibility_turn(sys_id)
planet_partial_vis_turn = get_partial_visibility_turn(pid)
if planet_partial_vis_turn < sys_partial_vis_turn:
continue
best_base_planet = INVALID_ID
best_trooper_count = 0
for pid2 in get_colonized_planets_in_system(sys_id):
if available_pp.get(pid2, 0) < 2: # TODO: improve troop base PP sufficiency determination
break
planet2 = universe.getPlanet(pid2)
if not planet2 or not can_build_ship_for_species(planet2.speciesName):
continue
best_base_trooper_here = get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, pid2)[1]
if not best_base_trooper_here:
continue
troops_per_ship = best_base_trooper_here.troopCapacity
if not troops_per_ship:
continue
troops_per_ship = troops_per_ship * get_species_attack_troops(planet2.speciesName)
if troops_per_ship > best_trooper_count:
best_base_planet = pid2
best_trooper_count = troops_per_ship
if best_base_planet != INVALID_ID:
aistate.qualifyingTroopBaseTargets.setdefault(pid, [best_base_planet, INVALID_ID])
# Pass 2: for each target previously identified for base troopers, check that still qualifies and
# check how many base troopers would be needed; if reasonable then queue up the troops and record this in
# get_aistate().qualifyingTroopBaseTargets
for pid in list(aistate.qualifyingTroopBaseTargets.keys()):
planet = universe.getPlanet(pid)
if planet and planet.owner == empire_id:
del aistate.qualifyingTroopBaseTargets[pid]
continue
if pid in invasion_targeted_planet_ids: # TODO: consider overriding standard invasion mission
continue
if aistate.qualifyingTroopBaseTargets[pid][1] != -1:
reserved_troop_base_targets.append(pid)
if planet:
all_invasion_targeted_system_ids.add(planet.systemID)
# TODO: evaluate changes to situation, any more troops needed, etc.
continue # already building for here
_, planet_troops = evaluate_invasion_planet(pid)
sys_id = planet.systemID
this_sys_status = aistate.systemStatus.get(sys_id, {})
troop_tally = _get_base_troopers(sys_id)
if troop_tally > planet_troops: # base troopers appear unneeded
del aistate.qualifyingTroopBaseTargets[pid]
continue
planet_troops -= troop_tally
if planet.currentMeterValue(fo.meterType.shield) > 0 and (
this_sys_status.get("myFleetRating", 0) < 0.8 * this_sys_status.get("totalThreat", 0)
or this_sys_status.get("myFleetRatingVsPlanets", 0) < this_sys_status.get("planetThreat", 0)
):
# this system not secured, so ruling out invasion base troops for now
# don't immediately delete from qualifyingTroopBaseTargets or it will be opened up for regular troops
continue
loc = aistate.qualifyingTroopBaseTargets[pid][0]
best_base_trooper_here = 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
warning("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
troops_per_ship = troops_per_ship * get_species_attack_troops(loc_planet.speciesName)
if not troops_per_ship:
warning("The best orbital invasion design at %s seems not to have any troop capacity." % loc_planet)
continue
_, col_design, build_choices = get_best_ship_info(PriorityType.PRODUCTION_ORBITAL_INVASION, loc)
if not col_design:
continue
if loc not in build_choices:
warning(f"Best troop design {col_design} can not be produced at planet with id: {build_choices}")
continue
n_bases = math.ceil((planet_troops + 1) / troops_per_ship) # TODO: reconsider this +1 safety factor
# TODO: evaluate cost and time-to-build of best base trooper here versus cost and time-to-build-and-travel
# for best regular trooper elsewhere
# For now, we assume what building base troopers is best so long as either (1) we would need no more than
# MAX_BASE_TROOPERS_POOR_INVADERS base troop ships, or (2) our base troopers have more than 1 trooper per
# ship and we would need no more than MAX_BASE_TROOPERS_GOOD_INVADERS base troop ships
if n_bases > MAX_BASE_TROOPERS_POOR_INVADERS or (
troops_per_ship > 1 and n_bases > MAX_BASE_TROOPERS_GOOD_INVADERS
):
debug("ruling out base invasion troopers for %s due to high number (%d) required." % (planet, n_bases))
del aistate.qualifyingTroopBaseTargets[pid]
continue
debug(
"Invasion base planning, need %d troops at %d per ship, will build %d ships."
