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# Copyright 2001 - 2016 Ludek Smid [http://www.ospace.net/] |
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# |
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# This file is part of Outer Space. |
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# |
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# Outer Space is free software; you can redistribute it and/or modify |
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# it under the terms of the GNU General Public License as published by |
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# the Free Software Foundation; either version 2 of the License, or |
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# (at your option) any later version. |
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# |
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# Outer Space is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with Outer Space; if not, write to the Free Software |
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# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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# |
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import random, copy, math |
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from ige import log |
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from ige.ospace import Const |
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from ige.ospace import Rules |
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from ige.ospace import Utils |
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import ai_tools as tool |
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from ai import AI |
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class Mutant(AI): |
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def __init__(self, client): |
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super(Mutant, self).__init__(client) |
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tool.doRelevance(self.data, self.client, self.db, 10) |
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def _system_worthiness(self, system, weights): |
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""" Scans system, and based on planetary composition and weights returns constant. |
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Weights are expected to be quadruplet of numbers, for [gaia, terrestial, marginal, rest] |
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""" |
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worth = 0 |
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for planet_id in self.data.myPlanets & set(system.planets): |
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planet = self.db[planet_id] |
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if planet.plType == u"I": # gaia |
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worth += weights[0] |
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elif planet.plType == u"E": # terrestial |
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worth += weights[1] |
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elif planet.plType == u"M": # marginal |
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worth += weights[2] |
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else: # junk |
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worth += weights[3] |
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return worth |
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def _create_gaia_blueprint(self, space): |
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# preserve minefield position, and in case there is no |
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# minefield in the system, try to place it on the first planet |
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# available |
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power_plants = math.ceil(max(space - 1, 0) / 6.0) |
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factories = space - power_plants |
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return {Rules.Tech.MUTANTBASE4:1, |
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Rules.Tech.MUTANTPP2:power_plants, |
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Rules.Tech.MUTANTFACT2:factories} |
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def _create_terrestial_blueprint(self, space): |
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# preserve minefield position, and in case there is no |
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# minefield in the system, try to place it on the first planet |
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# available |
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power_plants = math.ceil(max(space - 1, 0) / 5.0) |
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factories = space - power_plants |
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return {Rules.Tech.MUTANTBASE3:1, |
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Rules.Tech.MUTANTPP2:power_plants, |
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Rules.Tech.MUTANTFACT2:factories} |
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def _create_marginal_blueprint(self, space): |
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# preserve minefield position, and in case there is no |
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# minefield in the system, try to place it on the first planet |
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# available |
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power_plants = math.ceil(max(space - 1, 0) / 7.0) |
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factories = space - power_plants |
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return {Rules.Tech.MUTANTBASE2:1, |
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Rules.Tech.MUTANTPP2:power_plants, |
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Rules.Tech.MUTANTFACT1:factories} |
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def _create_submarginal_blueprint(self, space): |
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# preserve minefield position, and in case there is no |
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# minefield in the system, try to place it on the first planet |
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# available |
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power_plants = math.ceil(max(space - 1, 0) / 5.0) |
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factories = space - power_plants |
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return {Rules.Tech.MUTANTBASE:1, |
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Rules.Tech.MUTANTPP1:power_plants, |
