Move mission range data into the aircraft type.

The doctrine/task limits were capturing a reasonable average for the
era, but it did a bad job for cases like the Harrier vs the Hornet,
which perform similar missions but have drastically different max
ranges. It also forced us into limiting CAS missions (even those flown
by long range aircraft like the A-10) to 50nm since helicopters could
commonly be fragged to them.

This should allow us to design campaigns without needing airfields to be
a max of ~50-100nm apart.
This commit is contained in:
Dan Albert
2021-07-17 15:31:52 -07:00
parent 04a8040292
commit c65ac5a7cf
43 changed files with 120 additions and 143 deletions

View File

@@ -11,7 +11,7 @@ from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance
from game.utils import meters
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
@@ -25,15 +25,13 @@ FRONTLINE_RESERVES_FACTOR = 1.3
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
range: Distance
task_capability: FlightType
number: int
def __str__(self) -> str:
task = self.task_capability.value
distance = self.range.nautical_miles
target = self.near.name
return f"{self.number} ship {task} within {distance} nm of {target}"
return f"{self.number} ship {task} near {target}"
class ProcurementAi:
@@ -211,24 +209,24 @@ class ProcurementAi:
return GroundUnitClass.Tank
return worst_balanced
def _affordable_aircraft_for_task(
self,
task: FlightType,
airbase: ControlPoint,
number: int,
max_price: float,
def affordable_aircraft_for(
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[AircraftType]:
best_choice: Optional[AircraftType] = None
for unit in aircraft_for_task(task):
for unit in aircraft_for_task(request.task_capability):
if unit not in self.faction.aircrafts:
continue
if unit.price * number > max_price:
if unit.price * request.number > budget:
continue
if not airbase.can_operate(unit):
continue
distance_to_target = meters(request.near.distance_to(airbase))
if distance_to_target > unit.max_mission_range:
continue
for squadron in self.air_wing.squadrons_for(unit):
if task in squadron.auto_assignable_mission_types:
if request.task_capability in squadron.auto_assignable_mission_types:
break
else:
continue
@@ -241,13 +239,6 @@ class ProcurementAi:
break
return best_choice
def affordable_aircraft_for(
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
) -> Optional[AircraftType]:
return self._affordable_aircraft_for_task(
request.task_capability, airbase, request.number, budget
)
def fulfill_aircraft_request(
self, request: AircraftProcurementRequest, budget: float
) -> Tuple[float, bool]:
@@ -293,7 +284,7 @@ class ProcurementAi:
) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
threatened = []
for cp in distance_cache.operational_airfields_within(request.range):
for cp in distance_cache.operational_airfields:
if not cp.is_friendly(self.is_player):
continue
if cp.unclaimed_parking(self.game) < request.number: