Perform coalition-wide mission planning.

Mission planning on a per-control point basis lacked the context it
needed to make good decisions, and the ability to make larger missions
that pulled aircraft from multiple airfields.

The per-CP planners have been replaced in favor of a global planner
per coalition. The planner generates a list of potential missions in
order of priority and then allocates aircraft to the proposed flights
until no missions remain.

Mission planning behavior has changed:

* CAP flights will now only be generated for airfields within a
  predefined threat range of an enemy airfield.
* CAS, SEAD, and strike missions get escorts. Strike missions get a
  SEAD flight.
* CAS, SEAD, and strike missions will not be planned unless
  they have an escort available.
* Missions may originate from multiple airfields.

There's more to do:

* The range limitations imposed on the mission planner should take
  aircraft range limitations into account.
* Air superiority aircraft like the F-15 should be preferred for CAP
  over multi-role aircraft like the F/A-18 since otherwise we run the
  risk of running out of ground attack capable aircraft even though
  there are still unused aircraft.
* Mission priorities may need tuning.
* Target areas could be analyzed for potential threats, allowing
  escort flights to be optional or omitted if there is no threat to
  defend against. For example, late game a SEAD flight for a strike
  mission probably is not necessary.
* SAM threat should be judged by how close the extent of the SAM's
  range is to friendly locations, not the distance to the site itself.
  An SA-10 30 nm away is more threatening than an SA-6 25 nm away.
* Much of the planning behavior should be factored out into the
  coalition's doctrine.

But as-is this is an improvement over the existing behavior, so those
things can be follow ups.

The potential regression in behavior here is that we're no longer
planning multiple cycles of missions. Each objective will get one CAP.
I think this fits better with the turn cycle of the game, as a CAP
flight should be able to remain on station for the duration of the
turn (especially with refueling).

Note that this does break save compatibility as the old planner was a
part of the game object, and since that class is now gone it can't be
unpickled.
This commit is contained in:
Dan Albert
2020-09-26 13:17:34 -07:00
parent 1f240b02f4
commit 1e041b6249
13 changed files with 1070 additions and 814 deletions

View File

@@ -1,32 +0,0 @@
from PySide2.QtCore import Signal
from PySide2.QtWidgets import QGroupBox, QHBoxLayout, QComboBox, QLabel
from game import Game
class QChooseAirbase(QGroupBox):
selected_airbase_changed = Signal(str)
def __init__(self, game:Game, title=""):
super(QChooseAirbase, self).__init__(title)
self.game = game
self.layout = QHBoxLayout()
self.depart_from_label = QLabel("Airbase : ")
self.depart_from = QComboBox()
for i, cp in enumerate([b for b in self.game.theater.controlpoints if b.captured and b.id in self.game.planners]):
self.depart_from.addItem(str(cp.name), cp)
self.depart_from.setCurrentIndex(0)
self.depart_from.currentTextChanged.connect(self._on_airbase_selected)
self.layout.addWidget(self.depart_from_label)
self.layout.addWidget(self.depart_from)
self.setLayout(self.layout)
def _on_airbase_selected(self):
selected = self.depart_from.currentText()
self.selected_airbase_changed.emit(selected)