% ((planet_troops + 1), troops_per_ship, n_bases)
)
retval = fo.issueEnqueueShipProductionOrder(col_design.id, loc)
debug(
"Enqueueing %d Troop Bases at %s for %s"
% (n_bases, PlanetUtilsAI.planet_string(loc), PlanetUtilsAI.planet_string(pid))
)
if retval != 0:
all_invasion_targeted_system_ids.add(planet.systemID)
reserved_troop_base_targets.append(pid)
aistate.qualifyingTroopBaseTargets[pid][1] = loc
fo.issueChangeProductionQuantityOrder(empire.productionQueue.size - 1, 1, int(n_bases))
fo.issueRequeueProductionOrder(empire.productionQueue.size - 1, 0)
invasion_timer.start("evaluating target planets")
# TODO: check if any invasion_targeted_planet_ids need more troops assigned
evaluated_planet_ids = list(
set(invadable_planet_ids) - set(invasion_targeted_planet_ids) - set(reserved_troop_base_targets)
)
evaluated_planets = assign_invasion_values(evaluated_planet_ids)
sorted_planets = [(pid, pscore % 10000, ptroops) for pid, (pscore, ptroops) in evaluated_planets.items()]
sorted_planets.sort(key=lambda x: x[1], reverse=True)
sorted_planets = [(pid, pscore % 10000, ptroops) for pid, pscore, ptroops in sorted_planets]
invasion_table = Table(
Text("Planet"),
Number("Score"),
Text("Species"),
Number("Troops"),
table_name="Potential Targets for Invasion Turn %d" % fo.currentTurn(),
)
for pid, pscore, ptroops in sorted_planets:
planet = universe.getPlanet(pid)
invasion_table.add_row(planet, pscore, planet and planet.speciesName or "unknown", ptroops)
info(invasion_table)
sorted_planets = [x for x in sorted_planets if x[1] > 0]
# export opponent planets for other AI modules
AIstate.opponentPlanetIDs = [pid for pid, __, __ in sorted_planets]
AIstate.invasionTargets = sorted_planets
# export invasion targeted systems for other AI modules
AIstate.invasionTargetedSystemIDs = list(all_invasion_targeted_system_ids)
invasion_timer.stop(section_name="evaluating %d target planets" % (len(evaluated_planet_ids)))
invasion_timer.stop_print_and_clear()
def get_invasion_targeted_planet_ids(planet_ids, mission_type):
invasion_feet_missions = get_aistate().get_fleet_missions_with_any_mission_types([mission_type])
targeted_planets = []
for pid in planet_ids:
# add planets that are target of a mission
for mission in invasion_feet_missions:
target = TargetPlanet(pid)
if mission.has_target(mission_type, target):
targeted_planets.append(pid)
return targeted_planets
def retaliation_risk_factor(empire_id):
"""A multiplicative adjustment to planet scores to account for risk of retaliation from planet owner."""
# TODO implement (in militaryAI) actual military risk assessment of other empires
if empire_id == -1: # unowned
return 1.5 # since no risk of retaliation, increase score
else:
return 1.0
def assign_invasion_values(planet_ids):
"""Creates a dictionary that takes planet_ids as key and their invasion score as value."""