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Rules.Tech.MUTANTFACT1:factories} |
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def _insert_minefield(self, system, system_blueprint): |
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# pick worst possible planet to put minefield on, don't waste |
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# precious gaia space if possible |
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# also ignore actual state - don't be afraid to rebuild if planet is |
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# promoted |
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for avoided_types in [(u"I", u"E", u"M"), (u"I", u"E"), (u"I",), ()]: |
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# sorting, to avoid rebuilds between equivalent planets |
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for planet_id in sorted(system_blueprint): |
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planet = self.db[planet_id] |
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if planet.plType in avoided_types or planet.plSlots == 1: |
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continue |
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if Rules.Tech.MUTANTFACT1 in system_blueprint[planet_id]: |
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assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] > 0 |
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system_blueprint[planet_id][Rules.Tech.MUTANTFACT1] -= 1 |
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elif Rules.Tech.MUTANTFACT2 in system_blueprint[planet_id]: |
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assert system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] > 0 |
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system_blueprint[planet_id][Rules.Tech.MUTANTFACT2] -= 1 |
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else: |
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continue |
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system_blueprint[planet_id][Rules.Tech.MUTANTMINES] = 1 |
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return |
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def _cleanup_dict(self, dict_): |
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for key in dict_.keys(): |
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if not dict_[key]: |
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del dict_[key] |
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def _create_system_blueprint(self, system): |
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# create appropriate build plans |
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system_blueprint = {} |
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for planet_id in self.data.freePlanets & set(system.planets): |
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system_blueprint[planet_id] = {Rules.Tech.MUTANTBASE:1} |
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for planet_id in self.data.myPlanets & set(system.planets): |
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planet = self.db[planet_id] |
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space = planet.plSlots - 1 # the main building is there every time |
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if planet.plType == u"I": # gaia |
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system_blueprint[planet_id] = self._create_gaia_blueprint(space) |
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continue |
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elif planet.plType == u"E": # terrestial |
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system_blueprint[planet_id] = self._create_terrestial_blueprint(space) |
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continue |
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elif planet.plType == u"M": # marginal |
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system_blueprint[planet_id] = self._create_marginal_blueprint(space) |
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continue |
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else: # all sub-marginal types |
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system_blueprint[planet_id] = self._create_submarginal_blueprint(space) |
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continue |
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self._cleanup_dict(system_blueprint) |
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self._insert_minefield(system, system_blueprint) |
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return system_blueprint |
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def _system_manager(self): |
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for planet_id in self.data.myPlanets: |
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tool.sortStructures(self.client, self.db, planet_id) |
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for system_id in self.data.mySystems: |
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system = self.db[system_id] |
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# creation of final system plans |
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system_blueprint = self._create_system_blueprint(system) |
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idle_planets = tool.buildSystem(self.data, self.client, self.db, system_id, self.data.myProdPlanets & set(system.planets), system_blueprint) |
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# rest of the planets build ships |
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# first get all our ships in the system |
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system_fleet = {} |
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for fleet_id in getattr(system, 'fleets', []): |
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fleet = self.db[fleet_id] |
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if getattr(fleet, 'owner', Const.OID_NONE) == self.player.oid: |
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system_fleet = Utils.dictAddition(system_fleet, tool.getFleetSheet(fleet)) |
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hasSeeders = False |
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hasSeekers = False |
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try: |
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if system_fleet[2] >= 2: hasSeeders = True |
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except KeyError: |
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pass |
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try: |
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if system_fleet[3] >= 2: hasSeekers = True |
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except KeyError: |
