Connect networks to enable multi-mode transfers.

Removing the per-transit type supply routes allows us to find the best
route from A to B even if the unit needs to switch transit modes along
the way.

The "best" route is the one that will generate better gameplay. That is,
convoys are preferred to ships (use cases for GMT are rare in DCS), and
ships are preferred to airlift (reasons to attack cargo ships are also
rare). Avoiding airlift is also a good strategic choice generally since
it consumes aircraft that could be performing other missions.

The extreme weight against airlift in the pathfinding algorithm could
probably be scaled way down so that airlift would be given preference
over a very long trip, possibly only for urgent transfers.

Later when we add rail that will probably be given the most preference,
but possibly between road and shipping.

https://github.com/Khopa/dcs_liberation/issues/823
This commit is contained in:
Dan Albert
2021-04-25 17:02:18 -07:00
parent a48ef69e41
commit 0779679b99
8 changed files with 248 additions and 221 deletions

View File

@@ -10,15 +10,18 @@ from dcs.mapping import Point
from dcs.unittype import FlyingType, VehicleType
from game.procurement import AircraftProcurementRequest
from game.theater import ControlPoint, MissionTarget
from game.theater.transitnetwork import (
TransitConnection,
TransitNetwork,
)
from game.utils import meters, nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flightplan import FlightPlanBuilder
from game.theater import ControlPoint, MissionTarget
from game.theater.supplyroutes import RoadNetwork, ShippingNetwork, SupplyRoute
from gen.naming import namegen
from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder
from gen.naming import namegen
if TYPE_CHECKING:
from game import Game
@@ -151,11 +154,14 @@ class AirliftPlanner:
#: maximum range.
HELO_MAX_RANGE = nautical_miles(100)
def __init__(self, game: Game, transfer: TransferOrder) -> None:
def __init__(
self, game: Game, transfer: TransferOrder, next_stop: ControlPoint
) -> None:
self.game = game
self.transfer = transfer
self.next_stop = next_stop
self.for_player = transfer.destination.captured
self.package = Package(target=transfer.destination, auto_asap=True)
self.package = Package(target=next_stop, auto_asap=True)
def compatible_with_mission(
self, unit_type: Type[FlyingType], airfield: ControlPoint
@@ -164,7 +170,7 @@ class AirliftPlanner:
return False
if not self.transfer.origin.can_operate(unit_type):
return False
if not self.transfer.destination.can_operate(unit_type):
if not self.next_stop.can_operate(unit_type):
return False
# Cargo planes have no maximum range.
@@ -395,20 +401,7 @@ class TransportMap(Generic[TransportType]):
transport.disband()
del self.transports[transport.origin][transport.destination]
def network_for(self, control_point: ControlPoint) -> SupplyRoute:
raise NotImplementedError
def path_for(self, transfer: TransferOrder) -> List[ControlPoint]:
supply_route = self.network_for(transfer.position)
return supply_route.shortest_path_between(
transfer.position, transfer.destination
)
def next_stop_for(self, transfer: TransferOrder) -> ControlPoint:
return self.path_for(transfer)[0]
def add(self, transfer: TransferOrder) -> None:
next_stop = self.next_stop_for(transfer)
def add(self, transfer: TransferOrder, next_stop: ControlPoint) -> None:
self.find_or_create_transport(transfer.position, next_stop).add_units(transfer)
def remove(self, transport: TransportType, transfer: TransferOrder) -> None:
@@ -431,9 +424,6 @@ class ConvoyMap(TransportMap):
) -> Convoy:
return Convoy(origin, destination)
def network_for(self, control_point: ControlPoint) -> RoadNetwork:
return RoadNetwork.for_control_point(control_point)
class CargoShipMap(TransportMap):
def create_transport(
@@ -441,9 +431,6 @@ class CargoShipMap(TransportMap):
) -> CargoShip:
return CargoShip(origin, destination)
def network_for(self, control_point: ControlPoint) -> ShippingNetwork:
return ShippingNetwork.for_control_point(control_point)
class PendingTransfers:
def __init__(self, game: Game) -> None:
@@ -465,15 +452,22 @@ class PendingTransfers:
def index_of_transfer(self, transfer: TransferOrder) -> int:
return self.pending_transfers.index(transfer)
def network_for(self, control_point: ControlPoint) -> TransitNetwork:
return self.game.transit_network_for(control_point.captured)
def arrange_transport(self, transfer: TransferOrder) -> None:
if transfer.destination in RoadNetwork.for_control_point(transfer.position):
self.convoys.add(transfer)
elif transfer.destination in ShippingNetwork.for_control_point(
transfer.position
network = self.network_for(transfer.position)
path = network.shortest_path_between(transfer.position, transfer.destination)
next_stop = path[0]
if network.link_type(transfer.position, next_stop) == TransitConnection.Road:
self.convoys.add(transfer, next_stop)
elif (
network.link_type(transfer.position, next_stop)
== TransitConnection.Shipping
):
self.cargo_ships.add(transfer)
self.cargo_ships.add(transfer, next_stop)
else:
AirliftPlanner(self.game, transfer).create_package_for_airlift()
AirliftPlanner(self.game, transfer, next_stop).create_package_for_airlift()
def new_transfer(self, transfer: TransferOrder) -> None:
transfer.origin.base.commit_losses(transfer.units)