empire_id = fo.empireID()
planet_values = {}
neighbor_values = {}
neighbor_val_ratio = 0.3
universe = fo.getUniverse()
for pid in planet_ids:
# Must copy to avoid modifying neighbor_values when adding neighbor_values to planet_values
planet_values[pid] = copy(neighbor_values.setdefault(pid, evaluate_invasion_planet(pid)))
debug("planet %d, values %s", pid, planet_values[pid])
planet = universe.getPlanet(pid)
species_name = (planet and planet.speciesName) or ""
species = fo.getSpecies(species_name)
if species and species.canProduceShips:
system = universe.getSystem(planet.systemID)
if not system:
continue
planet_industries = {}
for pid2 in system.planetIDs:
planet2 = universe.getPlanet(pid2)
species_name2 = (planet2 and planet2.speciesName) or ""
species2 = fo.getSpecies(species_name2)
if species2 and species2.canProduceShips:
# to prevent divide-by-zero
planet_industries[pid2] = planet2.initialMeterValue(fo.meterType.industry) + 0.1
industry_ratio = planet_industries[pid] / max(planet_industries.values())
for pid2 in system.planetIDs:
if pid2 == pid:
continue
planet2 = universe.getPlanet(pid2)
# TODO check for allies
if (
planet2
and (planet2.owner != empire_id)
and ((planet2.owner != -1) or (planet2.initialMeterValue(fo.meterType.population) > 0))
):
planet_values[pid][0] += (
industry_ratio
* neighbor_val_ratio
* (neighbor_values.setdefault(pid2, evaluate_invasion_planet(pid2))[0])
)
return planet_values
@cache_for_current_turn
def _get_path_from_capital(planet: "fo.planet") -> tuple[Sequence[SystemId], int]:
"""
Return chain of system from the planet to capital and length.
If there is no path, return empty sequence and default distance.
"""
universe = fo.getUniverse()
capital_id = PlanetUtilsAI.get_capital()
if capital_id != INVALID_ID:
homeworld = universe.getPlanet(capital_id)
if homeworld and homeworld.systemID != INVALID_ID and planet.systemID != INVALID_ID:
least_jumps_path = list(universe.leastJumpsPath(homeworld.systemID, planet.systemID, fo.empireID()))
max_jumps = len(least_jumps_path)
return least_jumps_path, max_jumps
else:
return [], 8
def evaluate_invasion_planet(planet_id): # noqa: C901
"""Return the invasion value (score, troops) of a planet."""
universe = fo.getUniverse()
empire_id = fo.empireID()
detail = []
planet = universe.getPlanet(planet_id)
if planet is None:
debug("Invasion AI couldn't access any info for planet id %d" % planet_id)
return [0, 0]
if planet.owner != INVALID_ID and get_diplomatic_status(planet.owner) != fo.diplomaticStatus.war:
return [0, 0]
system_id = planet.systemID
# by using the following instead of simply relying on stealth meter reading,
# can (sometimes) plan ahead even if planet is temporarily shrouded by an ion storm
predicted_detectable = EspionageAI.colony_detectable_by_empire(
planet_id, empire=fo.empireID(), default_result=False
)
if not predicted_detectable:
if get_partial_visibility_turn(planet_id) < fo.currentTurn():
debug("InvasionAI predicts planet id %d to be stealthed" % planet_id)
return [0, 0]
else:
debug(
"InvasionAI predicts planet id %d to be stealthed" % planet_id
+ ", but somehow have current visibility anyway, will still consider as target"
)
# Check if the target planet was extra-stealthed somehow its system was last viewed
# this test below may augment the tests above,
# but can be thrown off by temporary combat-related sighting
system_last_seen = get_partial_visibility_turn(planet_id)
planet_last_seen = get_partial_visibility_turn(system_id)
if planet_last_seen < system_last_seen:
# TODO: track detection strength, order new scouting when it goes up
debug("Invasion AI considering planet id %d (stealthed at last view), still proceeding." % planet_id)
# get a baseline evaluation of the planet as determined by ColonisationAI
species_name = planet.speciesName
species = fo.getSpecies(species_name)
if not species or AIDependencies.TAG_DESTROYED_ON_CONQUEST in species.tags:
# this call iterates over this Empire's available species with which it could colonize after an invasion
planet_eval = ColonisationAI.assign_colonisation_values([planet_id], MissionType.INVASION, None, detail)
colony_base_value = max(
0.75 * planet_eval.get(planet_id, [0])[0],
calculate_planet_colonization_rating.calculate_planet_colonization_rating(
planet_id=planet_id,
mission_type=MissionType.OUTPOST,
spec_name=None,
detail=detail,
),
)
else:
