"""Implements support for ground unit transfers between bases. Ground units can be transferred between bases via a number of transport methods, and doing so can take multiple turns. There are a few main concepts here: * A TransferOrder is a request to move units from one base to another. It is described by its origin, destination, current position, and contents. TransferOrders persist across turns, and if no Transport is available to move the units in a given turn it will have no Transport assigned. * Transports: A Transport is the planned move of a group of units for a leg of the journey *this turn*. A Transport has an assigned mode of transportation and has vehicles assigned to move the units if needed. This might be a Convoy, a CargoShip, or an Airlift. The TransportMap (more accurately, it's subtypes) is responsible for managing the transports moving from A to B for the turn. Transfers that are moving between A and B this turn will be added to the TransportMap, which will create a new transport if needed or add the units to an existing transport if one exists. This allows transfers from A->B->C and D->B->C to share a transport between B and C. AirLifts do not use TransportMap because no merging will take place between orders. It instead uses AirLiftPlanner to create transport packages. PendingTransfers manages all the incomplete transfer orders for the game. New transfer orders are registered with PendingTransfers and it is responsible for allocating transports and processing the turn's transit actions. Routing is handled by TransitNetwork. """ from __future__ import annotations import logging import math from collections import defaultdict from dataclasses import dataclass, field from functools import singledispatchmethod from typing import ( Generic, Iterator, List, Optional, TYPE_CHECKING, TypeVar, Sequence, ) from dcs.mapping import Point from game.dcs.aircrafttype import AircraftType from game.dcs.groundunittype import GroundUnitType from game.procurement import AircraftProcurementRequest from game.squadrons import Squadron from game.theater import ControlPoint, MissionTarget from game.theater.transitnetwork import ( TransitConnection, TransitNetwork, ) from game.utils import meters, nautical_miles from gen.ato import Package from gen.flights.ai_flight_planner_db import aircraft_for_task from gen.flights.closestairfields import ObjectiveDistanceCache from gen.flights.flight import Flight, FlightType from gen.flights.flightplan import FlightPlanBuilder from gen.naming import namegen if TYPE_CHECKING: from game import Game from game.inventory import ControlPointAircraftInventory class Transport: def __init__(self, destination: ControlPoint): self.destination = destination def find_escape_route(self) -> Optional[ControlPoint]: raise NotImplementedError def description(self) -> str: raise NotImplementedError @dataclass class TransferOrder: """The base type of all transfer orders. A transfer order can transfer multiple units of multiple types. """ #: The location the units are transferring from. origin: ControlPoint #: The location the units are transferring to. destination: ControlPoint #: The current position of the group being transferred. Groups may make multiple #: stops and can switch transport modes before reaching their destination. position: ControlPoint = field(init=False) #: True if the transfer order belongs to the player. player: bool = field(init=False) #: The units being transferred. units: dict[GroundUnitType, int] transport: Optional[Transport] = field(default=None) def __str__(self) -> str: """Returns the text that should be displayed for the transfer.""" count = self.size origin = self.origin.name destination = self.destination.name description = "Transfer" if self.player else "Enemy transfer" return f"{description} of {count} units from {origin} to {destination}" def __post_init__(self) -> None: self.position = self.origin self.player = self.origin.is_friendly(to_player=True) @property def description(self) -> str: if self.transport is None: return "No transports available" return self.transport.description() def kill_all(self) -> None: self.units.clear() def kill_unit(self, unit_type: GroundUnitType) -> None: if unit_type not in self.units or not self.units[unit_type]: raise KeyError(f"{self} has no {unit_type} remaining") self.units[unit_type] -= 1 @property def size(self) -> int: return sum(self.units.values()) def iter_units(self) -> Iterator[GroundUnitType]: for unit_type, count in self.units.items(): for _ in range(count): yield unit_type @property def completed(self) -> bool: return self.destination == self.position or not self.size def disband_at(self, location: ControlPoint) -> None: logging.info(f"Units halting at {location}.") location.base.commission_units(self.units) self.units.clear() @property def next_stop(self) -> ControlPoint: if self.transport is None: raise RuntimeError( "TransferOrder.next_stop called with no transport assigned" ) return self.transport.destination def proceed(self) -> None: if self.transport is None: return if not self.destination.is_friendly(self.player): logging.info(f"Transfer destination {self.destination} was captured.") if self.position.is_friendly(self.player): self.disband_at(self.position) elif (escape_route := self.transport.find_escape_route()) is not None: self.disband_at(escape_route) else: logging.info( f"No escape route available. Units were surrounded and destroyed " "during transfer." ) self.kill_all() return self.position = self.next_stop self.transport = None if self.completed: self.disband_at(self.position) class Airlift(Transport): """A transfer order that moves units by cargo planes and helicopters.""" def __init__( self, transfer: TransferOrder, flight: Flight, next_stop: ControlPoint ) -> None: super().__init__(next_stop) self.transfer = transfer self.flight = flight @property def units(self) -> dict[GroundUnitType, int]: return self.transfer.units @property def player_owned(self) -> bool: return self.transfer.player def find_escape_route(self) -> Optional[ControlPoint]: # TODO: Move units to closest base. return None def description(self) -> str: return ( f"Being airlifted from {self.transfer.position} to {self.destination} by " f"{self.flight}" ) class AirliftPlanner: #: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB #: for a helicopter to be considered for airlift. Total route length is not #: considered because the helicopter can refuel at each stop. Cargo planes have no #: maximum range. HELO_MAX_RANGE = nautical_miles(100) def __init__( self, game: Game, transfer: TransferOrder, next_stop: ControlPoint ) -> None: self.game = game self.transfer = transfer self.next_stop = next_stop self.for_player = transfer.destination.captured self.package = Package(target=next_stop, auto_asap=True) def compatible_with_mission( self, unit_type: AircraftType, airfield: ControlPoint ) -> bool: if unit_type not in aircraft_for_task(FlightType.TRANSPORT): return False if not self.transfer.origin.can_operate(unit_type): return False if not self.next_stop.can_operate(unit_type): return False # Cargo planes have no maximum range. if not unit_type.dcs_unit_type.helicopter: return True # A helicopter that is transport capable and able to operate at both bases. Need # to check that no leg of the journey exceeds the maximum range. This doesn't # account for any routing around threats that might take place, but it's close # enough. home = airfield.position pickup = self.transfer.position.position drop_off = self.transfer.position.position if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE: return False if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE: return False if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE: return False return True def create_package_for_airlift(self) -> None: distance_cache = ObjectiveDistanceCache.get_closest_airfields( self.transfer.position ) air_wing = self.game.air_wing_for(self.for_player) for cp in distance_cache.closest_airfields: if cp.captured != self.for_player: continue inventory = self.game.aircraft_inventory.for_control_point(cp) for unit_type, available in inventory.all_aircraft: squadrons = air_wing.auto_assignable_for_task_with_type( unit_type, FlightType.TRANSPORT ) for squadron in squadrons: if self.compatible_with_mission(unit_type, cp): while ( available and squadron.has_available_pilots and self.transfer.transport is None ): flight_size = self.create_airlift_flight( squadron, inventory ) available -= flight_size if self.package.flights: self.game.ato_for(self.for_player).add_package(self.package) def create_airlift_flight( self, squadron: Squadron, inventory: ControlPointAircraftInventory ) -> int: available_aircraft = inventory.available(squadron.aircraft) capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2 required = math.ceil(self.transfer.size / capacity_each) flight_size = min( required, available_aircraft, squadron.aircraft.dcs_unit_type.group_size_max, squadron.number_of_available_pilots, ) capacity = flight_size * capacity_each if capacity < self.transfer.size: transfer = self.game.transfers.split_transfer(self.transfer, capacity) else: transfer = self.transfer player = inventory.control_point.captured flight = Flight( self.package, self.game.country_for(player), squadron, flight_size, FlightType.TRANSPORT, self.game.settings.default_start_type, departure=inventory.control_point, arrival=inventory.control_point, divert=None, cargo=transfer, ) transport = Airlift(transfer, flight, self.next_stop) transfer.transport = transport self.package.add_flight(flight) planner = FlightPlanBuilder(self.game, self.package, self.for_player) planner.populate_flight_plan(flight) self.game.aircraft_inventory.claim_for_flight(flight) return flight_size class MultiGroupTransport(MissionTarget, Transport): def __init__( self, name: str, origin: ControlPoint, destination: ControlPoint ) -> None: MissionTarget.