use of games.strategy.triplea.ai.pro.data.ProTerritory in project triplea by triplea-game.
the class ProNonCombatMoveAi method moveInfraUnits.
private Map<Territory, ProTerritory> moveInfraUnits(Map<Territory, ProTerritory> factoryMoveMap, final Map<Unit, Set<Territory>> infraUnitMoveMap) {
ProLogger.info("Determine where to move infra units");
final Map<Territory, ProTerritory> moveMap = territoryManager.getDefendOptions().getTerritoryMap();
// Move factory units
if (factoryMoveMap == null) {
ProLogger.debug("Creating factory move map");
// Determine and store where to move factories
factoryMoveMap = new HashMap<>();
for (final Iterator<Unit> it = infraUnitMoveMap.keySet().iterator(); it.hasNext(); ) {
final Unit u = it.next();
// Only check factory units
if (Matches.unitCanProduceUnits().test(u)) {
Territory maxValueTerritory = null;
double maxValue = 0;
for (final Territory t : infraUnitMoveMap.get(u)) {
if (!moveMap.get(t).isCanHold()) {
continue;
}
// Check if territory is safe after all current moves
if (moveMap.get(t).getBattleResult() == null) {
final List<Unit> defendingUnits = moveMap.get(t).getAllDefenders();
moveMap.get(t).setBattleResult(calc.calculateBattleResults(t, moveMap.get(t).getMaxEnemyUnits(), defendingUnits, moveMap.get(t).getMaxEnemyBombardUnits()));
}
final ProBattleResult result = moveMap.get(t).getBattleResult();
if (result.getWinPercentage() >= ProData.minWinPercentage || result.getTuvSwing() > 0) {
moveMap.get(t).setCanHold(false);
continue;
}
// Find value by checking if territory is not conquered and doesn't already have a factory
final List<Unit> units = new ArrayList<>(moveMap.get(t).getCantMoveUnits());
units.addAll(moveMap.get(t).getUnits());
final int production = TerritoryAttachment.get(t).getProduction();
double value = 0.1 * moveMap.get(t).getValue();
if (ProMatches.territoryIsNotConqueredOwnedLand(player, data).test(t) && units.stream().noneMatch(Matches.unitCanProduceUnitsAndIsInfrastructure())) {
value = moveMap.get(t).getValue() * production + 0.01 * production;
}
ProLogger.trace(t.getName() + " has value=" + value + ", strategicValue=" + moveMap.get(t).getValue() + ", production=" + production);
if (value > maxValue) {
maxValue = value;
maxValueTerritory = t;
}
}
if (maxValueTerritory != null) {
ProLogger.debug(u.getType().getName() + " moved to " + maxValueTerritory.getName() + " with value=" + maxValue);
moveMap.get(maxValueTerritory).addUnit(u);
if (factoryMoveMap.containsKey(maxValueTerritory)) {
factoryMoveMap.get(maxValueTerritory).addUnit(u);
} else {
final ProTerritory patd = new ProTerritory(maxValueTerritory);
patd.addUnit(u);
factoryMoveMap.put(maxValueTerritory, patd);
}
it.remove();
}
}
}
} else {
ProLogger.debug("Using stored factory move map");
// Transfer stored factory moves to move map
for (final Territory t : factoryMoveMap.keySet()) {
moveMap.get(t).addUnits(factoryMoveMap.get(t).getUnits());
}
}
ProLogger.debug("Move infra AA units");
// Move AA units
for (final Iterator<Unit> it = infraUnitMoveMap.keySet().iterator(); it.hasNext(); ) {
final Unit u = it.next();
final Territory currentTerritory = unitTerritoryMap.get(u);
// Only check AA units whose territory can't be held and don't have factories
if (Matches.unitIsAaForAnything().test(u) && !moveMap.get(currentTerritory).isCanHold() && !ProMatches.territoryHasInfraFactoryAndIsLand().test(currentTerritory)) {
Territory maxValueTerritory = null;
double maxValue = 0;