colony_base_value = calculate_planet_colonization_rating.calculate_planet_colonization_rating(
planet_id=planet_id,
mission_type=MissionType.INVASION,
spec_name=species_name,
detail=detail,
)
# Add extra score for all buildings on the planet
building_values = {
"BLD_IMPERIAL_PALACE": 1000,
"BLD_CULTURE_ARCHIVES": 1000,
"BLD_AUTO_HISTORY_ANALYSER": 100,
"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,
}
bld_tally = 0
for bldType in [universe.getBuilding(bldg).buildingTypeName for bldg in planet.buildingIDs]:
bval = building_values.get(bldType, 50)
bld_tally += bval
detail.append("%s: %d" % (bldType, bval))
# quick fix, building values dwarf the new planet ratings, and I think they are too high in general
bld_tally /= 20
# Add extra score for unlocked techs when we conquer the species
tech_tally = 0
value_per_pp = 4
for unlocked_tech in AIDependencies.SPECIES_TECH_UNLOCKS.get(species_name, []):
if not tech_is_complete(unlocked_tech):
rp_cost = fo.getTech(unlocked_tech).researchCost(empire_id)
tech_value = value_per_pp * rp_cost
tech_tally += tech_value
detail.append("%s: %d" % (unlocked_tech, tech_value))
least_jumps_path, max_jumps = _get_path_from_capital(planet)
clear_path = True
aistate = get_aistate()
system_status = aistate.systemStatus.get(system_id, {})
system_fleet_treat = system_status.get("fleetThreat", 1000)
system_monster_threat = system_status.get("monsterThreat", 0)
sys_total_threat = system_fleet_treat + system_monster_threat + system_status.get("planetThreat", 0)
max_path_threat = system_fleet_treat
mil_ship_rating = MilitaryAI.cur_best_mil_ship_rating()
for path_sys_id in least_jumps_path:
path_leg_status = aistate.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)
troop_regen = planet.currentMeterValue(fo.meterType.troops) - planet.initialMeterValue(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)
system_secured = secure_system(system_id, False)
debug(
"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,
)
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)
)
# devalue invasions that would require too much military force
preferred_max_portion = MilitaryAI.get_preferred_max_military_portion_for_single_battle()
total_max_mil_rating = MilitaryAI.get_concentrated_tot_mil_rating()
threat_exponent = 2 # TODO: make this a character trait; higher aggression with a lower exponent
threat_factor = min(1, preferred_max_portion * total_max_mil_rating / (sys_total_threat + 0.001)) ** threat_exponent
design_id, _, locs = 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 + troop_regen * (max_jumps + build_time), max_troops)
planned_troops += 0.01 # 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 = design.troopCapacity * get_species_attack_troops(species_here)
planned_troops = troops if system_secured else min(troops + troop_regen * (max_jumps + build_time), max_troops)
planned_troops += 0.01 # 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(1.0, normalized_cost)
cost_score = (normalized_cost**2 / 50.0) * troop_cost
base_score = colony_base_value + bld_tally + tech_tally + enemy_val - cost_score
# If the AI does have enough total military to attack this target, and the target is more than minimally valuable,
# don't let the threat_factor discount the adjusted value below MIN_INVASION_SCORE +1, so that if there are no
# other targets the AI could still pursue this one. Otherwise, scoring pressure from
# MilitaryAI.get_preferred_max_military_portion_for_single_battle might prevent the AI from attacking heavily
# defended but still defeatable targets even if it has no softer targets available.
if total_max_mil_rating > sys_total_threat and base_score > 2 * MIN_INVASION_SCORE:
threat_factor = max(threat_factor, (MIN_INVASION_SCORE + 1) / base_score)
planet_score = retaliation_risk_factor(planet.owner) * threat_factor * max(0, base_score)
if clear_path:
planet_score *= 1.5
debug(
f" - planet score: {planet_score:.2f}\n"
f" - planned troops: {planned_troops:.2f}\n"
f" - projected troop cost: {troop_cost:.1f}\n"
f" - threat factor: {threat_factor}\n"
f" - planet detail: {detail}\n"
f" - popval: {colony_base_value:.1f}\n"
f" - bldval: {bld_tally}\n"
f" - enemyval: {enemy_val}\n"
f" - system secured: {system_secured}"
)
return [planet_score, planned_troops]
def secure_system(system_id: SystemId, secure_now: bool) -> bool:
"""Check whether we have any military fleets in the system.