__init__(self, name, origin.position) Transport.__init__(self, destination) self.origin = origin self.transfers: List[TransferOrder] = [] def is_friendly(self, to_player: bool) -> bool: return self.origin.captured def add_units(self, transfer: TransferOrder) -> None: self.transfers.append(transfer) transfer.transport = self def remove_units(self, transfer: TransferOrder) -> None: transfer.transport = None self.transfers.remove(transfer) def kill_unit(self, unit_type: GroundUnitType) -> None: for transfer in self.transfers: try: transfer.kill_unit(unit_type) return except KeyError: pass raise KeyError def kill_all(self) -> None: for transfer in self.transfers: transfer.kill_all() def disband(self) -> None: for transfer in list(self.transfers): self.remove_units(transfer) self.transfers.clear() @property def size(self) -> int: return sum(t.size for t in self.transfers) @property def units(self) -> dict[GroundUnitType, int]: units: dict[GroundUnitType, int] = defaultdict(int) for transfer in self.transfers: for unit_type, count in transfer.units.items(): units[unit_type] += count return units def iter_units(self) -> Iterator[GroundUnitType]: for unit_type, count in self.units.items(): for _ in range(count): yield unit_type @property def player_owned(self) -> bool: return self.origin.captured def find_escape_route(self) -> Optional[ControlPoint]: raise NotImplementedError def description(self) -> str: raise NotImplementedError class Convoy(MultiGroupTransport): def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None: super().__init__(namegen.next_convoy_name(), origin, destination) def mission_types(self, for_player: bool) -> Iterator[FlightType]: if self.is_friendly(for_player): return yield FlightType.BAI yield from super().mission_types(for_player) @property def route_start(self) -> Point: return self.origin.convoy_origin_for(self.destination) @property def route_end(self) -> Point: return self.destination.convoy_origin_for(self.origin) def description(self) -> str: return f"In a convoy from {self.origin} to {self.destination}" def find_escape_route(self) -> Optional[ControlPoint]: return None class CargoShip(MultiGroupTransport): def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None: super().__init__(namegen.next_cargo_ship_name(), origin, destination) def mission_types(self, for_player: bool) -> Iterator[FlightType]: if self.is_friendly(for_player): return yield FlightType.ANTISHIP yield from super().mission_types(for_player) @property def route(self) -> Sequence[Point]: return self.origin.shipping_lanes[self.destination] def description(self) -> str: return f"On a ship from {self.origin} to {self.destination}" def find_escape_route(self) -> Optional[ControlPoint]: return None TransportType = TypeVar("TransportType", bound=MultiGroupTransport) class TransportMap(Generic[TransportType]): def __init__(self) -> None: # Dict of origin -> destination -> transport. self.transports: dict[ ControlPoint, dict[ControlPoint, TransportType] ] = defaultdict(dict) def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> TransportType: raise NotImplementedError def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool: return destination in self.transports[origin] def find_transport( self, origin: ControlPoint, destination: ControlPoint ) -> Optional[TransportType]: return self.transports[origin].get(destination) def find_or_create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> TransportType: transport = self.find_transport(origin, destination) if transport is None: transport = self.create_transport(origin, destination) self.transports[origin][destination] = transport return transport def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]: yield from self.transports[origin].values() def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]: for destination_dict in self.transports.values(): if destination in destination_dict: yield destination_dict[destination] def disband_transport(self, transport: TransportType) -> None: transport.disband() del self.transports[transport.origin][transport.destination] def add(self, transfer: TransferOrder, next_stop: ControlPoint) -> None: self.find_or_create_transport(transfer.position, next_stop).add_units(transfer) def remove(self, transport: TransportType, transfer: TransferOrder) -> None: transport.remove_units(transfer) if not transport.transfers: self.disband_transport(transport) def disband_all(self) -> None: for transport in list(self): self.disband_transport(transport) def __iter__(self) -> Iterator[TransportType]: for destination_dict in self.transports.values(): yield