mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Maintain composition when buying ground units.
Unit composition is defined by the doctrine. The most understaffed CP will now get the most underrepresented unit type. Previously a random understaffed CP would get a random unit type. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
This commit is contained in:
@@ -14,7 +14,8 @@ from game.utils import Distance
|
||||
from gen.flights.ai_flight_planner_db import aircraft_for_task
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import FlightType
|
||||
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
|
||||
from game.data.groundunitclass import GroundUnitClass
|
||||
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
@@ -114,28 +115,14 @@ class ProcurementAi:
|
||||
)
|
||||
return budget
|
||||
|
||||
def random_affordable_ground_unit(
|
||||
self, budget: float, cp: ControlPoint
|
||||
def affordable_ground_unit_of_class(
|
||||
self, budget: float, unit_class: GroundUnitClass
|
||||
) -> Optional[Type[VehicleType]]:
|
||||
affordable_units = [
|
||||
u
|
||||
for u in self.faction.frontline_units + self.faction.artillery_units
|
||||
if db.PRICES[u] <= budget
|
||||
]
|
||||
|
||||
total_number_aa = (
|
||||
cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
|
||||
faction_units = set(self.faction.frontline_units) | set(
|
||||
self.faction.artillery_units
|
||||
)
|
||||
total_non_aa = (
|
||||
cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
|
||||
)
|
||||
max_aa = math.ceil(total_non_aa / 8)
|
||||
|
||||
# Limit the number of AA units the AI will buy
|
||||
if not total_number_aa < max_aa:
|
||||
for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
|
||||
affordable_units.remove(unit)
|
||||
|
||||
of_class = set(unit_class.unit_list) & faction_units
|
||||
affordable_units = [u for u in of_class if db.PRICES[u] <= budget]
|
||||
if not affordable_units:
|
||||
return None
|
||||
return random.choice(affordable_units)
|
||||
@@ -147,12 +134,12 @@ class ProcurementAi:
|
||||
# TODO: Attempt to transfer from reserves.
|
||||
|
||||
while budget > 0:
|
||||
candidates = self.front_line_candidates()
|
||||
if not candidates:
|
||||
cp = self.ground_reinforcement_candidate()
|
||||
if cp is None:
|
||||
break
|
||||
|
||||
cp = random.choice(candidates)
|
||||
unit = self.random_affordable_ground_unit(budget, cp)
|
||||
most_needed_type = self.most_needed_unit_class(cp)
|
||||
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
|
||||
if unit is None:
|
||||
# Can't afford any more units.
|
||||
break
|
||||
@@ -162,6 +149,31 @@ class ProcurementAi:
|
||||
|
||||
return budget
|
||||
|
||||
def most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
|
||||
worst_balanced: Optional[GroundUnitClass] = None
|
||||
worst_fulfillment = math.inf
|
||||
for unit_class in GroundUnitClass:
|
||||
if not self.faction.has_access_to_unittype(unit_class):
|
||||
continue
|
||||
|
||||
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
|
||||
desired_ratio = (
|
||||
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
|
||||
unit_class
|
||||
)
|
||||
)
|
||||
if not desired_ratio:
|
||||
continue
|
||||
if current_ratio >= desired_ratio:
|
||||
continue
|
||||
fulfillment = current_ratio / desired_ratio
|
||||
if fulfillment < worst_fulfillment:
|
||||
worst_fulfillment = fulfillment
|
||||
worst_balanced = unit_class
|
||||
if worst_balanced is None:
|
||||
return GroundUnitClass.Tank
|
||||
return worst_balanced
|
||||
|
||||
def _affordable_aircraft_for_task(
|
||||
self,
|
||||
task: FlightType,
|
||||
@@ -256,56 +268,71 @@ class ProcurementAi:
|
||||
yield cp
|
||||
yield from threatened
|
||||
|
||||
def front_line_candidates(self) -> List[ControlPoint]:
|
||||
candidates = []
|
||||
def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
|
||||
worst_supply = math.inf
|
||||
understaffed: Optional[ControlPoint] = None
|
||||
|
||||
# Prefer to buy front line units at active front lines that are not
|
||||
# already overloaded.
|
||||
for cp in self.owned_points:
|
||||
|
||||
total_ground_units_allocated_to_this_control_point = (
|
||||
self.total_ground_units_allocated_to(cp)
|
||||
)
|
||||
|
||||
if not cp.has_ground_unit_source(self.game):
|
||||
if not cp.has_active_frontline:
|
||||
continue
|
||||
|
||||
if not cp.has_ground_unit_source(self.game):
|
||||
# No source of ground units, so can't buy anything.
|
||||
continue
|
||||
|
||||
allocated = cp.allocated_ground_units(self.game.transfers)
|
||||
if (
|
||||
total_ground_units_allocated_to_this_control_point >= 50
|
||||
or total_ground_units_allocated_to_this_control_point
|
||||
>= cp.frontline_unit_count_limit
|
||||
allocated.total >= self.game.settings.front_line_procurement_target
|
||||
or allocated.total >= cp.frontline_unit_count_limit
|
||||
):
|
||||
# Control point is already sufficiently defended.
|
||||
continue
|
||||
for connected in cp.connected_points:
|
||||
if not connected.is_friendly(to_player=self.is_player):
|
||||
candidates.append(cp)
|
||||
if allocated.total < worst_supply:
|
||||
worst_supply = allocated.total
|
||||
understaffed = cp
|
||||
|
||||
if not candidates:
|
||||
# Otherwise buy reserves, but don't exceed 10 reserve units per CP.
|
||||
# These units do not exist in the world until the CP becomes
|
||||
# connected to an active front line, at which point all these units
|
||||
# will suddenly appear at the gates of the newly captured CP.
|
||||
#
|
||||
# To avoid sudden overwhelming numbers of units we avoid buying
|
||||
# many.
|
||||
#
|
||||
# Also, do not bother buying units at bases that will never connect
|
||||
# to a front line.
|
||||
for cp in self.owned_points:
|
||||
if not cp.can_recruit_ground_units(self.game):
|
||||
continue
|
||||
if self.total_ground_units_allocated_to(cp) >= 10:
|
||||
continue
|
||||
if cp.is_global:
|
||||
continue
|
||||
candidates.append(cp)
|
||||
if understaffed is not None:
|
||||
return understaffed
|
||||
|
||||
return candidates
|
||||
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
|
||||
# These units do not exist in the world until the CP becomes
|
||||
# connected to an active front line, at which point all these units
|
||||
# will suddenly appear at the gates of the newly captured CP.
|
||||
#
|
||||
# To avoid sudden overwhelming numbers of units we avoid buying
|
||||
# many.
|
||||
#
|
||||
# Also, do not bother buying units at bases that will never connect
|
||||
# to a front line.
|
||||
for cp in self.owned_points:
|
||||
if cp.is_global:
|
||||
continue
|
||||
if not cp.can_recruit_ground_units(self.game):
|
||||
continue
|
||||
|
||||
def total_ground_units_allocated_to(self, control_point: ControlPoint) -> int:
|
||||
total = control_point.expected_ground_units_next_turn.total
|
||||
for transfer in self.game.transfers:
|
||||
if transfer.destination == control_point:
|
||||
total += sum(transfer.units.values())
|
||||
return total
|
||||
allocated = cp.allocated_ground_units(self.game.transfers)
|
||||
if allocated.total >= self.game.settings.reserves_procurement_target:
|
||||
continue
|
||||
|
||||
if allocated.total < worst_supply:
|
||||
worst_supply = allocated.total
|
||||
understaffed = cp
|
||||
|
||||
return understaffed
|
||||
|
||||
def cost_ratio_of_ground_unit(
|
||||
self, control_point: ControlPoint, unit_class: GroundUnitClass
|
||||
) -> float:
|
||||
allocations = control_point.allocated_ground_units(self.game.transfers)
|
||||
class_cost = 0
|
||||
total_cost = 0
|
||||
for unit_type, count in allocations.all.items():
|
||||
cost = db.PRICES[unit_type] * count
|
||||
total_cost += cost
|
||||
if unit_type in unit_class:
|
||||
class_cost += cost
|
||||
if not total_cost:
|
||||
return 0
|
||||
return class_cost / total_cost
|
||||
|
||||
Reference in New Issue
Block a user