Revert "Don't propose missions the air wing can't plan."

This is redundant because plan_mission already checks this.

This reverts commit 3338df9836878714f8b72aeb176bed16a33eb65b.
This commit is contained in:
Dan Albert 2021-06-20 15:56:28 -07:00
parent 63af28b016
commit d074500109
2 changed files with 61 additions and 95 deletions

View File

@ -29,7 +29,6 @@ Saves from 3.x are not compatible with 4.0.
## Fixes
* **[Campaign AI]** Fix procurement for factions that lack some unit types.
* **[Campaign AI]** Improved pruning of unplannable missions which should improve turn cycle time and prevent the auto-planner from quitting early.
* **[Mission Generation]** Fixed problem with mission load when control point name contained an apostrophe.
* **[Mission Generation]** Fixed EWR group names so they contribute to Skynet again.
* **[Mission Generation]** Fixed duplicate name error when generating convoys and cargo ships when creating manual transfers after loading a game.

View File

@ -613,18 +613,33 @@ class CoalitionMissionPlanner:
return True
return False
@property
def oca_aircraft_plannable(self) -> bool:
return (
self.air_wing_can_plan(FlightType.OCA_AIRCRAFT)
and self.game.settings.default_start_type == "Cold"
def critical_missions(self) -> Iterator[ProposedMission]:
"""Identifies the most important missions to plan this turn.
Non-critical missions that cannot be fulfilled will create purchase
orders for the next turn. Critical missions will create a purchase order
unless the mission can be doubly fulfilled. In other words, the AI will
attempt to have *double* the aircraft it needs for these missions to
ensure that they can be planned again next turn even if all aircraft are
eliminated this turn.
"""
# Find farthest, friendly CP for AEWC.
yield ProposedMission(
self.objective_finder.farthest_friendly_control_point(),
[ProposedFlight(FlightType.AEWC, 1, self.MAX_AWEC_RANGE)],
# Supports all the early CAP flights, so should be in the air ASAP.
asap=True,
)
yield ProposedMission(
self.objective_finder.closest_friendly_control_point(),
[ProposedFlight(FlightType.REFUELING, 1, self.MAX_TANKER_RANGE)],
)
def propose_barcap(self) -> Iterator[ProposedMission]:
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
# Plan CAP in such a way, that it is established during the whole desired
# mission length.
# Plan CAP in such a way, that it is established during the whole desired mission length
for _ in range(
0,
int(self.game.settings.desired_player_mission_duration.total_seconds()),
@ -637,31 +652,36 @@ class CoalitionMissionPlanner:
],
)
def propose_cas(self) -> Iterator[ProposedMission]:
# Find front lines, plan CAS.
for front_line in self.objective_finder.front_lines():
flights = [ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE)]
if self.air_wing_can_plan(FlightType.TARCAP):
# This is *not* an escort because front lines don't create a threat
# zone. Generating threat zones from front lines causes the front
# line to push back BARCAPs as it gets closer to the base. While
# front lines do have the same problem of potentially pulling
# BARCAPs off bases to engage a front line TARCAP, that's probably
# the one time where we do want that.
#
# TODO: Use intercepts and extra TARCAPs to cover bases near fronts.
# We don't have intercept missions yet so this isn't something we
# can do today, but we should probably return to having the front
# line project a threat zone (so that strike missions will route
# around it) and instead *not plan* a BARCAP at bases near the
# front, since there isn't a place to put a barrier. Instead, the
# aircraft that would have been a BARCAP could be used as additional
# interceptors and TARCAPs which will defend the base but won't be
# trying to avoid front line contacts.
flights.append(ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE))
yield ProposedMission(front_line, flights)
yield ProposedMission(
front_line,
[
ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE),
# This is *not* an escort because front lines don't create a threat
# zone. Generating threat zones from front lines causes the front
# line to push back BARCAPs as it gets closer to the base. While
# front lines do have the same problem of potentially pulling
# BARCAPs off bases to engage a front line TARCAP, that's probably
# the one time where we do want that.
#
# TODO: Use intercepts and extra TARCAPs to cover bases near fronts.
# We don't have intercept missions yet so this isn't something we
# can do today, but we should probably return to having the front
# line project a threat zone (so that strike missions will route
# around it) and instead *not plan* a BARCAP at bases near the
# front, since there isn't a place to put a barrier. Instead, the
# aircraft that would have been a BARCAP could be used as additional
# interceptors and TARCAPs which will defend the base but won't be
# trying to avoid front line contacts.
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE),
