Overhaul redeployment of units after base-capture(s)

This commit is contained in:
Raffson 2024-06-15 23:40:16 +02:00
parent 38e62e7636
commit c22f7cbff3
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GPG Key ID: B0402B2C9B764D99
3 changed files with 63 additions and 19 deletions

View File

@ -159,11 +159,13 @@ class MissionResultsProcessor:
captured.control_point.capture(
self.game, events, captured.captured_by_player
)
logging.info(f"Will run redeploy for {captured.control_point}")
self.redeploy_units(captured.control_point)
except Exception:
logging.exception(f"Could not process base capture {captured}")
for captured in debriefing.base_captures:
logging.info(f"Will run redeploy for {captured.control_point}")
self.redeploy_units(captured.control_point)
def record_carcasses(self, debriefing: Debriefing) -> None:
for destroyed_unit in debriefing.state_data.destroyed_statics:
self.game.add_destroyed_units(destroyed_unit)
@ -301,10 +303,6 @@ class MissionResultsProcessor:
""" "
Auto redeploy units to newly captured base
"""
ally_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured == ocp.captured
]
enemy_connected_cps = [
ocp for ocp in cp.connected_points if cp.captured != ocp.captured
]
@ -314,28 +312,54 @@ class MissionResultsProcessor:
if len(enemy_connected_cps) == 0:
return
ally_connected_cps = [
ocp
for ocp in cp.transitive_connected_friendly_destinations()
if cp.captured == ocp.captured and ocp.base.total_armor
]
settings = cp.coalition.game.settings
factor = (
settings.frontline_reserves_factor
if cp.captured
else settings.frontline_reserves_factor_red
)
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
for ally_cp in sorted(
ally_connected_cps,
key=lambda x: len(
[cp for cp in x.connected_points if x.captured != cp.captured]
),
):
self.redeploy_between(cp, ally_cp)
if cp.base.total_armor > factor * cp.deployable_front_line_units:
break
def redeploy_between(self, destination: ControlPoint, source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
if source.has_active_frontline or not destination.captured:
# If there are still active front lines to defend at the
# transferring CP we should not transfer all units.
#
# Opfor also does not transfer all of their units.
# TODO: Balance the CPs rather than moving half from everywhere.
move_factor = 0.5
else:
# Otherwise we can move everything.
move_factor = 1
settings = source.coalition.game.settings
reserves = max(
1,
settings.reserves_procurement_target
if source.captured
else settings.reserves_procurement_target_red,
)
total_units = source.base.total_armor
reserves_factor = (reserves - 1) / total_units # slight underestimation
source_frontline_count = len(
[cp for cp in source.connected_points if not source.is_friendly_to(cp)]
)
move_factor = max(0.0, 1 / (source_frontline_count + 1) - reserves_factor)
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(count * move_factor)
moved_count = int(count * move_factor)
moved_units[frontline_unit] = moved_count
total_units_redeployed += moved_count
destination.base.commission_units(moved_units)
source.base.commit_losses(moved_units)

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@ -572,6 +572,23 @@ class ControlPoint(MissionTarget, SidcDescribable, ABC):
connected.extend(cp.transitive_friendly_shipping_destinations(seen))
return connected
def transitive_connected_friendly_destinations(
self, seen: Optional[Set[ControlPoint]] = None
) -> List[ControlPoint]:
if seen is None:
seen = {self}
connected = []
for cp in set(self.connected_points + list(self.shipping_lanes.keys())):
if cp.captured != self.captured:
continue
if cp in seen:
continue
seen.add(cp)
connected.append(cp)
connected.extend(cp.transitive_connected_friendly_destinations(seen))
return connected
@property
def has_factory(self) -> bool:
for tgo in self.connected_objectives:

View File

@ -19,6 +19,7 @@ from game.radio.RadioFrequencyContainer import RadioFrequencyContainer
from game.radio.TacanContainer import TacanContainer
from game.server import EventStream
from game.sim import GameUpdateEvents
from game.sim.missionresultsprocessor import MissionResultsProcessor
from game.theater import (
AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION,
ControlPoint,
@ -181,6 +182,8 @@ class QBaseMenu2(QDialog):
def cheat_capture(self) -> None:
events = GameUpdateEvents()
self.cp.capture(self.game_model.game, events, for_player=not self.cp.captured)
mrp = MissionResultsProcessor(self.game_model.game)
mrp.redeploy_units(self.cp)
# Reinitialized ground planners and the like. The ATO needs to be reset because
# missions planned against the flipped base are no longer valid.
self.game_model.game.initialize_turn(events)