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pass |
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# this variable will gather how valuable system is in regards of fighter defense |
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# in general, mutant has quite significant planetary defense, so our target is |
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# to have only about 10 % production spend on support |
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fighters_to_defend = self._system_worthiness(system, [15,8,5,3]) |
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for planet_id in idle_planets: |
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planet = self.db[planet_id] |
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shipDraw = random.randint(1, 10) |
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if (not hasSeeders or not hasSeekers) and shipDraw < 9: |
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# there is 20% chance it won't build civilian ships, but military one |
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if not hasSeeders: |
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planet.prodQueue, self.player.stratRes = self.client.cmdProxy.startConstruction(planet_id, 2, 1, planet_id, True, False, Const.OID_NONE) |
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continue |
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elif not hasSeekers: |
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planet.prodQueue, self.player.stratRes = self.client.cmdProxy.startConstruction(planet_id, 3, 1, planet_id, True, False, Const.OID_NONE) |
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continue |
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# rest is creation of ships based on current state + expected guard fighters |
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try: |
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fighters = system_fleet[1] |
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except KeyError: |
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fighters = 0 |
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try: |
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bombers = system_fleet[4] |
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except KeyError: |
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bombers = 0 |
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expected_fighters = bombers * 1.5 + fighters_to_defend |
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weight_fighter = 3 |
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weight_bomber = 2 |
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if expected_fighters > fighters: |
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# we have to build more fighters |
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weight_fighter += 1 |
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elif expected_fighters < fighters: |
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# we have too many fighters - let's prefer bombers for now |
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weight_bomber += 1 |
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choice = Utils.weightedRandom([1,4], [weight_fighter, weight_bomber]) |
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planet.prodQueue, self.player.stratRes = self.client.cmdProxy.startConstruction(planet_id, choice, 2, planet_id, True, False, Const.OID_NONE) |
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def _colonize_occupied_systems(self, seeder_id): |
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seeder_fleets = self.data.myFleetsWithDesign.get(seeder_id, set()) |
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should_repeat = False |
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for fleet_id in copy.copy(seeder_fleets & self.data.idleFleets): |
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fleet = self.db[fleet_id] |
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orbit_id = fleet.orbiting |
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if orbit_id != Const.OID_NONE: |
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orbit = self.db[orbit_id] |
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if set(orbit.planets) & self.data.freePlanets and orbit_id in self.data.otherSystems: |
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target_id = self._find_best_planet(set(orbit.planets) & self.data.freePlanets) |
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fleet, new_fleet, my_fleets = tool.orderPartFleet(self.client, self.db, |
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{seeder_id:1}, True, fleet_id, Const.FLACTION_DEPLOY, target_id, seeder_id) |
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self.data.myFleetSheets[fleet_id][seeder_id] -= 1 |
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if self.data.myFleetSheets[fleet_id][seeder_id] == 0: |
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del self.data.myFleetSheets[fleet_id][seeder_id] |
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seeder_fleets.remove(fleet_id) |
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return should_repeat |
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def _expansion_manager(self): |
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should_repeat = True |
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seeker_id = 3 |
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seeder_id = 2 |
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while should_repeat: |
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should_repeat = False |
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should_repeat |= self._explore(seeker_id) |
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should_repeat |= self._colonize_free_systems(copy.copy(self.data.freeSystems), seeder_id) |
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should_repeat |= self._colonize_occupied_systems(seeder_id) |
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def _ship_design_manager(self): |
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# there are 4 basic designs created by the server |
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# 1: Swarmer [Small hull, Cockpit, 2x EMCannon, 2xFTL] |
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# 2: Seeder [Medium hull, Cockpit, Mutant Colony Pod, 4xFTL] |
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# 3: Seeker [Small hull, Cockpit, 1x ActiveScan, 2xFTL] |
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# 4: Sower [Small hull, Cockpit, 1x Conv.Bomb, 2xFTL] |
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pass |
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def _logistics_manager(self): |