for (final Territory t : infraUnitMoveMap.get(u)) {
if (!moveMap.get(t).isCanHold()) {
continue;
}
// Consider max stack of 1 AA in classic
final Route r = data.getMap().getRoute_IgnoreEnd(currentTerritory, t, ProMatches.territoryCanMoveLandUnitsThrough(player, data, u, currentTerritory, false, new ArrayList<>()));
final MoveValidationResult mvr = MoveValidator.validateMove(Collections.singletonList(u), r, player, new ArrayList<>(), new HashMap<>(), true, null, data);
if (!mvr.isMoveValid()) {
continue;
}
// Find value and try to move to territory that doesn't already have AA
final List<Unit> units = new ArrayList<>(moveMap.get(t).getCantMoveUnits());
units.addAll(moveMap.get(t).getUnits());
final boolean hasAa = units.stream().anyMatch(Matches.unitIsAaForAnything());
double value = moveMap.get(t).getValue();
if (hasAa) {
value *= 0.01;
}
ProLogger.trace(t.getName() + " has value=" + value);
if (value > maxValue) {
maxValue = value;
maxValueTerritory = t;
}
}
if (maxValueTerritory != null) {
ProLogger.debug(u.getType().getName() + " moved to " + maxValueTerritory.getName() + " with value=" + maxValue);
moveMap.get(maxValueTerritory).addUnit(u);
it.remove();
}
}
}
return factoryMoveMap;
}
use of games.strategy.triplea.ai.pro.data.ProTerritory in project triplea by triplea-game.
the class ProPoliticsAi method politicalActions.
List<PoliticalActionAttachment> politicalActions() {
final GameData data = ProData.getData();
final PlayerID player = ProData.getPlayer();
final float numPlayers = data.getPlayerList().getPlayers().size();
final double round = data.getSequence().getRound();
final ProTerritoryManager territoryManager = new ProTerritoryManager(calc);
final PoliticsDelegate politicsDelegate = DelegateFinder.politicsDelegate(data);
ProLogger.info("Politics for " + player.getName());
// Find valid war actions
final List<PoliticalActionAttachment> actionChoicesTowardsWar = AiPoliticalUtils.getPoliticalActionsTowardsWar(player, politicsDelegate.getTestedConditions(), data);
ProLogger.trace("War options: " + actionChoicesTowardsWar);
final List<PoliticalActionAttachment> validWarActions = CollectionUtils.getMatches(actionChoicesTowardsWar, Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()));
ProLogger.trace("Valid War options: " + validWarActions);
// Divide war actions into enemy and neutral
final Map<PoliticalActionAttachment, List<PlayerID>> enemyMap = new HashMap<>();
final Map<PoliticalActionAttachment, List<PlayerID>> neutralMap = new HashMap<>();
for (final PoliticalActionAttachment action : validWarActions) {
final List<PlayerID> warPlayers = new ArrayList<>();
for (final String relationshipChange : action.getRelationshipChange()) {
final String[] s = relationshipChange.split(":");
final PlayerID player1 = data.getPlayerList().getPlayerId(s[0]);
final PlayerID player2 = data.getPlayerList().getPlayerId(s[1]);
final RelationshipType oldRelation = data.getRelationshipTracker().getRelationshipType(player1, player2);
final RelationshipType newRelation = data.getRelationshipTypeList().getRelationshipType(s[2]);
if (!oldRelation.equals(newRelation) && Matches.relationshipTypeIsAtWar().test(newRelation) && (player1.equals(player) || player2.equals(player))) {
PlayerID warPlayer = player2;
if (warPlayer.equals(player)) {
warPlayer = player1;
}
warPlayers.add(warPlayer);
}
}
if (!warPlayers.isEmpty()) {
if (ProUtils.isNeutralPlayer(warPlayers.get(0))) {
neutralMap.put(action, warPlayers);
} else {
enemyMap.put(action, warPlayers);
