22 Commits

Author SHA1 Message Date
Dan Albert
4423288a53 Assign aircraft to squadrons rather than bases.
This is needed to support the upcoming squadron transfers, since
squadrons need to bring their aircraft with them.

https://github.com/dcs-liberation/dcs_liberation/issues/1145
2021-08-15 17:42:56 -07:00
Dan Albert
90ad1f4a61 Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
2021-08-14 21:46:27 -07:00
Dan Albert
edf95ea9fb Dedup purchase requests.
Since the theater commander runs once per campaign action, missions that
do not have aircraft available may be checked more than once a turn.
Without deduping requests this can lead to cases where the AI buys
dozens of tankers on turn 0.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1470
2021-08-01 15:17:43 -07:00
Dan Albert
ce01ad2083 Default to aircraft at only appropriate bases. 2021-07-18 17:12:34 -07:00
Dan Albert
c65ac5a7cf 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.
2021-07-17 16:34:13 -07:00
Dan Albert
9177588220 Don't target ammo depots at inactive front lines. 2021-07-13 20:49:31 -07:00
Dan Albert
c1d3c93dbb Speed up turn processing.
Run the expensive precondition check (package fulfillment) last.
2021-07-13 18:56:06 -07:00
Dan Albert
5f8be5fa91 Fix type checker issue. 2021-07-13 17:08:37 -07:00
Dan Albert
587034ad03 Prioritize ammo depots when appropriate.
The AI will now prioritize targeting ammo depots if the current
deployable enemy forces outnumber the friendly cap by 50% or more.
2021-07-13 17:06:25 -07:00
Dan Albert
9568bc7ea6 Fix inversion of AI management for opfor. 2021-07-13 17:04:49 -07:00
Dan Albert
ccf6b6ef5f Check for available aircraft as task precondition.
This makes it so that the mission planning effects are applied only if
the package can be fulfilled. For example, breakthrough will be used
only if all the BAI missions were fulfilled, not if they will *attempt*
to be fulfilled.
2021-07-13 16:26:15 -07:00
Dan Albert
24f6aff8c8 Reduce mission planning dependence on Game. 2021-07-13 15:20:42 -07:00
Dan Albert
17c19d453b Factor out Coalition from Game. 2021-07-13 14:29:40 -07:00
Dan Albert
4534758c21 Account for planned missions for breakthrough.
Consider BAI missions planned this turn when determining if a control
point is still garrisioned for preventing breakthrough.

This isn't very accurate yet since the HTN isn't checking for aircraft
fulfillment yet, so it might *plan* a mission to kill the garrison, but
there's no way to know if it will be fulfilled.
2021-07-13 13:50:50 -07:00
Dan Albert
c180eb466d Use aggressive stance for similar troop counts.
Bumps the breakthrough requirement to 2x, elimination to 1.5x, and uses
agressive for 0.8-1.5x.
2021-07-12 21:28:00 -07:00
Dan Albert
0a416ab758 Let the TheaterCommander manage front line stance.
This improves the AI behavior by choosing the stances non-randomly:

* Breakthrough will be used if the base is expected to be capturable and
  the coalition outnumbers the enemy by 20%.
* Elimination will be used if the coalition has at least as many units
  as the enemy.
* Defensive will be used if the coalition has at least half as many
  units as the enemy.
* Retreat will be used if the coalition is significantly outnumbers.

This also exposes the option to the player.
2021-07-12 21:12:02 -07:00
Dan Albert
575aca5886 Fix targeting dead BAI targets. 2021-07-12 20:44:19 -07:00
Dan Albert
c0cc5657a7 Attack detecting radars with low priority.
IADS that are in detection range (but not attack range) of missions will
be targeted at very low priority. These will typically only be planned
when no other targets are in range.
2021-07-12 17:33:45 -07:00
Dan Albert
78514b6c2e Only auto-target strike against buildings.
The players can still manually assign strike missions on other target
types since that's sometimes better for player waypoint generation (one
waypoint per unit is nice for SAMs), but it's bad for the AI so by
default we should exclude non-buildings.

This also prevents double targeting of groups, since they might have
been identified by other missions as well.

We already did some of this, but since we were excluding specific TGO
types rather than only allowing building TGOs we were often missing
things (missile sites, coastal defenses, and EWRs, it seems).
2021-07-12 17:04:17 -07:00
Dan Albert
7e4390d743 Improve prioritization of garrison targeting.
Garrison groups should be preferred with the following priority:

1. Groups blocking base capture
2. Groups at bases connected to an active front line
3. Rear guard units

Previously they were being prioritized based on the distance to the
closest friendy control point, which is similar to this but an
aggressively placed carrier could throw it off.
2021-07-12 16:59:49 -07:00
Dan Albert
dda5955121 Improve DEAD mission prioritization.
This alters the DEAD task planning to be the *least* preferred task, but
prevents other tasks from being planned unless they are excepted to be
clear of air defenses first. Even so, missions are a guaranteed success
so those other missions will still get SEAD escorts if there's potential
for a SAM in the area.

This means that air defenses that are not protecting a more useful
target (like a convoy, armor column, building, etc) will no longer be
considered by the mission planner. This isn't *quite* right since we
currently only check the target area for air defenses rather than the
entire flight plan, so there's a chance that we ignore IADS that have
threatened ingress points (though that's mostly solved by the flight
plan layout).

This also is still slightly limited because it's not checking for
aircraft availability at this stage yet, so we may aggressively plan
missions that we should be skipping unless we can guarantee that the
DEAD mission was planned. However, that's not new behavior.
2021-07-12 13:02:23 -07:00
Dan Albert
783ac18222 Replace existing campaign planner with an HTN.
An HTN (https://en.wikipedia.org/wiki/Hierarchical_task_network) is
similar to a decision tree, but it is able to reset to an earlier stage
if a subtask fails and tasks are able to account for the changes in
world state caused by earlier tasks.

Currently this just uses exactly the same strategy as before so we can
prove the system, but it should make it simpler to improve on task
planning.
2021-07-12 13:02:23 -07:00