dcs-retribution/gen/flights/ai_flight_planner.py
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

485 lines
19 KiB
Python

from __future__ import annotations
import logging
import random
from collections import defaultdict
from datetime import timedelta
from typing import (
Dict,
Iterable,
Iterator,
Optional,
Set,
TYPE_CHECKING,
Tuple,
)
from game.commander import TheaterCommander
from game.commander.missionproposals import ProposedFlight, ProposedMission, EscortType
from game.commander.objectivefinder import ObjectiveFinder
from game.data.doctrine import Doctrine
from game.dcs.aircrafttype import AircraftType
from game.factions.faction import Faction
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.profiling import logged_duration, MultiEventTracer
from game.squadrons import AirWing, Squadron
from game.theater import (
ControlPoint,
MissionTarget,
OffMapSpawn,
)
from game.utils import nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import (
ClosestAirfields,
)
from gen.flights.flight import (
Flight,
FlightType,
)
from gen.flights.flightplan import FlightPlanBuilder
from gen.flights.traveltime import TotEstimator
# Avoid importing some types that cause circular imports unless type checking.
if TYPE_CHECKING:
from game import Game
from game.inventory import GlobalAircraftInventory
class AircraftAllocator:
"""Finds suitable aircraft for proposed missions."""
def __init__(
self,
air_wing: AirWing,
closest_airfields: ClosestAirfields,
global_inventory: GlobalAircraftInventory,
is_player: bool,
) -> None:
self.air_wing = air_wing
self.closest_airfields = closest_airfields
self.global_inventory = global_inventory
self.is_player = is_player
def find_squadron_for_flight(
self, flight: ProposedFlight
) -> Optional[Tuple[ControlPoint, Squadron]]:
"""Finds aircraft suitable for the given mission.
Searches for aircraft capable of performing the given mission within the
maximum allowed range. If insufficient aircraft are available for the
mission, None is returned.
Airfields are searched ordered nearest to farthest from the target and
searched twice. The first search looks for aircraft which prefer the
mission type, and the second search looks for any aircraft which are
capable of the mission type. For example, an F-14 from a nearby carrier
will be preferred for the CAP of an airfield that has only F-16s, but if
the carrier has only F/A-18s the F-16s will be used for CAP instead.
Note that aircraft *will* be removed from the global inventory on
success. This is to ensure that the same aircraft are not matched twice
on subsequent calls. If the found aircraft are not used, the caller is
responsible for returning them to the inventory.
"""
return self.find_aircraft_for_task(flight, flight.task)
def find_aircraft_for_task(
self, flight: ProposedFlight, task: FlightType
) -> Optional[Tuple[ControlPoint, Squadron]]:
types = aircraft_for_task(task)
airfields_in_range = self.closest_airfields.operational_airfields_within(
flight.max_distance
)
for airfield in airfields_in_range:
if not airfield.is_friendly(self.is_player):
continue
inventory = self.global_inventory.for_control_point(airfield)
for aircraft in types:
if not airfield.can_operate(aircraft):
continue
if inventory.available(aircraft) < flight.num_aircraft:
continue
# Valid location with enough aircraft available. Find a squadron to fit
# the role.
squadrons = self.air_wing.auto_assignable_for_task_with_type(
aircraft, task
)
for squadron in squadrons:
if squadron.can_provide_pilots(flight.num_aircraft):
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, squadron
return None
class PackageBuilder:
"""Builds a Package for the flights it receives."""
def __init__(
self,
location: MissionTarget,
closest_airfields: ClosestAirfields,
global_inventory: GlobalAircraftInventory,
air_wing: AirWing,
is_player: bool,
package_country: str,
start_type: str,
asap: bool,
) -> None:
self.closest_airfields = closest_airfields
self.is_player = is_player
self.package_country = package_country
self.package = Package(location, auto_asap=asap)
self.allocator = AircraftAllocator(
air_wing, closest_airfields, global_inventory, is_player
)
self.global_inventory = global_inventory
self.start_type = start_type
def plan_flight(self, plan: ProposedFlight) -> bool:
"""Allocates aircraft for the given flight and adds them to the package.
If no suitable aircraft are available, False is returned. If the failed
flight was critical and the rest of the mission will be scrubbed, the
caller should return any previously planned flights to the inventory
using release_planned_aircraft.