View File

@@ -11,7 +11,7 @@ from dcs.planes import PlaneType
from game import Game
from gen.ato import Package
from gen.flights.ai_flight_planner import FlightPlanner
from gen.flights.flightplan import FlightPlanBuilder
from gen.flights.flight import Flight, FlightType
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QFlightSizeSpinner import QFlightSizeSpinner
@@ -31,6 +31,8 @@ class QFlightCreator(QDialog):
self.game = game
self.package = package
self.planner = FlightPlanBuilder(self.game, is_player=True)
self.setWindowTitle("Create flight")
self.setWindowIcon(EVENT_ICONS["strike"])
@@ -93,7 +95,7 @@ class QFlightCreator(QDialog):
size = self.flight_size_spinner.value()
flight = Flight(aircraft, size, origin, task)
self.populate_flight_plan(flight, task)
self.planner.populate_flight_plan(flight, self.package.target)
# noinspection PyUnresolvedReferences
self.created.emit(flight)
@@ -102,77 +104,3 @@ class QFlightCreator(QDialog):
def on_aircraft_changed(self, index: int) -> None:
new_aircraft = self.aircraft_selector.itemData(index)
self.airfield_selector.change_aircraft(new_aircraft)
@property
def planner(self) -> FlightPlanner:
return self.game.planners[self.airfield_selector.currentData().id]
def populate_flight_plan(self, flight: Flight, task: FlightType) -> None:
# TODO: Flesh out mission types.
if task == FlightType.ANTISHIP:
logging.error("Anti-ship flight plan generation not implemented")
elif task == FlightType.BAI:
logging.error("BAI flight plan generation not implemented")
elif task == FlightType.BARCAP:
self.generate_cap(flight)
elif task == FlightType.CAP:
self.generate_cap(flight)
elif task == FlightType.CAS:
self.generate_cas(flight)
elif task == FlightType.DEAD:
self.generate_sead(flight)
elif task == FlightType.ELINT:
logging.error("ELINT flight plan generation not implemented")
elif task == FlightType.EVAC:
logging.error("Evac flight plan generation not implemented")
elif task == FlightType.EWAR:
logging.error("EWar flight plan generation not implemented")
elif task == FlightType.INTERCEPTION:
logging.error("Intercept flight plan generation not implemented")
elif task == FlightType.LOGISTICS:
logging.error("Logistics flight plan generation not implemented")
elif task == FlightType.RECON:
logging.error("Recon flight plan generation not implemented")
elif task == FlightType.SEAD:
self.generate_sead(flight)
elif task == FlightType.STRIKE:
self.generate_strike(flight)
elif task == FlightType.TARCAP:
self.generate_cap(flight)
elif task == FlightType.TROOP_TRANSPORT:
logging.error(
"Troop transport flight plan generation not implemented"
)
def generate_cas(self, flight: Flight) -> None:
if not isinstance(self.package.target, FrontLine):
logging.error(
"Could not create flight plan: CAS missions only valid for "
"front lines"
)
return
self.planner.generate_cas(flight, self.package.target)
def generate_cap(self, flight: Flight) -> None:
if isinstance(self.package.target, TheaterGroundObject):
logging.error(
"Could not create flight plan: CAP missions for strike targets "
"not implemented"
)
return
if isinstance(self.package.target, FrontLine):
self.planner.generate_frontline_cap(flight, self.package.target)
else:
self.planner.generate_barcap(flight, self.package.target)
def generate_sead(self, flight: Flight) -> None:
self.planner.generate_sead(flight, self.package.target)
def generate_strike(self, flight: Flight) -> None:
if not isinstance(self.package.target, TheaterGroundObject):
logging.error(
"Could not create flight plan: strike missions for capture "
"points not implemented"
)
return
self.planner.generate_strike(flight, self.package.target)

View File

@@ -3,6 +3,7 @@ from PySide2.QtWidgets import QDialog, QPushButton
from game import Game
from gen.flights.flight import Flight
from gen.flights.flightplan import FlightPlanBuilder
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.windows.mission.flight.waypoints.QFlightWaypointInfoBox import QFlightWaypointInfoBox
@@ -19,7 +20,7 @@ class QAbstractMissionGenerator(QDialog):
self.setWindowTitle(title)
self.setWindowIcon(EVENT_ICONS["strike"])
self.flight_waypoint_list = flight_waypoint_list
self.planner = self.game.planners[self.flight.from_cp.id]
self.planner = FlightPlanBuilder(self.game, is_player=True)
self.selected_waypoints = []
self.wpt_info = QFlightWaypointInfoBox()

View File

@@ -3,6 +3,7 @@ from PySide2.QtWidgets import QFrame, QGridLayout, QLabel, QPushButton, QVBoxLay
from game import Game
from gen.flights.flight import Flight
from gen.flights.flightplan import FlightPlanBuilder
from qt_ui.windows.mission.flight.generator.QCAPMissionGenerator import QCAPMissionGenerator
from qt_ui.windows.mission.flight.generator.QCASMissionGenerator import QCASMissionGenerator
from qt_ui.windows.mission.flight.generator.QSEADMissionGenerator import QSEADMissionGenerator
@@ -19,7 +20,7 @@ class QFlightWaypointTab(QFrame):
super(QFlightWaypointTab, self).__init__()
self.flight = flight
self.game = game
self.planner = self.game.planners[self.flight.from_cp.id]
self.planner = FlightPlanBuilder(self.game, is_player=True)
self.init_ui()
def init_ui(self):