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https://github.com/dcs-retribution/dcs-retribution.git
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Factor AI purchases out of Game.
For now this is mostly behavior preserving. I slightly improved the ability to buy units when multiple front lines exist by removing full bases as candidates, but it should be a minor change at best. A larger improvement will come later. This is also written such that it will work for the player as well. The procurer currently runs for the player but with all the options off, so it does nothing. The next patch allows adds options for the player to use auto-procurement.
This commit is contained in:
127
game/game.py
127
game/game.py
@@ -25,8 +25,9 @@ from .event.event import Event, UnitsDeliveryEvent
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from .event.frontlineattack import FrontlineAttackEvent
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from .factions.faction import Faction
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from .infos.information import Information
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from .procurement import ProcurementAi
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from .settings import Settings
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from .theater import Airfield, ConflictTheater, ControlPoint, OffMapSpawn
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from .theater import ConflictTheater, ControlPoint
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from .unitmap import UnitMap
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from .weather import Conditions, TimeOfDay
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@@ -90,6 +91,9 @@ class Game:
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self.__destroyed_units: List[str] = []
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self.savepath = ""
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self.budget = PLAYER_BUDGET_INITIAL
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# The enemy currently doesn't buy anything on turn zero; they get
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# pre-populated airbases that are generated by the new game generator.
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self.enemy_budget = 0
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self.current_unit_id = 0
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self.current_group_id = 0
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@@ -158,9 +162,21 @@ class Game:
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reward += REWARDS[g.category]
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return int(reward * self.settings.player_income_multiplier)
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def _budget_player(self):
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def process_player_income(self):
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self.budget += self.budget_reward_amount
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def process_enemy_income(self):
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if not hasattr(self, "enemy_budget"):
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self.enemy_budget = 0
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production = 0.0
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for enemy_point in self.theater.enemy_points():
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for g in enemy_point.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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production = production + REWARDS[g.category]
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self.enemy_budget += production * self.settings.enemy_income_multiplier
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def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
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event = UnitsDeliveryEvent(attacker_name=self.player_name,
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defender_name=self.player_name,
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@@ -212,8 +228,25 @@ class Game:
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for control_point in self.theater.controlpoints:
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control_point.process_turn()
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self._enemy_reinforcement()
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self._budget_player()
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self.process_enemy_income()
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self.enemy_budget = ProcurementAi(
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self,
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for_player=False,
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faction=self.enemy_faction,
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manage_runways=True,
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manage_front_line=True,
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manage_aircraft=True
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).spend_budget(self.enemy_budget)
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self.process_player_income()
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self.budget = ProcurementAi(
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self,
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for_player=True,
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faction=self.player_faction,
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manage_runways=False,
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manage_front_line=False,
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manage_aircraft=False
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).spend_budget(self.budget)
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if not no_action and self.turn > 1:
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for cp in self.theater.player_points():
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@@ -255,90 +288,8 @@ class Game:
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gplanner.plan_groundwar()
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self.ground_planners[cp.id] = gplanner
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def _enemy_reinforcement(self):
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"""
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Compute and commision reinforcement for enemy bases
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"""
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MAX_ARMOR = 30 * self.settings.multiplier
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MAX_AIRCRAFT = 25 * self.settings.multiplier
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production = 0.0
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for enemy_point in self.theater.enemy_points():
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for g in enemy_point.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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production = production + REWARDS[g.category]
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budget = production * self.settings.enemy_income_multiplier
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for control_point in self.theater.enemy_points():
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if budget < db.RUNWAY_REPAIR_COST:
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break
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if control_point.runway_can_be_repaired:
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control_point.begin_runway_repair()
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budget -= db.RUNWAY_REPAIR_COST
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self.informations.append(Information(
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f"OPFOR has begun repairing the runway at {control_point}"))
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budget_for_armored_units = budget / 2
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budget_for_aircraft = budget / 2
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potential_cp_armor = []
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for cp in self.theater.enemy_points():
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for cpe in cp.connected_points:
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if cpe.captured and cp.base.total_armor < MAX_ARMOR:
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potential_cp_armor.append(cp)
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if len(potential_cp_armor) == 0:
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potential_cp_armor = self.theater.enemy_points()
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potential_cp_armor = [p for p in potential_cp_armor if
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not isinstance(p, OffMapSpawn)]
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i = 0
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potential_units = db.FACTIONS[self.enemy_name].frontline_units
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print("Enemy Recruiting")
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print(potential_cp_armor)
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print(budget_for_armored_units)
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print(potential_units)
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if len(potential_units) > 0 and len(potential_cp_armor) > 0:
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while budget_for_armored_units > 0:
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i = i + 1
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if i > 50 or budget_for_armored_units <= 0:
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break
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target_cp = random.choice(potential_cp_armor)
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if target_cp.base.total_armor >= MAX_ARMOR:
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continue
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unit = random.choice(potential_units)
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price = db.PRICES[unit] * 2
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budget_for_armored_units -= price * 2
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target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
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info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
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print(str(info))
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self.informations.append(info)
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if budget_for_armored_units > 0:
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budget_for_aircraft += budget_for_armored_units
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potential_units = [u for u in db.FACTIONS[self.enemy_name].aircrafts
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if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
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if len(potential_units) > 0 and len(potential_cp_armor) > 0:
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while budget_for_aircraft > 0:
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i = i + 1
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if i > 50 or budget_for_aircraft <= 0:
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break
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target_cp = random.choice(potential_cp_armor)
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if target_cp.base.total_aircraft >= MAX_AIRCRAFT:
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continue
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unit = random.choice(potential_units)
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price = db.PRICES[unit] * 2
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budget_for_aircraft -= price * 2
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target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
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info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
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print(str(info))
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self.informations.append(info)
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def message(self, text: str) -> None:
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self.informations.append(Information(text, turn=self.turn))
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@property
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def current_turn_time_of_day(self) -> TimeOfDay:
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