from __future__ import annotations import dataclasses import itertools import math from collections.abc import Iterator from dataclasses import dataclass from typing import Any, Optional, TYPE_CHECKING, Union from game.commander.garrisons import Garrisons from game.commander.objectivefinder import ObjectiveFinder from game.db import GameDb from game.htn import WorldState from game.profiling import MultiEventTracer from game.settings import Settings from game.theater import ConflictTheater, ControlPoint, FrontLine, MissionTarget from game.theater.theatergroundobject import ( BuildingGroundObject, IadsGroundObject, NavalGroundObject, TheaterGroundObject, VehicleGroupGroundObject, ) from game.threatzones import ThreatZones from gen.ground_forces.combat_stance import CombatStance if TYPE_CHECKING: from game import Game from game.coalition import Coalition from game.transfers import Convoy, CargoShip @dataclass(frozen=True) class PersistentContext: game_db: GameDb coalition: Coalition theater: ConflictTheater turn: int settings: Settings tracer: MultiEventTracer @dataclass class TheaterState(WorldState["TheaterState"]): context: PersistentContext barcaps_needed: dict[ControlPoint, int] active_front_lines: list[FrontLine] front_line_stances: dict[FrontLine, Optional[CombatStance]] vulnerable_front_lines: list[FrontLine] aewc_targets: list[MissionTarget] refueling_targets: list[MissionTarget] enemy_air_defenses: list[IadsGroundObject] threatening_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]] detecting_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]] enemy_convoys: list[Convoy] enemy_shipping: list[CargoShip] enemy_ships: list[NavalGroundObject] enemy_garrisons: dict[ControlPoint, Garrisons] oca_targets: list[ControlPoint] strike_targets: list[TheaterGroundObject] enemy_barcaps: list[ControlPoint] threat_zones: ThreatZones def _rebuild_threat_zones(self) -> None: """Recreates the theater's threat zones based on the current planned state.""" self.threat_zones = ThreatZones.for_threats( self.context.coalition.opponent.doctrine, barcap_locations=self.enemy_barcaps, air_defenses=itertools.chain(self.enemy_air_defenses, self.enemy_ships), ) def eliminate_air_defense(self, target: IadsGroundObject) -> None: if target in self.threatening_air_defenses: self.threatening_air_defenses.remove(target) if target in self.detecting_air_defenses: self.detecting_air_defenses.remove(target) self.enemy_air_defenses.remove(target) self._rebuild_threat_zones() def eliminate_ship(self, target: NavalGroundObject) -> None: if target in self.threatening_air_defenses: self.threatening_air_defenses.remove(target) if target in self.detecting_air_defenses: self.detecting_air_defenses.remove(target) self.enemy_ships.remove(target) self._rebuild_threat_zones() def has_garrison(self, target: VehicleGroupGroundObject) -> bool: return target in self.enemy_garrisons[target.control_point] def eliminate_garrison(self, target: VehicleGroupGroundObject) -> None: self.enemy_garrisons[target.control_point].eliminate(target) def ammo_dumps_at( self, control_point: ControlPoint ) -> Iterator[BuildingGroundObject]: for target in self.strike_targets: if target.control_point != control_point: continue if target.is_ammo_depot: assert isinstance(target, BuildingGroundObject) yield target def clone(self) -> TheaterState: # Do not use copy.deepcopy. Copying every TGO, control point, etc is absurdly # expensive. return TheaterState( context=self.context, barcaps_needed=dict(self.barcaps_needed), active_front_lines=list(self.active_front_lines), front_line_stances=dict(self.front_line_stances), vulnerable_front_lines=list(self.vulnerable_front_lines), aewc_targets=list(self.aewc_targets), refueling_targets=list(self.refueling_targets), enemy_air_defenses=list(self.enemy_air_defenses), enemy_convoys=list(self.enemy_convoys), enemy_shipping=list(self.enemy_shipping), enemy_ships=list(self.enemy_ships), enemy_garrisons={ cp: dataclasses.replace(g) for cp, g in self.enemy_garrisons.items() }, oca_targets=list(self.oca_targets), strike_targets=list(self.strike_targets), enemy_barcaps=list(self.enemy_barcaps), threat_zones=self.threat_zones, # Persistent properties are not copied. These are a way for failed subtasks # to communicate requirements to other tasks. For example, the task to # attack enemy garrisons might fail because the target area has IADS # protection. In that case, the preconditions of PlanBai would fail, but # would add the IADS that prevented it from being planned to the list of # IADS threats so that DegradeIads will consider it a threat later. threatening_air_defenses=self.threatening_air_defenses, detecting_air_defenses=self.detecting_air_defenses, ) @classmethod def from_game( cls, game: Game, player: bool, tracer: MultiEventTracer ) -> TheaterState: coalition = game.coalition_for(player) finder = ObjectiveFinder(game, player) ordered_capturable_points = finder.prioritized_unisolated_points() context = PersistentContext( game.db, coalition, game.theater, game.turn, game.settings, tracer ) # Plan enough rounds of CAP that the target has coverage over the expected # mission duration. mission_duration = game.settings.desired_player_mission_duration.total_seconds() barcap_duration = coalition.doctrine.cap_duration.total_seconds() barcap_rounds = math.ceil(mission_duration / barcap_duration) return TheaterState( context=context, barcaps_needed={ cp: barcap_rounds for cp in finder.vulnerable_control_points() }, active_front_lines=list(finder.front_lines()), front_line_stances={f: None for f in finder.front_lines()}, vulnerable_front_lines=list(finder.front_lines()), aewc_targets=[finder.farthest_friendly_control_point()], refueling_targets=[finder.closest_friendly_control_point()], enemy_air_defenses=list(finder.enemy_air_defenses()), threatening_air_defenses=[], detecting_air_defenses=[], enemy_convoys=list(finder.convoys()), enemy_shipping=list(finder.cargo_ships()), enemy_ships=list(finder.enemy_ships()), enemy_garrisons={ cp: Garrisons.for_control_point(cp) for cp in ordered_capturable_points }, oca_targets=list(finder.oca_targets(min_aircraft=20)), strike_targets=list(finder.strike_targets()), enemy_barcaps=list(game.theater.control_points_for(not player)), threat_zones=game.threat_zone_for(not player), )