from __future__ import annotations import math import random from dataclasses import dataclass from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple from game import db from game.data.groundunitclass import GroundUnitClass from game.dcs.aircrafttype import AircraftType from game.dcs.groundunittype import GroundUnitType from game.factions.faction import Faction from game.squadrons import Squadron from game.theater import ControlPoint, MissionTarget from game.utils import meters from gen.flights.ai_flight_planner_db import aircraft_for_task from gen.flights.closestairfields import ObjectiveDistanceCache from gen.flights.flight import FlightType if TYPE_CHECKING: from game import Game FRONTLINE_RESERVES_FACTOR = 1.3 @dataclass(frozen=True) class AircraftProcurementRequest: near: MissionTarget task_capability: FlightType number: int def __str__(self) -> str: task = self.task_capability.value target = self.near.name return f"{self.number} ship {task} near {target}" class ProcurementAi: def __init__( self, game: Game, for_player: bool, faction: Faction, manage_runways: bool, manage_front_line: bool, manage_aircraft: bool, ) -> None: self.game = game self.is_player = for_player self.air_wing = game.air_wing_for(for_player) self.faction = faction self.manage_runways = manage_runways self.manage_front_line = manage_front_line self.manage_aircraft = manage_aircraft self.threat_zones = self.game.threat_zone_for(not self.is_player) def calculate_ground_unit_budget_share(self) -> float: armor_investment = 0 aircraft_investment = 0 # faction has no ground units if ( len(self.faction.artillery_units) == 0 and len(self.faction.frontline_units) == 0 ): return 0 # faction has no planes if len(self.faction.aircrafts) == 0: return 1 for cp in self.owned_points: cp_ground_units = cp.allocated_ground_units( self.game.coalition_for(self.is_player).transfers ) armor_investment += cp_ground_units.total_value cp_aircraft = cp.allocated_aircraft(self.game) aircraft_investment += cp_aircraft.total_value total_investment = aircraft_investment + armor_investment if total_investment == 0: # Turn 0 or all units were destroyed. Either way, split 30/70. return 0.3 # the more planes we have, the more ground units we want and vice versa ground_unit_share = aircraft_investment / total_investment if ground_unit_share > 1.0: raise ValueError return ground_unit_share def spend_budget(self, budget: float) -> float: if self.manage_runways: budget = self.repair_runways(budget) if self.manage_front_line: armor_budget = budget * self.calculate_ground_unit_budget_share() budget -= armor_budget budget += self.reinforce_front_line(armor_budget) # Don't sell overstock aircraft until after we've bought runways and # front lines. Any budget we free up should be earmarked for aircraft. if not self.is_player: budget += self.sell_incomplete_squadrons() if self.manage_aircraft: budget = self.purchase_aircraft(budget) return budget def sell_incomplete_squadrons(self) -> float: # Selling incomplete squadrons gives us more money to spend on the next # turn. This serves as a short term fix for # https://github.com/dcs-liberation/dcs_liberation/issues/41. # # Only incomplete squadrons which are unlikely to get used will be sold # rather than all unused aircraft because the unused aircraft are what # make OCA strikes worthwhile. # # This option is only used by the AI since players cannot cancel sales # (https://github.com/dcs-liberation/dcs_liberation/issues/365). total = 0.0 for cp in self.game.theater.control_points_for(self.is_player): inventory = self.game.aircraft_inventory.for_control_point(cp) for aircraft, available in inventory.all_aircraft: # We only ever plan even groups, so the odd aircraft is unlikely # to get used. if available % 2 == 0: continue inventory.remove_aircraft(aircraft, 1) total += aircraft.price return total def repair_runways(self, budget: float) -> float: for control_point in self.owned_points: if budget < db.RUNWAY_REPAIR_COST: break if control_point.runway_can_be_repaired: control_point.begin_runway_repair() budget -= db.RUNWAY_REPAIR_COST if self.is_player: self.game.message( "OPFOR has begun repairing the runway at " f"{control_point}" ) else: self.game.message( "We have begun repairing the runway at " f"{control_point}" ) return budget def affordable_ground_unit_of_class( self, budget: float, unit_class: GroundUnitClass ) -> Optional[GroundUnitType]: faction_units = set(self.faction.frontline_units) | set( self.faction.artillery_units ) of_class = {u for u in faction_units if u.unit_class is unit_class} # faction has no access to needed unit type, take a random unit if not of_class: of_class = faction_units affordable_units = [u for u in of_class if u.price <= budget] if not affordable_units: return None return random.choice(affordable_units) def reinforce_front_line(self, budget: float) -> float: if not self.faction.frontline_units and not self.faction.artillery_units: return budget # TODO: Attempt to transfer from reserves. while budget > 0: cp = self.ground_reinforcement_candidate() if cp is None: break 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 budget -= unit.price cp.pending_unit_deliveries.order({unit: 1}) 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 @staticmethod def _compatible_squadron_at( aircraft: AircraftType, airbase: ControlPoint, task: FlightType, count: int ) -> Optional[Squadron]: for squadron in airbase.squadrons: if squadron.aircraft != aircraft: continue if not squadron.can_auto_assign(task): continue if not squadron.can_provide_pilots(count): continue return squadron return None def affordable_aircraft_for( self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float ) -> Optional[AircraftType]: best_choice: Optional[AircraftType] = None for unit in aircraft_for_task(request.task_capability): if unit.price * request.number > budget: continue squadron = self._compatible_squadron_at( unit, airbase, request.task_capability, request.number ) if squadron is None: continue distance_to_target = meters(request.near.distance_to(airbase)) if distance_to_target > unit.max_mission_range: continue # Affordable, compatible, and we have a squadron capable of the task. To # keep some variety, skip with a 50/50 chance. Might be a good idea to have # the chance to skip based on the price compared to the rest of the choices. best_choice = unit if random.choice([True, False]): break return best_choice def fulfill_aircraft_request( self, request: AircraftProcurementRequest, budget: float ) -> Tuple[float, bool]: for airbase in self.best_airbases_for(request): unit = self.affordable_aircraft_for(request, airbase, budget) if unit is None: # Can't afford any aircraft capable of performing the # required mission that can operate from this airbase. We # might be able to afford aircraft at other airbases though, # in the case where the airbase we attempted to use is only # able to operate expensive aircraft. continue budget -= unit.price * request.number airbase.pending_unit_deliveries.order({unit: request.number}) return budget, True return budget, False def purchase_aircraft(self, budget: float) -> float: for request in self.game.coalition_for(self.is_player).procurement_requests: if not list(self.best_airbases_for(request)): # No airbases in range of this request. Skip it. continue budget, fulfilled = self.fulfill_aircraft_request(request, budget) if not fulfilled: # The request was not fulfilled because we could not afford any suitable # aircraft. Rather than continuing, which could proceed to buy tons of # cheap escorts that will never allow us to plan a strike package, stop # buying so we can save the budget until a turn where we *can* afford to # fill the package. break return budget @property def owned_points(self) -> List[ControlPoint]: if self.is_player: return self.game.theater.player_points() else: return self.game.theater.enemy_points() def best_airbases_for( self, request: AircraftProcurementRequest ) -> Iterator[ControlPoint]: distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near) threatened = [] for cp in distance_cache.operational_airfields: if not cp.is_friendly(self.is_player): continue if cp.unclaimed_parking(self.game) < request.number: continue if self.threat_zones.threatened(cp.position): threatened.append(cp) yield cp yield from threatened 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: 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 purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR allocated = cp.allocated_ground_units( self.game.coalition_for(self.is_player).transfers ) if allocated.total >= purchase_target: # Control point is already sufficiently defended. continue if allocated.total < worst_supply: worst_supply = allocated.total understaffed = cp if understaffed is not None: return understaffed # 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 allocated = cp.allocated_ground_units( self.game.coalition_for(self.is_player).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.coalition_for(self.is_player).transfers ) class_cost = 0 total_cost = 0 for unit_type, count in allocations.all.items(): cost = unit_type.price * count total_cost += cost if unit_type.unit_class is unit_class: class_cost += cost if not total_cost: return 0 return class_cost / total_cost