}
}
}
ProLogger.debug("Neutral options: " + neutralMap);
ProLogger.debug("Enemy options: " + enemyMap);
final List<PoliticalActionAttachment> results = new ArrayList<>();
if (!enemyMap.isEmpty()) {
// Find all attack options
territoryManager.populatePotentialAttackOptions();
final List<ProTerritory> attackOptions = territoryManager.removePotentialTerritoriesThatCantBeConquered();
ProLogger.trace(player.getName() + ", numAttackOptions=" + attackOptions.size() + ", options=" + attackOptions);
// Find attack options per war action
final Map<PoliticalActionAttachment, Double> attackPercentageMap = new HashMap<>();
for (final PoliticalActionAttachment action : enemyMap.keySet()) {
int count = 0;
final List<PlayerID> enemyPlayers = enemyMap.get(action);
for (final ProTerritory patd : attackOptions) {
if (Matches.isTerritoryOwnedBy(enemyPlayers).test(patd.getTerritory()) || Matches.territoryHasUnitsThatMatch(Matches.unitOwnedBy(enemyPlayers)).test(patd.getTerritory())) {
count++;
}
}
final double attackPercentage = count / (attackOptions.size() + 1.0);
attackPercentageMap.put(action, attackPercentage);
ProLogger.trace(enemyPlayers + ", count=" + count + ", attackPercentage=" + attackPercentage);
}
// Decide whether to declare war on an enemy
final List<PoliticalActionAttachment> options = new ArrayList<>(attackPercentageMap.keySet());
Collections.shuffle(options);
for (final PoliticalActionAttachment action : options) {
// 0, .05, .1, .15, etc
final double roundFactor = (round - 1) * .05;
final double warChance = roundFactor + attackPercentageMap.get(action) * (1 + 10 * roundFactor);
final double random = Math.random();
ProLogger.trace(enemyMap.get(action) + ", warChance=" + warChance + ", random=" + random);
if (random <= warChance) {
results.add(action);
ProLogger.debug("---Declared war on " + enemyMap.get(action));
break;
}
}
} else if (!neutralMap.isEmpty()) {
// Decide whether to declare war on a neutral
final List<PoliticalActionAttachment> options = new ArrayList<>(neutralMap.keySet());
Collections.shuffle(options);
final double random = Math.random();
final double warChance = .01;
ProLogger.debug("warChance=" + warChance + ", random=" + random);
if (random <= warChance) {
results.add(options.get(0));
ProLogger.debug("Declared war on " + enemyMap.get(options.get(0)));
}
}
// Old code used for non-war actions
if (Math.random() < .5) {
final List<PoliticalActionAttachment> actionChoicesOther = AiPoliticalUtils.getPoliticalActionsOther(player, politicsDelegate.getTestedConditions(), data);
if (actionChoicesOther != null && !actionChoicesOther.isEmpty()) {
Collections.shuffle(actionChoicesOther);
int i = 0;
final double random = Math.random();
final int maxOtherActionsPerTurn = (random < .3 ? 0 : (random < .6 ? 1 : (random < .9 ? 2 : (random < .99 ? 3 : (int) numPlayers))));
final Iterator<PoliticalActionAttachment> actionOtherIter = actionChoicesOther.iterator();
while (actionOtherIter.hasNext() && maxOtherActionsPerTurn > 0) {
final PoliticalActionAttachment action = actionOtherIter.next();
if (!Matches.abstractUserActionAttachmentCanBeAttempted(politicsDelegate.getTestedConditions()).test(action)) {
continue;
}
if (action.getCostPu() > 0 && action.getCostPu() > player.getResources().getQuantity(Constants.PUS)) {
continue;
}
i++;
if (i > maxOtherActionsPerTurn) {
break;
}
results.add(action);
}
}
}
doActions(results);
return results;
}
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