If secure_now is True, set one of the fleets to MissionType.SECURE
If secure_now is False, return True if there is any fleet that could secure it.
"""
universe = fo.getUniverse()
ai_state = get_aistate()
system = universe.getSystem(system_id)
secure_targets = [system_id] + list(system.planetIDs)
system_status = ai_state.systemStatus.get(system_id, {})
mission_types = [MissionType.SECURE, MissionType.MILITARY, MissionType.PROTECT_REGION, MissionType.ORBITAL_DEFENSE]
missions = ai_state.get_fleet_missions_with_any_mission_types(mission_types)
secured = False
for mission in missions:
fleet = universe.getFleet(mission.fleet.id)
if not fleet or fleet.systemID != system_id:
continue
target_obj = mission.target.get_object()
if target_obj is not None and target_obj.id in secure_targets:
if secure_now and mission.type != MissionType.SECURE:
mission.set_target(MissionType.SECURE, mission.target)
# TBD whether fleet itself has a sufficient rating against a planet.
# E.g. a fleet with Flux Lance cannot keep planetary shields down.
secured = system_status.get("myFleetRating", 0) > 0
break
return secured
def send_invasion_fleets(fleet_ids, evaluated_planets, mission_type):
"""sends a list of invasion fleets to a list of planet_value_pairs"""
if not fleet_ids:
return
universe = fo.getUniverse()
invasion_fleet_pool = set(fleet_ids)
for planet_id, pscore, ptroops in evaluated_planets:
if pscore < MIN_INVASION_SCORE:
continue
planet = universe.getPlanet(planet_id)
if not planet:
continue
sys_id = planet.systemID
found_fleets = []
found_stats = {}
min_stats = {"troopCapacity": ptroops}
target_stats = {
"troopCapacity": ptroops + _TROOPS_SAFETY_MARGIN,
"target_system": TargetSystem(sys_id),
}
these_fleets = FleetUtilsAI.get_fleets_for_mission(
target_stats,
min_stats,
found_stats,
starting_system=sys_id,
fleet_pool_set=invasion_fleet_pool,
fleet_list=found_fleets,
)
if not these_fleets:
if not FleetUtilsAI.stats_meet_reqs(found_stats, min_stats):
debug(
"Insufficient invasion troop allocation for system %d ( %s ) -- requested %s , found %s"
% (sys_id, universe.getSystem(sys_id).name, min_stats, found_stats)
)
invasion_fleet_pool.update(found_fleets)
continue
else:
these_fleets = found_fleets
target = TargetPlanet(planet_id)
debug(f"assigning invasion fleets {these_fleets} to target {target}")
if target.get_object().currentMeterValue(fo.meterType.maxShield) > 0.0 and not secure_system(sys_id, True):
continue
aistate = get_aistate()
for fleetID in these_fleets:
fleet_mission = aistate.get_fleet_mission(fleetID)
fleet_mission.clear_fleet_orders()
fleet_mission.clear_target()
fleet_mission.set_target(mission_type, target)
# cannot wait for next turn, else the secure mission may be abandoned
if these_fleets and sys_id not in AIstate.invasionTargetedSystemIDs:
AIstate.invasionTargetedSystemIDs.append(sys_id)
def assign_invasion_bases():
"""Assign our troop bases to invasion targets."""