],
)
def propose_missions(self) -> Iterator[ProposedMission]:
"""Identifies and iterates over potential mission in priority order."""
yield from self.critical_missions()
def propose_dead(self) -> Iterator[ProposedMission]:
# Find enemy SAM sites with ranges that cover friendly CPs, front lines,
# or objects, plan DEAD.
# Find enemy SAM sites with ranges that extend to within 50 nmi of
@ -686,10 +706,7 @@ class CoalitionMissionPlanner:
else:
flights.append(
ProposedFlight(
FlightType.SEAD_ESCORT,
2,
self.MAX_SEAD_RANGE,
EscortType.Sead,
FlightType.SEAD_ESCORT, 2, self.MAX_SEAD_RANGE, EscortType.Sead
)
)
# TODO: Max escort range.
@ -700,7 +717,6 @@ class CoalitionMissionPlanner:
)
yield ProposedMission(sam, flights)
def propose_convoy_interdiction(self) -> Iterator[ProposedMission]:
# These will only rarely get planned. When a convoy is travelling multiple legs,
# they're targetable after the first leg. The reason for this is that
# procurement happens *after* mission planning so that the missions that could
@ -729,7 +745,6 @@ class CoalitionMissionPlanner:
],
)
def propose_shipping_interdiction(self) -> Iterator[ProposedMission]:
for ship in self.objective_finder.cargo_ships():
yield ProposedMission(
ship,
@ -745,7 +760,6 @@ class CoalitionMissionPlanner:
],
)
def propose_naval_strikes(self) -> Iterator[ProposedMission]:
for group in self.objective_finder.threatening_ships():
yield ProposedMission(
group,
@ -761,7 +775,6 @@ class CoalitionMissionPlanner:
],
)
def propose_bai(self) -> Iterator[ProposedMission]:
for group in self.objective_finder.threatening_vehicle_groups():
yield ProposedMission(
group,
@ -777,25 +790,16 @@ class CoalitionMissionPlanner:
],
)
def propose_oca_strikes(self) -> Iterator[ProposedMission]:
for target in self.objective_finder.oca_targets(min_aircraft=20):
flights = []
if self.air_wing_can_plan(FlightType.OCA_RUNWAY):
flights.append(
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE)
)
if self.oca_aircraft_plannable:
flights = [
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE),
]
if self.game.settings.default_start_type == "Cold":
# Only schedule if the default start type is Cold. If the player
# has set anything else there are no targets to hit.
flights.append(
ProposedFlight(FlightType.OCA_AIRCRAFT, 2, self.MAX_OCA_RANGE)
)
if not flights:
raise RuntimeError(
"Attempted planning of OCA strikes but neither OCA/Runway nor "
f"OCA/Aircraft are plannable for {self.faction.name} with the "
"current game settings."
)
flights.extend(
[
# TODO: Max escort range.
@ -809,7 +813,7 @@ class CoalitionMissionPlanner:
)
yield ProposedMission(target, flights)
def propose_building_strikes(self) -> Iterator[ProposedMission]:
# Plan strike missions.
for target in self.objective_finder.strike_targets():
yield ProposedMission(
target,
@ -828,48 +832,6 @@ class CoalitionMissionPlanner:
],
)
def propose_missions(self) -> Iterator[ProposedMission]:
"""Identifies and iterates over potential mission in priority order."""
# Find farthest, friendly CP for AEWC.
if self.air_wing_can_plan(FlightType.AEWC):
yield ProposedMission(
self.objective_finder.farthest_friendly_control_point(),
[ProposedFlight(FlightType.AEWC, 1, self.MAX_AWEC_RANGE)],
# Supports all the early CAP flights, so should be in the air ASAP.
asap=True,
)
if self.air_wing_can_plan(FlightType.REFUELING):
yield ProposedMission(
self.objective_finder.closest_friendly_control_point(),
[ProposedFlight(FlightType.REFUELING, 1, self.MAX_TANKER_RANGE)],
)
if self.air_wing_can_plan(FlightType.BARCAP):
yield from self.propose_barcap()
if self.air_wing_can_plan(FlightType.CAS):
yield from self.propose_cas()
if self.air_wing_can_plan(FlightType.DEAD):
yield from self.propose_dead()
if self.air_wing_can_plan(FlightType.BAI):
yield from self.propose_convoy_interdiction()
if self.air_wing_can_plan(FlightType.ANTISHIP):
yield from self.propose_shipping_interdiction()
yield from self.propose_naval_strikes()
if self.air_wing_can_plan(FlightType.BAI):
yield from self.propose_bai()
if self.air_wing_can_plan(FlightType.OCA_RUNWAY) or self.oca_aircraft_plannable:
yield from self.propose_oca_strikes()
if self.air_wing_can_plan(FlightType.STRIKE):
yield from self.propose_building_strikes()
def plan_missions(self) -> None:
"""Identifies and plans mission for the turn."""
player = "Blue" if self.is_player else "Red"
@ -878,6 +840,11 @@ class CoalitionMissionPlanner:
for proposed_mission in self.propose_missions():
self.plan_mission(proposed_mission, tracer)
with logged_duration(f"{player} reserve mission planning"):
with MultiEventTracer() as tracer:
for critical_mission in self.critical_missions():
self.plan_mission(critical_mission, tracer, reserves=True)
with logged_duration(f"{player} mission scheduling"):
self.stagger_missions()