"""
assignment = self.allocator.find_squadron_for_flight(plan)
if assignment is None:
return False
airfield, squadron = assignment
if isinstance(airfield, OffMapSpawn):
start_type = "In Flight"
else:
start_type = self.start_type
flight = Flight(
self.package,
self.package_country,
squadron,
plan.num_aircraft,
plan.task,
start_type,
departure=airfield,
arrival=airfield,
divert=self.find_divert_field(squadron.aircraft, airfield),
)
self.package.add_flight(flight)
return True
def find_divert_field(
self, aircraft: AircraftType, arrival: ControlPoint
) -> Optional[ControlPoint]:
divert_limit = nautical_miles(150)
for airfield in self.closest_airfields.operational_airfields_within(
divert_limit
):
if airfield.captured != self.is_player:
continue
if airfield == arrival:
continue
if not airfield.can_operate(aircraft):
continue
if isinstance(airfield, OffMapSpawn):
continue
return airfield
return None
def build(self) -> Package:
"""Returns the built package."""
return self.package
def release_planned_aircraft(self) -> None:
"""Returns any planned flights to the inventory."""
flights = list(self.package.flights)
for flight in flights:
self.global_inventory.return_from_flight(flight)
flight.clear_roster()
self.package.remove_flight(flight)
class CoalitionMissionPlanner:
"""Coalition flight planning AI.
This class is responsible for automatically planning missions for the
coalition at the start of the turn.
The primary goal of the mission planner is to protect existing friendly
assets. Missions will be planned with the following priorities:
1. CAP for airfields/fleets in close proximity to the enemy to prevent heavy
losses of friendly aircraft.
2. CAP for front line areas to protect ground and CAS units.
3. DEAD to reduce necessity of SEAD for future missions.
4. CAS to protect friendly ground units.
5. Strike missions to reduce the enemy's resources.
TODO: Anti-ship and airfield strikes to reduce enemy sortie rates.
TODO: BAI to prevent enemy forces from reaching the front line.
TODO: Should fleets always have a CAP?
TODO: Stance and doctrine-specific planning behavior.
"""
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
self.is_player = is_player
self.objective_finder = ObjectiveFinder(self.game, self.is_player)
self.ato = self.game.blue_ato if is_player else self.game.red_ato
self.threat_zones = self.game.threat_zone_for(not self.is_player)
self.procurement_requests = self.game.procurement_requests_for(self.is_player)
self.faction: Faction = self.game.faction_for(self.is_player)
@property
def doctrine(self) -> Doctrine:
return self.faction.doctrine
def air_wing_can_plan(self, mission_type: FlightType) -> bool:
"""Returns True if it is possible for the air wing to plan this mission type.
Not all mission types can be fulfilled by all air wings. Many factions do not
have AEW&C aircraft, so they will never be able to plan those missions. It's
also possible for the player to exclude mission types from their squadron
designs.
"""
return self.game.air_wing_for(self.is_player).can_auto_plan(mission_type)
def fulfill_missions(self) -> None:
"""Identifies and plans mission for the turn."""
player = "Blue" if self.is_player else "Red"
with logged_duration(f"{player} mission scheduling"):
self.stagger_missions()
for cp in self.objective_finder.friendly_control_points():
inventory = self.game.aircraft_inventory.for_control_point(cp)
for aircraft, available in inventory.all_aircraft:
self.message("Unused aircraft", f"{available} {aircraft} from {cp}")
coalition_text = "player" if self.is_player else "opfor"
logging.debug(f"Planned {len(self.ato.packages)} {coalition_text} missions")
def plan_flight(
self,
mission: ProposedMission,
flight: ProposedFlight,
builder: PackageBuilder,
missing_types: Set[FlightType],
for_reserves: bool,
) -> None:
if not builder.plan_flight(flight):
missing_types.add(flight.task)
purchase_order = AircraftProcurementRequest(
near=mission.location,
range=flight.max_distance,
task_capability=flight.task,
number=flight.num_aircraft,
)
if for_reserves:
# Reserves are planned for critical missions, so prioritize
# those orders over aircraft needed for non-critical missions.
self.procurement_requests.insert(0, purchase_order)
else:
self.procurement_requests.append(purchase_order)
def scrub_mission_missing_aircraft(
self,
mission: ProposedMission,
builder: PackageBuilder,
missing_types: Set[FlightType],
not_attempted: Iterable[ProposedFlight],
reserves: bool,
) -> None:
# Try to plan the rest of the mission just so we can count the missing
# types to buy.
for flight in not_attempted:
self.plan_flight(mission, flight, builder, missing_types, reserves)
missing_types_str = ", ".join(sorted([t.name for t in missing_types]))
builder.release_planned_aircraft()
desc = "reserve aircraft" if reserves else "aircraft"
self.message(
"Insufficient aircraft",
f"Not enough {desc} in range for {mission.location.name} "
f"capable of: {missing_types_str}",
)
def check_needed_escorts(self, builder: PackageBuilder) -> Dict[EscortType, bool]:
threats = defaultdict(bool)
for flight in builder.package.flights:
if self.threat_zones.waypoints_threatened_by_aircraft(
flight.flight_plan.escorted_waypoints()
):
threats[EscortType.AirToAir] = True
if self.threat_zones.waypoints_threatened_by_radar_sam(
list(flight.flight_plan.escorted_waypoints())
):
threats[EscortType.Sead] = True
return threats
def plan_mission(
self, mission: ProposedMission, tracer: MultiEventTracer, reserves: bool = False
) -> None:
"""Allocates aircraft for a proposed mission and adds it to the ATO."""