universe = fo.getUniverse()
all_troopbase_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.ORBITAL_INVASION)
available_troopbase_fleet_ids = set(FleetUtilsAI.extract_fleet_ids_without_mission_types(all_troopbase_fleet_ids))
aistate = get_aistate()
for fid in list(available_troopbase_fleet_ids):
if fid not in available_troopbase_fleet_ids: # entry may have been discarded in previous loop iterations
continue
fleet = universe.getFleet(fid)
if not fleet:
continue
sys_id = fleet.systemID
system = universe.getSystem(sys_id)
available_planets = set(system.planetIDs).intersection(set(aistate.qualifyingTroopBaseTargets.keys()))
debug(
"Considering Base Troopers in {}, found planets {} and registered targets {} with status {}".format(
system.name,
list(system.planetIDs),
available_planets,
[(pid, aistate.qualifyingTroopBaseTargets[pid]) for pid in available_planets],
)
)
targets = [pid for pid in available_planets if aistate.qualifyingTroopBaseTargets[pid][1] != -1]
if not targets:
debug("Failure: found no valid target for troop base in system %s" % system)
continue
status = aistate.systemStatus.get(sys_id, {})
local_base_troops = set(status.get("myfleets", [])).intersection(available_troopbase_fleet_ids)
target_id = INVALID_ID
best_score = -1
target_troops = 0
for pid, (p_score, p_troops) in assign_invasion_values(targets).items():
if p_score > best_score:
best_score = p_score
target_id = pid
target_troops = p_troops
if target_id == INVALID_ID:
continue
local_base_troops.discard(fid)
found_fleets = []
troops_needed = max(0, target_troops - FleetUtilsAI.count_troops_in_fleet(fid))
found_stats = {}
min_stats = {"troopCapacity": troops_needed}
target_stats = {"troopCapacity": troops_needed + _TROOPS_SAFETY_MARGIN}
FleetUtilsAI.get_fleets_for_mission(
target_stats,
min_stats,
found_stats,
starting_system=sys_id,
fleet_pool_set=local_base_troops,
fleet_list=found_fleets,
)
for fid2 in found_fleets:
FleetUtilsAI.merge_fleet_a_into_b(fid2, fid)
available_troopbase_fleet_ids.discard(fid2)
available_troopbase_fleet_ids.discard(fid)
aistate.qualifyingTroopBaseTargets[target_id][1] = -1 # TODO: should probably delete
target = TargetPlanet(target_id)
fleet_mission = aistate.get_fleet_mission(fid)
fleet_mission.set_target(MissionType.ORBITAL_INVASION, target)
def assign_invasion_fleets_to_invade():
"""Assign fleet targets to invadable planets."""
aistate = get_aistate()
assign_invasion_bases()
all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
invasion_fleet_ids = FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids)
send_invasion_fleets(invasion_fleet_ids, AIstate.invasionTargets, MissionType.INVASION)
all_invasion_fleet_ids = FleetUtilsAI.get_empire_fleet_ids_by_role(MissionType.INVASION)
for fid in FleetUtilsAI.extract_fleet_ids_without_mission_types(all_invasion_fleet_ids):
this_mission = aistate.get_fleet_mission(fid)
this_mission.check_mergers(context="Post-send consolidation of unassigned troops")
def _get_base_troopers(sys_id: SystemId) -> float:
"""Get troopers already in system, including the bases in the build queue."""
aistate = get_aistate()
this_sys_status = aistate.systemStatus.get(sys_id, {})
tally = 0
for _fid in this_sys_status.get("myfleets", []):
tally += FleetUtilsAI.count_troops_in_fleet(_fid)
for element in fo.getEmpire().productionQueue:
tally += _get_queued_base_troopers(sys_id, element)
return tally
def _get_queued_base_troopers(sys_id: SystemId, element: fo.productionQueueElement) -> float:
"""Get base troopers for given system from a build queue element"""
aistate = get_aistate()
if element.buildType == EmpireProductionTypes.BT_SHIP:
planet = fo.getUniverse().getPlanet(element.locationID)
if planet.systemID == sys_id and aistate.get_ship_role(element.designID) == ShipRoleType.BASE_INVASION:
design = fo.getShipDesign(element.designID)
troops_per_ship = design.troopCapacity * get_species_attack_troops(planet.speciesName)
return element.remaining * element.blocksize * troops_per_ship
return 0.0
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