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https://github.com/dcs-retribution/dcs-retribution.git
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Move calculation of aircraft amounts into game.
The planner needs to know how much space is still expected to be available next turn.
This commit is contained in:
@@ -4,9 +4,8 @@ import math
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import typing
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from typing import Dict, Type
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from dcs.planes import PlaneType
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from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
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from dcs.unittype import UnitType, VehicleType
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from dcs.unittype import FlyingType, UnitType, VehicleType
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from dcs.vehicles import AirDefence, Armor
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from game import db
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@@ -21,20 +20,16 @@ BASE_MIN_STRENGTH = 0
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class Base:
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aircraft = {} # type: typing.Dict[PlaneType, int]
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armor = {} # type: typing.Dict[VehicleType, int]
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aa = {} # type: typing.Dict[AirDefence, int]
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strength = 1 # type: float
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def __init__(self):
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self.aircraft = {}
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self.armor = {}
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self.aa = {}
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self.aircraft: Dict[FlyingType, int] = {}
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self.armor: Dict[VehicleType, int] = {}
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self.aa: Dict[AirDefence, int] = {}
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self.commision_points: Dict[Type, float] = {}
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self.strength = 1
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@property
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def total_planes(self) -> int:
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def total_aircraft(self) -> int:
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return sum(self.aircraft.values())
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@property
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@@ -83,7 +78,7 @@ class Base:
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logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
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return result
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def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
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def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[FlyingType, int]:
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return self._find_best_unit(self.aircraft, for_type, count)
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def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
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@@ -155,7 +150,7 @@ class Base:
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if task:
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count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
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else:
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count = self.total_planes
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count = self.total_aircraft
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count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
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return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
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@@ -167,18 +162,18 @@ class Base:
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# previous logic removed because we always want the full air defense capabilities.
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return self.total_aa
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def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
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def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
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def scramble_last_defense(self):
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# return as many CAP-capable aircraft as we can since this is the last defense of the base
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# (but not more than 20 - that's just nuts)
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return self._find_best_planes(CAP, min(self.total_planes, 20))
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return self._find_best_planes(CAP, min(self.total_aircraft, 20))
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def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
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def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
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def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
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def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
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def assemble_attack(self) -> typing.Dict[Armor, int]:
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