Clean up aircraft allocation and procurement.

This also does improve the over-purchase problems, though I can't spot
the behavior change that's causing that. Presumably the old
implementation had a bug I can't spot and in rewriting it I solved the
problem...

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1582
This commit is contained in:
Dan Albert
2021-09-03 15:09:48 -07:00
parent 94fb0d8c66
commit ab2bb6814e
6 changed files with 76 additions and 132 deletions

View File

@@ -1,69 +0,0 @@
from typing import Optional, Tuple
from game.commander.missionproposals import ProposedFlight
from game.squadrons.airwing import AirWing
from game.squadrons.squadron import Squadron
from game.theater import ControlPoint, MissionTarget
from game.utils import meters
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import ClosestAirfields
from gen.flights.flight import FlightType
class AircraftAllocator:
"""Finds suitable aircraft for proposed missions."""
def __init__(
self, air_wing: AirWing, closest_airfields: ClosestAirfields, is_player: bool
) -> None:
self.air_wing = air_wing
self.closest_airfields = closest_airfields
self.is_player = is_player
def find_squadron_for_flight(
self, target: MissionTarget, flight: ProposedFlight
) -> Optional[Tuple[ControlPoint, Squadron]]:
"""Finds aircraft suitable for the given mission.
Searches for aircraft capable of performing the given mission within the
maximum allowed range. If insufficient aircraft are available for the
mission, None is returned.
Airfields are searched ordered nearest to farthest from the target and
searched twice. The first search looks for aircraft which prefer the
mission type, and the second search looks for any aircraft which are
capable of the mission type. For example, an F-14 from a nearby carrier
will be preferred for the CAP of an airfield that has only F-16s, but if
the carrier has only F/A-18s the F-16s will be used for CAP instead.
Note that aircraft *will* be removed from the global inventory on
success. This is to ensure that the same aircraft are not matched twice
on subsequent calls. If the found aircraft are not used, the caller is
responsible for returning them to the inventory.
"""
return self.find_aircraft_for_task(target, flight, flight.task)
def find_aircraft_for_task(
self, target: MissionTarget, flight: ProposedFlight, task: FlightType
) -> Optional[Tuple[ControlPoint, Squadron]]:
types = aircraft_for_task(task)
for airfield in self.closest_airfields.operational_airfields:
if not airfield.is_friendly(self.is_player):
continue
for aircraft in types:
if not airfield.can_operate(aircraft):
continue
distance_to_target = meters(target.distance_to(airfield))
if distance_to_target > aircraft.max_mission_range:
continue
# Valid location with enough aircraft available. Find a squadron to fit
# the role.
squadrons = self.air_wing.auto_assignable_for_task_with_type(
aircraft, task, airfield
)
for squadron in squadrons:
if squadron.operates_from(airfield) and squadron.can_fulfill_flight(
flight.num_aircraft
):
return airfield, squadron
return None

View File

@@ -1,16 +1,20 @@
from typing import Optional
from __future__ import annotations
from typing import Optional, TYPE_CHECKING
from game.commander.aircraftallocator import AircraftAllocator
from game.commander.missionproposals import ProposedFlight
from game.dcs.aircrafttype import AircraftType
from game.squadrons.airwing import AirWing
from game.theater import MissionTarget, OffMapSpawn, ControlPoint
from game.utils import nautical_miles
from gen.ato import Package
from gen.flights.closestairfields import ClosestAirfields
from game.theater import MissionTarget, OffMapSpawn, ControlPoint
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game.dcs.aircrafttype import AircraftType
from game.squadrons.airwing import AirWing
from gen.flights.closestairfields import ClosestAirfields
from .missionproposals import ProposedFlight
class PackageBuilder:
"""Builds a Package for the flights it receives."""
@@ -28,7 +32,7 @@ class PackageBuilder:
self.is_player = is_player
self.package_country = package_country
self.package = Package(location, auto_asap=asap)
self.allocator = AircraftAllocator(air_wing, closest_airfields, is_player)
self.air_wing = air_wing
self.start_type = start_type
def plan_flight(self, plan: ProposedFlight) -> bool:
@@ -39,11 +43,12 @@ class PackageBuilder:
caller should return any previously planned flights to the inventory
using release_planned_aircraft.
"""
assignment = self.allocator.find_squadron_for_flight(self.package.target, plan)
if assignment is None:
squadron = self.air_wing.best_squadron_for(
self.package.target, plan.task, plan.num_aircraft, this_turn=True
)
if squadron is None:
return False
airfield, squadron = assignment
start_type = airfield.required_aircraft_start_type
start_type = squadron.location.required_aircraft_start_type
if start_type is None:
start_type = self.start_type
@@ -54,7 +59,7 @@ class PackageBuilder:
plan.num_aircraft,
plan.task,
start_type,
divert=self.find_divert_field(squadron.aircraft, airfield),
divert=self.find_divert_field(squadron.aircraft, squadron.location),
)
self.package.add_flight(flight)
return True