AI aircraft purchase decisions are now driven by the missions that the
flight planner was unable to fulfill. This way we're buying the aircraft
we actually need instead of buying them at random, in the locations we
need them, in the order they're needed.
There's a bit more that could be improved here:
* Unused aircraft could be ferried to where they would be more useful.
* Partial squadrons could be completed rather than buying a whole flight
at a time.
* Aircraft could be ranked by their usefulness so we're not buying so
many Hueys when a Hornet would do better.
* Purchase a buffer of CAP capable aircraft in case too many are shot
down and they are not available next turn.
https://github.com/Khopa/dcs_liberation/issues/361
This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
The procurement AI now uses the same system as the players. Orders are
placed and take a turn to fulfill.
This has a few advantages:
* We no longer need special case purchase logic for the turn 0
population of opfor airbases.
* Players using auto-purchase can cancel orders they don't like.
For now this is mostly behavior preserving. I slightly improved the
ability to buy units when multiple front lines exist by removing full
bases as candidates, but it should be a minor change at best. A larger
improvement will come later.
This is also written such that it will work for the player as well. The
procurer currently runs for the player but with all the options off, so
it does nothing. The next patch allows adds options for the player to
use auto-procurement.