dcs-retribution/game/procurement.py
Dan Albert 2ac818dcdd Convert to new unit APIs, remove old APIs.
There are probably plenty of raw ints around that never used the old
conversion APIs, but we'll just need to fix those when we see them.

Fixes https://github.com/Khopa/dcs_liberation/issues/558
2020-12-19 22:08:57 -08:00

196 lines
7.0 KiB
Python

from __future__ import annotations
from dataclasses import dataclass
import math
import random
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.task import CAP, CAS
from dcs.unittype import FlyingType, VehicleType
from game import db
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance
from gen.flights.ai_flight_planner_db import (
capable_aircraft_for_task,
preferred_aircraft_for_task,
)
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
range: Distance
task_capability: FlightType
number: int
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.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
def spend_budget(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = math.ceil(budget / 2)
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
if self.manage_aircraft:
budget = self.purchase_aircraft(budget, aircraft_requests)
return budget
def repair_runways(self, budget: int) -> int:
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 random_affordable_ground_unit(
self, budget: int) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units if
db.PRICES[u] <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: int) -> int:
if not self.faction.frontline_units:
return budget
while budget > 0:
candidates = self.front_line_candidates()
if not candidates:
break
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget)
if unit is None:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: int) -> Optional[Type[FlyingType]]:
unit_pool = [u for u in self.faction.aircrafts if u in types]
affordable_units = [
u for u in unit_pool
if db.PRICES[u] * number <= max_price and airbase.can_operate(u)
]
if not affordable_units:
return None
return random.choice(affordable_units)
def affordable_aircraft_for(
self, request: AircraftProcurementRequest,
airbase: ControlPoint, budget: int) -> Optional[Type[FlyingType]]:
aircraft = self._affordable_aircraft_of_types(
preferred_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
if aircraft is not None:
return aircraft
return self._affordable_aircraft_of_types(
capable_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
def purchase_aircraft(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
unit_pool = [u for u in self.faction.aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if not unit_pool:
return budget
for request in aircraft_requests:
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 -= db.PRICES[unit] * request.number
assert airbase.pending_unit_deliveries is not None
airbase.pending_unit_deliveries.deliver({unit: request.number})
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
)
for cp in distance_cache.airfields_within(request.range):
if not cp.is_friendly(self.is_player):
continue
if not cp.runway_is_operational():
continue
if cp.unclaimed_parking(self.game) < request.number:
continue
yield cp
def front_line_candidates(self) -> List[ControlPoint]:
candidates = []
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if cp.base.total_armor >= 30:
# Control point is already sufficiently defended.
continue
for connected in cp.connected_points:
if not connected.is_friendly(to_player=self.is_player):
candidates.append(cp)
if not candidates:
# Otherwise buy them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates