Replace mission planning UI.

Mission planning has been completely redone. Missions are now planned
by right clicking the target area and choosing "New package".

A package can include multiple flights for the same objective. Right
now the automatic flight planner is only fragging single-flight
packages in the same manner that it used to, but that can be improved
now.

The air tasking order (ATO) is now the left bar of the main UI. This
shows every fragged package, and the flights in the selected package.
The info bar that was previously on the left is now a smaller bar at
the bottom of the screen. The old "Mission Planning" button is now
just the "Take Off" button.

The flight plan display no longer shows enemy flight plans. That could
be re-added if needed, probably with a difficulty/cheat option.

Aircraft inventories have been disassociated from the Planner class.
Aircraft inventories are now stored globally in the Game object.

Save games made prior to this update will not be compatible do to the
changes in how aircraft inventories and planned flights are stored.
This commit is contained in:
Dan Albert
2020-09-13 14:32:47 -07:00
parent 0eee5747af
commit ff083942e8
38 changed files with 1807 additions and 695 deletions

View File

@@ -1,28 +1,49 @@
import math
import operator
import random
from typing import Iterable, Iterator, List, Tuple
from dcs.unittype import FlyingType
from game import db
from game.data.doctrine import MODERN_DOCTRINE
from game.data.radar_db import UNITS_WITH_RADAR
from game.utils import meter_to_feet, nm_to_meter
from game.utils import nm_to_meter
from gen import Conflict
from gen.flights.ai_flight_planner_db import INTERCEPT_CAPABLE, CAP_CAPABLE, CAS_CAPABLE, SEAD_CAPABLE, STRIKE_CAPABLE, \
DRONES
from gen.flights.flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from gen.ato import Package
from gen.flights.ai_flight_planner_db import (
CAP_CAPABLE,
CAS_CAPABLE,
DRONES,
SEAD_CAPABLE,
STRIKE_CAPABLE,
)
from gen.flights.flight import (
Flight,
FlightType,
FlightWaypoint,
FlightWaypointType,
)
from theater.controlpoint import ControlPoint
from theater.missiontarget import MissionTarget
from theater.theatergroundobject import TheaterGroundObject
MISSION_DURATION = 80
# TODO: Should not be per-control point.
# Packages can frag flights from individual airfields, so we should be planning
# coalition wide rather than per airfield.
class FlightPlanner:
def __init__(self, from_cp, game):
def __init__(self, from_cp: ControlPoint, game: "Game") -> None:
# TODO : have the flight planner depend on a 'stance' setting : [Defensive, Aggresive... etc] and faction doctrine
# TODO : the flight planner should plan package and operations
self.from_cp = from_cp
self.game = game
self.aircraft_inventory = {} # local copy of the airbase inventory
self.flights: List[Flight] = []
self.potential_sead_targets: List[Tuple[TheaterGroundObject, int]] = []
self.potential_strike_targets: List[Tuple[TheaterGroundObject, int]] = []
if from_cp.captured:
self.faction = self.game.player_faction
@@ -34,240 +55,146 @@ class FlightPlanner:
else:
self.doctrine = MODERN_DOCTRINE
@property
def aircraft_inventory(self) -> "GlobalAircraftInventory":
return self.game.aircraft_inventory
def reset(self):
"""
Reset the planned flights and available units
"""
self.aircraft_inventory = dict({k: v for k, v in self.from_cp.base.aircraft.items()})
self.interceptor_flights = []
self.cap_flights = []
self.cas_flights = []
self.strike_flights = []
self.sead_flights = []
self.custom_flights = []
def reset(self) -> None:
"""Reset the planned flights and available units."""
self.flights = []
self.potential_sead_targets = []
self.potential_strike_targets = []
def plan_flights(self):
def plan_flights(self) -> None:
self.reset()
self.compute_sead_targets()
self.compute_strike_targets()
# The priority is to assign air-superiority fighter or interceptor to interception roles, so they can scramble if there is an attacker
# self.commision_interceptors()
self.commission_cap()
self.commission_cas()
self.commission_sead()
self.commission_strike()
# TODO: Commission anti-ship and intercept.
# Then some CAP patrol for the next 2 hours
self.commision_cap()
def plan_legacy_mission(self, flight: Flight,
location: MissionTarget) -> None:
package = Package(location)
package.add_flight(flight)
if flight.from_cp.captured:
self.game.blue_ato.add_package(package)
else:
self.game.red_ato.add_package(package)
self.flights.append(flight)
self.aircraft_inventory.claim_for_flight(flight)
# Then setup cas
self.commision_cas()
def get_compatible_aircraft(self, candidates: Iterable[FlyingType],
minimum: int) -> List[FlyingType]:
inventory = self.aircraft_inventory.for_control_point(self.from_cp)
return [k for k, v in inventory.all_aircraft if
k in candidates and v >= minimum]
# Then prepare some sead flights if required
self.commision_sead()
self.commision_strike()
# TODO : commision ANTISHIP
def remove_flight(self, index):
try:
flight = self.flights[index]
if flight in self.interceptor_flights: self.interceptor_flights.remove(flight)
if flight in self.cap_flights: self.cap_flights.remove(flight)
if flight in self.cas_flights: self.cas_flights.remove(flight)
if flight in self.strike_flights: self.strike_flights.remove(flight)
if flight in self.sead_flights: self.sead_flights.remove(flight)
if flight in self.custom_flights: self.custom_flights.remove(flight)
self.flights.remove(flight)
except IndexError:
def alloc_aircraft(
self, num_flights: int, flight_size: int,
allowed_types: Iterable[FlyingType]) -> Iterator[FlyingType]:
aircraft = self.get_compatible_aircraft(allowed_types, flight_size)
if not aircraft:
return
for _ in range(num_flights):
yield random.choice(aircraft)
aircraft = self.get_compatible_aircraft(allowed_types, flight_size)
if not aircraft:
return
def commision_interceptors(self):
"""
Pick some aircraft to assign them to interception roles
"""
def commission_cap(self) -> None:
"""Pick some aircraft to assign them to defensive CAP roles (BARCAP)."""
offset = random.randint(0, 5)
num_caps = MISSION_DURATION // self.doctrine["CAP_EVERY_X_MINUTES"]
for i, aircraft in enumerate(self.alloc_aircraft(num_caps, 2, CAP_CAPABLE)):
flight = Flight(aircraft, 2, self.from_cp, FlightType.CAP)
# At least try to generate one interceptor group
number_of_interceptor_groups = min(max(sum([v for k, v in self.aircraft_inventory.items()]) / 4, self.doctrine["MAX_NUMBER_OF_INTERCEPTION_GROUP"]), 1)
possible_interceptors = [k for k in self.aircraft_inventory.keys() if k in INTERCEPT_CAPABLE]
if len(possible_interceptors) <= 0:
possible_interceptors = [k for k,v in self.aircraft_inventory.items() if k in CAP_CAPABLE and v >= 2]
if number_of_interceptor_groups > 0:
inventory = dict({k: v for k, v in self.aircraft_inventory.items() if k in possible_interceptors})
for i in range(number_of_interceptor_groups):
try:
unit = random.choice([k for k,v in inventory.items() if v >= 2])
except IndexError:
break
inventory[unit] = inventory[unit] - 2
flight = Flight(unit, 2, self.from_cp, FlightType.INTERCEPTION)
flight.scheduled_in = 1
flight.points = []
self.interceptor_flights.append(flight)
self.flights.append(flight)
# Update inventory
for k, v in inventory.items():
self.aircraft_inventory[k] = v
def commision_cap(self):
"""
Pick some aircraft to assign them to defensive CAP roles (BARCAP)
"""
possible_aircraft = [k for k, v in self.aircraft_inventory.items() if k in CAP_CAPABLE and v >= 2]
inventory = dict({k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft})
offset = random.randint(0,5)
for i in range(int(MISSION_DURATION/self.doctrine["CAP_EVERY_X_MINUTES"])):
try:
unit = random.choice([k for k, v in inventory.items() if v >= 2])
except IndexError:
break
inventory[unit] = inventory[unit] - 2
flight = Flight(unit, 2, self.from_cp, FlightType.CAP)
flight.points = []
flight.scheduled_in = offset + i*random.randint(self.doctrine["CAP_EVERY_X_MINUTES"] - 5, self.doctrine["CAP_EVERY_X_MINUTES"] + 5)
flight.scheduled_in = offset + i * random.randint(
self.doctrine["CAP_EVERY_X_MINUTES"] - 5,
self.doctrine["CAP_EVERY_X_MINUTES"] + 5
)
if len(self._get_cas_locations()) > 0:
enemy_cp = random.choice(self._get_cas_locations())
location = enemy_cp
self.generate_frontline_cap(flight, flight.from_cp, enemy_cp)
else:
location = flight.from_cp
self.generate_barcap(flight, flight.from_cp)
self.cap_flights.append(flight)
self.flights.append(flight)
self.plan_legacy_mission(flight, location)
# Update inventory
for k, v in inventory.items():
self.aircraft_inventory[k] = v
def commission_cas(self) -> None:
"""Pick some aircraft to assign them to CAS."""
cas_locations = self._get_cas_locations()
if not cas_locations:
return
def commision_cas(self):
"""
Pick some aircraft to assign them to CAS
"""
offset = random.randint(0,5)
num_cas = MISSION_DURATION // self.doctrine["CAS_EVERY_X_MINUTES"]
for i, aircraft in enumerate(self.alloc_aircraft(num_cas, 2, CAS_CAPABLE)):
flight = Flight(aircraft, 2, self.from_cp, FlightType.CAS)
flight.scheduled_in = offset + i * random.randint(
self.doctrine["CAS_EVERY_X_MINUTES"] - 5,
self.doctrine["CAS_EVERY_X_MINUTES"] + 5)
location = random.choice(cas_locations)
possible_aircraft = [k for k, v in self.aircraft_inventory.items() if k in CAS_CAPABLE and v >= 2]
inventory = dict({k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft})
cas_location = self._get_cas_locations()
self.generate_cas(flight, flight.from_cp, location)
self.plan_legacy_mission(flight, location)
if len(cas_location) > 0:
def commission_sead(self) -> None:
"""Pick some aircraft to assign them to SEAD tasks."""
offset = random.randint(0,5)
for i in range(int(MISSION_DURATION/self.doctrine["CAS_EVERY_X_MINUTES"])):
if not self.potential_sead_targets:
return
try:
unit = random.choice([k for k, v in inventory.items() if v >= 2])
except IndexError:
break
offset = random.randint(0, 5)
num_sead = max(
MISSION_DURATION // self.doctrine["SEAD_EVERY_X_MINUTES"],
len(self.potential_sead_targets))
for i, aircraft in enumerate(self.alloc_aircraft(num_sead, 2, SEAD_CAPABLE)):
flight = Flight(aircraft, 2, self.from_cp,
random.choice([FlightType.SEAD, FlightType.DEAD]))
flight.scheduled_in = offset + i * random.randint(
self.doctrine["SEAD_EVERY_X_MINUTES"] - 5,
self.doctrine["SEAD_EVERY_X_MINUTES"] + 5)
inventory[unit] = inventory[unit] - 2
flight = Flight(unit, 2, self.from_cp, FlightType.CAS)
flight.points = []
flight.scheduled_in = offset + i * random.randint(self.doctrine["CAS_EVERY_X_MINUTES"] - 5, self.doctrine["CAS_EVERY_X_MINUTES"] + 5)
location = random.choice(cas_location)
location = self.potential_sead_targets[0][0]
self.potential_sead_targets.pop()
self.generate_cas(flight, flight.from_cp, location)
self.generate_sead(flight, location, [])
self.plan_legacy_mission(flight, location)
self.cas_flights.append(flight)
self.flights.append(flight)
def commission_strike(self) -> None:
"""Pick some aircraft to assign them to STRIKE tasks."""
if not self.potential_strike_targets:
return
# Update inventory
for k, v in inventory.items():
self.aircraft_inventory[k] = v
offset = random.randint(0,5)
num_strike = max(
MISSION_DURATION / self.doctrine["STRIKE_EVERY_X_MINUTES"],
len(self.potential_strike_targets)
)
for i, aircraft in enumerate(self.alloc_aircraft(num_strike, 2, STRIKE_CAPABLE)):
if aircraft in DRONES:
count = 1
else:
count = 2
def commision_sead(self):
"""
Pick some aircraft to assign them to SEAD tasks
"""
flight = Flight(aircraft, count, self.from_cp, FlightType.STRIKE)
flight.scheduled_in = offset + i * random.randint(
self.doctrine["STRIKE_EVERY_X_MINUTES"] - 5,
self.doctrine["STRIKE_EVERY_X_MINUTES"] + 5)
possible_aircraft = [k for k, v in self.aircraft_inventory.items() if k in SEAD_CAPABLE and v >= 2]
inventory = dict({k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft})
location = self.potential_strike_targets[0][0]
self.potential_strike_targets.pop(0)
if len(self.potential_sead_targets) > 0:
offset = random.randint(0,5)
for i in range(int(MISSION_DURATION/self.doctrine["SEAD_EVERY_X_MINUTES"])):
if len(self.potential_sead_targets) <= 0:
break
try:
unit = random.choice([k for k, v in inventory.items() if v >= 2])
except IndexError:
break
inventory[unit] = inventory[unit] - 2
flight = Flight(unit, 2, self.from_cp, random.choice([FlightType.SEAD, FlightType.DEAD]))
flight.points = []
flight.scheduled_in = offset + i*random.randint(self.doctrine["SEAD_EVERY_X_MINUTES"] - 5, self.doctrine["SEAD_EVERY_X_MINUTES"] + 5)
location = self.potential_sead_targets[0][0]
self.potential_sead_targets.pop(0)
self.generate_sead(flight, location, [])
self.sead_flights.append(flight)
self.flights.append(flight)
# Update inventory
for k, v in inventory.items():
self.aircraft_inventory[k] = v
def commision_strike(self):
"""
Pick some aircraft to assign them to STRIKE tasks
"""
possible_aircraft = [k for k, v in self.aircraft_inventory.items() if k in STRIKE_CAPABLE and v >= 2]
inventory = dict({k: v for k, v in self.aircraft_inventory.items() if k in possible_aircraft})
if len(self.potential_strike_targets) > 0:
offset = random.randint(0,5)
for i in range(int(MISSION_DURATION/self.doctrine["STRIKE_EVERY_X_MINUTES"])):
if len(self.potential_strike_targets) <= 0:
break
try:
unit = random.choice([k for k, v in inventory.items() if v >= 2])
except IndexError:
break
if unit in DRONES:
count = 1
else:
count = 2
inventory[unit] = inventory[unit] - count
flight = Flight(unit, count, self.from_cp, FlightType.STRIKE)
flight.points = []
flight.scheduled_in = offset + i*random.randint(self.doctrine["STRIKE_EVERY_X_MINUTES"] - 5, self.doctrine["STRIKE_EVERY_X_MINUTES"] + 5)
location = self.potential_strike_targets[0][0]
self.potential_strike_targets.pop(0)
self.generate_strike(flight, location)
self.strike_flights.append(flight)
self.flights.append(flight)
# Update inventory
for k, v in inventory.items():
self.aircraft_inventory[k] = v
self.generate_strike(flight, location)
self.plan_legacy_mission(flight, location)
def _get_cas_locations(self):
return self._get_cas_locations_for_cp(self.from_cp)
@@ -351,18 +278,7 @@ class FlightPlanner:
return "-"*40 + "\n" + self.from_cp.name + " planned flights :\n"\
+ "-"*40 + "\n" + "\n".join([repr(f) for f in self.flights]) + "\n" + "-"*40
def get_available_aircraft(self):
base_aircraft_inventory = dict({k: v for k, v in self.from_cp.base.aircraft.items()})
for f in self.flights:
if f.unit_type in base_aircraft_inventory.keys():
base_aircraft_inventory[f.unit_type] = base_aircraft_inventory[f.unit_type] - f.count
if base_aircraft_inventory[f.unit_type] <= 0:
del base_aircraft_inventory[f.unit_type]
return base_aircraft_inventory
def generate_strike(self, flight, location):
def generate_strike(self, flight: Flight, location: TheaterGroundObject):
flight.flight_type = FlightType.STRIKE
ascend = self.generate_ascend_point(flight.from_cp)
flight.points.append(ascend)