from destination_dict.values() class ConvoyMap(TransportMap): def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> Convoy: return Convoy(origin, destination) class CargoShipMap(TransportMap): def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> CargoShip: return CargoShip(origin, destination) class PendingTransfers: def __init__(self, game: Game) -> None: self.game = game self.convoys = ConvoyMap() self.cargo_ships = CargoShipMap() self.pending_transfers: List[TransferOrder] = [] def __iter__(self) -> Iterator[TransferOrder]: yield from self.pending_transfers @property def pending_transfer_count(self) -> int: return len(self.pending_transfers) def transfer_at_index(self, index: int) -> TransferOrder: return self.pending_transfers[index] def index_of_transfer(self, transfer: TransferOrder) -> int: return self.pending_transfers.index(transfer) def network_for(self, control_point: ControlPoint) -> TransitNetwork: return self.game.transit_network_for(control_point.captured) def arrange_transport(self, transfer: TransferOrder) -> None: network = self.network_for(transfer.position) path = network.shortest_path_between(transfer.position, transfer.destination) next_stop = path[0] if network.link_type(transfer.position, next_stop) == TransitConnection.Road: self.convoys.add(transfer, next_stop) elif ( network.link_type(transfer.position, next_stop) == TransitConnection.Shipping ): self.cargo_ships.add(transfer, next_stop) else: AirliftPlanner(self.game, transfer, next_stop).create_package_for_airlift() def new_transfer(self, transfer: TransferOrder) -> None: transfer.origin.base.commit_losses(transfer.units) self.pending_transfers.append(transfer) self.arrange_transport(transfer) def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder: """Creates a smaller transfer that is a subset of the original.""" if transfer.size <= size: raise ValueError units = {} for unit_type, remaining in transfer.units.items(): take = min(remaining, size) size -= take transfer.units[unit_type] -= take units[unit_type] = take if not size: break new_transfer = TransferOrder(transfer.origin, transfer.destination, units) self.pending_transfers.append(new_transfer) return new_transfer @singledispatchmethod def cancel_transport(self, transport, transfer: TransferOrder) -> None: pass @cancel_transport.register def _cancel_transport_air( self, transport: Airlift, _transfer: TransferOrder ) -> None: flight = transport.flight flight.package.remove_flight(flight) if not flight.package.flights: self.game.ato_for(transport.player_owned).remove_package(flight.package) self.game.aircraft_inventory.return_from_flight(flight) flight.clear_roster() @cancel_transport.register def _cancel_transport_convoy( self, transport: Convoy, transfer: TransferOrder ) -> None: self.convoys.remove(transport, transfer) @cancel_transport.register def _cancel_transport_cargo_ship( self, transport: CargoShip, transfer: TransferOrder ) -> None: self.cargo_ships.remove(transport, transfer) def cancel_transfer(self, transfer: TransferOrder) -> None: if transfer.transport is not None: self.cancel_transport(transfer.transport, transfer) self.pending_transfers.remove(transfer) transfer.origin.base.commission_units(transfer.units) def perform_transfers(self) -> None: incomplete = [] for transfer in self.pending_transfers: transfer.proceed() if not transfer.completed: incomplete.append(transfer) self.pending_transfers = incomplete self.convoys.disband_all() self.cargo_ships.disband_all() def plan_transports(self) -> None: for transfer in self.pending_transfers: if transfer.transport is None: self.arrange_transport(transfer) def order_airlift_assets(self) -> None: for control_point in self.game.theater.controlpoints: if self.game.air_wing_for(control_point.captured).can_auto_plan( FlightType.TRANSPORT ): self.order_airlift_assets_at(control_point) @staticmethod def desired_airlift_capacity(control_point: ControlPoint) -> int: return 4 if control_point.has_factory else 0 def current_airlift_capacity(self, control_point: ControlPoint) -> int: inventory = self.game.aircraft_inventory.for_control_point(control_point) squadrons = self.game.air_wing_for( control_point.captured ).auto_assignable_for_task(FlightType.TRANSPORT) unit_types = {s.aircraft for s in squadrons} return sum( count for unit_type, count in inventory.all_aircraft if unit_type in unit_types ) def order_airlift_assets_at(self, control_point: ControlPoint) -> None: gap = self.desired_airlift_capacity( control_point ) - self.current_airlift_capacity(control_point) if gap <= 0: return if gap % 2: # Always buy in pairs since we're not trying to fill odd squadrons. Purely # aesthetic. gap += 1 self.game.procurement_requests_for(player=control_point.captured).append( AircraftProcurementRequest( control_point, nautical_miles(200), FlightType.TRANSPORT, gap ) )