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for system_id in self.data.mySystems - self.data.myRelevantSystems: |
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system = self.db[system_id] |
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for fleet_id in set(system.fleets) & self.data.idleFleets: |
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fleet = self.db[fleet_id] |
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subfleet = tool.getSubfleet(fleet, {1:0, 4:0}, False) |
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if len(subfleet): |
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fleet_range = tool.subfleetMaxRange(self.client, self.db, {1:0, 4:0}, fleet_id) |
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relevant_sys_id = tool.findNearest(self.db, system, self.data.myRelevantSystems, fleet_range) |
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if relevant_sys_id: |
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relevant_sys_id = relevant_sys_id[0] |
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fleet, new_fleet, my_fleets = tool.orderPartFleet(self.client, self.db, |
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{1:0, 4:0}, True, fleet_id, Const.FLACTION_MOVE, relevant_sys_id, None) |
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self.data.idleFleets -= set([fleet_id]) |
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else: |
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min_dist = fleet_range |
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min_dist_sys_id = None |
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min_dist_rel = self.data.distanceToRelevance[system_id] |
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for temp_id, dist in self.data.distanceToRelevance.items(): |
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temp = self.db[temp_id] |
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distance = math.hypot(temp.x - system.x, temp.y - system.y) |
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if distance < min_dist and dist < min_dist_rel: |
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min_dist = distance |
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min_dist_sys_id = temp_id |
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min_dist_rel = dist |
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if min_dist_sys_id: |
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fleet, new_fleet, my_fleets = tool.orderPartFleet(self.client, self.db, |
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{1:0, 4:0}, True, fleet_id, Const.FLACTION_MOVE, min_dist_sys_id, None) |
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self.data.idleFleets -= set([fleet_id]) |
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def _get_attack_fleets(self): |
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attack_fleets = set() |
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for fleet_id in copy.copy(self.data.myFleets): |
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fleet = self.db.get(fleet_id, None) |
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# minimal size of attack fleet is determined by size of originating system - larger |
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# more developed systems will stage stronger attack fleets |
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try: |
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system = self.db[fleet.orbiting] |
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except KeyError: |
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# this fleet is not on orbit, set legacy value |
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minimum = 12 |
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else: |
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minimum = self._system_worthiness(system, [8,5,3,2]) + 10 |
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if getattr(fleet, 'target', Const.OID_NONE) == Const.OID_NONE and getattr(fleet, 'ships', []): |
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# this also covers fleets fighting over enemy systems - in that case, there |
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# is slight chance the fleet will continue to the next system without conquering |
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# the system first |
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if fleet.orbiting in self.data.otherSystems and Utils.weightedRandom([True, False], [9,1]): |
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continue |
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if tool.fleetContains(fleet, {1:minimum, 4:minimum}): |
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attack_fleets.add(fleet_id) |
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return attack_fleets |
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def _attack_manager(self): |
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for fleet_id in self._get_attack_fleets(): |
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fleet = self.db[fleet_id] |
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# send the attack fleet, if in range |
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sheet = tool.getFleetSheet(fleet) |
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sowers = sheet[4] |
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swarmers = min(sheet[1], math.ceil(sowers * 1.5)) |
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max_range = 0.8 * tool.subfleetMaxRange(self.client, self.db, {1:swarmers, 4:sowers}, fleet_id) |
302
|
|
|
# four nearest systems are considered, with probability to be chosen based on order |
303
|
|
|
nearest = tool.findNearest(self.db, fleet, self.data.otherSystems, max_range, 4) |
304
|
|
|
if len(nearest): |
305
|
|
|
# range is adjusted to flatten probabilities a bit |
306
|
|
|
probability_map = map(lambda x: x ** 2, range(6, 2, -1)) |
307
|
|
|
target = Utils.weightedRandom(nearest, probability_map) |
308
|
|
|
|
309
|
|
|
fleet, new_fleet, my_fleets = tool.orderPartFleet(self.client, self.db, |
310
|
|
|
{1:swarmers, 4:sowers}, True, |
311
|
|
|
fleet_id, Const.FLACTION_MOVE, target, None) |
312
|
|
|
|
313
|
|
|
def economy_manager(self): |
314
|
|
|
self._expansion_manager() |
315
|
|
|
self._system_manager() |
316
|
|
|
|
317
|
|
|
def offense_manager(self): |
318
|
|
|
self._ship_design_manager() |
319
|
|
|
self._logistics_manager() |
320
|
|
|
self._attack_manager() |
321
|
|
|
|
322
|
|
|
def run(self): |
323
|
|
|
self.economy_manager() |
324
|
|
|
self.offense_manager() |
325
|
|
|
|
326
|
|
|
def run(aclient): |
327
|
|
|
ai = Mutant(aclient) |
328
|
|
|
ai.run() |
329
|
|
|
aclient.saveDB() |
330
|
|
|
|
331
|
|
|
|