builder = PackageBuilder(
mission.location,
self.objective_finder.closest_airfields_to(mission.location),
self.game.aircraft_inventory,
self.game.air_wing_for(self.is_player),
self.is_player,
self.game.country_for(self.is_player),
self.game.settings.default_start_type,
mission.asap,
)
# Attempt to plan all the main elements of the mission first. Escorts
# will be planned separately so we can prune escorts for packages that
# are not expected to encounter that type of threat.
missing_types: Set[FlightType] = set()
escorts = []
for proposed_flight in mission.flights:
if not self.air_wing_can_plan(proposed_flight.task):
# This air wing can never plan this mission type because they do not
# have compatible aircraft or squadrons. Skip fulfillment so that we
# don't place the purchase request.
continue
if proposed_flight.escort_type is not None:
# Escorts are planned after the primary elements of the package.
# If the package does not need escorts they may be pruned.
escorts.append(proposed_flight)
continue
with tracer.trace("Flight planning"):
self.plan_flight(
mission, proposed_flight, builder, missing_types, reserves
)
if missing_types:
self.scrub_mission_missing_aircraft(
mission, builder, missing_types, escorts, reserves
)
return
if not builder.package.flights:
# The non-escort part of this mission is unplannable by this faction. Scrub
# the mission and do not attempt planning escorts because there's no reason
# to buy them because this mission will never be planned.
return
# Create flight plans for the main flights of the package so we can
# determine threats. This is done *after* creating all of the flights
# rather than as each flight is added because the flight plan for
# flights that will rendezvous with their package will be affected by
# the other flights in the package. Escorts will not be able to
# contribute to this.
flight_plan_builder = FlightPlanBuilder(
self.game, builder.package, self.is_player
)
for flight in builder.package.flights:
with tracer.trace("Flight plan population"):
flight_plan_builder.populate_flight_plan(flight)
needed_escorts = self.check_needed_escorts(builder)
for escort in escorts:
# This list was generated from the not None set, so this should be
# impossible.
assert escort.escort_type is not None
if needed_escorts[escort.escort_type]:
with tracer.trace("Flight planning"):
self.plan_flight(mission, escort, builder, missing_types, reserves)
# Check again for unavailable aircraft. If the escort was required and
# none were found, scrub the mission.
if missing_types:
self.scrub_mission_missing_aircraft(
mission, builder, missing_types, escorts, reserves
)
return
if reserves:
# Mission is planned reserves which will not be used this turn.
# Return reserves to the inventory.
builder.release_planned_aircraft()
return
package = builder.build()
# Add flight plans for escorts.
for flight in package.flights:
if not flight.flight_plan.waypoints:
with tracer.trace("Flight plan population"):
flight_plan_builder.populate_flight_plan(flight)
if package.has_players and self.game.settings.auto_ato_player_missions_asap:
package.auto_asap = True
package.set_tot_asap()
self.ato.add_package(package)
def stagger_missions(self) -> None:
def start_time_generator(
count: int, earliest: int, latest: int, margin: int
) -> Iterator[timedelta]:
interval = (latest - earliest) // count
for time in range(earliest, latest, interval):
error = random.randint(-margin, margin)
yield timedelta(seconds=max(0, time + error))
dca_types = {
FlightType.BARCAP,
FlightType.TARCAP,
}
previous_cap_end_time: Dict[MissionTarget, timedelta] = defaultdict(timedelta)
non_dca_packages = [
p for p in self.ato.packages if p.primary_task not in dca_types
]
start_time = start_time_generator(
count=len(non_dca_packages),
earliest=5 * 60,
latest=int(
self.game.settings.desired_player_mission_duration.total_seconds()
),
margin=5 * 60,
)
for package in self.ato.packages:
tot = TotEstimator(package).earliest_tot()
if package.primary_task in dca_types:
previous_end_time = previous_cap_end_time[package.target]
if tot > previous_end_time:
# Can't get there exactly on time, so get there ASAP. This
# will typically only happen for the first CAP at each
# target.
package.time_over_target = tot
else:
package.time_over_target = previous_end_time
departure_time = package.mission_departure_time
# Should be impossible for CAPs
if departure_time is None:
logging.error(f"Could not determine mission end time for {package}")
continue
previous_cap_end_time[package.target] = departure_time
elif package.auto_asap:
package.set_tot_asap()
else:
# But other packages should be spread out a bit. Note that take
# times are delayed, but all aircraft will become active at
# mission start. This makes it more worthwhile to attack enemy
# airfields to hit grounded aircraft, since they're more likely
# to be present. Runway and air started aircraft will be
# delayed until their takeoff time by AirConflictGenerator.
package.time_over_target = next(start_time) + tot
def message(self, title: str, text: str) -> None:
"""Emits a planning message to the player.
If the mission planner belongs to the players coalition, this emits a
message to the info panel.
"""
if self.is_player:
self.game.informations.append(Information(title, text, self.game.turn))
else:
logging.info(f"{title}: {text}")