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Preferred aircraft per task are now determined by a ranking of weights stored in the aircraft yaml files. To aid in visualizing the priorities across aircraft, Liberation can be run with the argument dump-task-priorities to dump a yaml file in Saved Games/DCS/Liberation/Debug/priorities.yaml, which will show each task along with priority sorted aircraft and their weights. The current weights in the data were exported from the existing lists, where each position from the bottom of the list was worth 10 (to allow some games for less shuffling later). Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2809.
131 lines
5.1 KiB
Python
131 lines
5.1 KiB
Python
from __future__ import annotations
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import itertools
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from collections import defaultdict
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from typing import Sequence, Iterator, TYPE_CHECKING, Optional
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from game.ato.closestairfields import ObjectiveDistanceCache
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from game.dcs.aircrafttype import AircraftType
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from .squadrondefloader import SquadronDefLoader
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from ..campaignloader.squadrondefgenerator import SquadronDefGenerator
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from ..factions.faction import Faction
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from ..theater import ControlPoint, MissionTarget
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if TYPE_CHECKING:
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from game.game import Game
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from ..ato.flighttype import FlightType
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from .squadron import Squadron
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class AirWing:
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def __init__(self, player: bool, game: Game, faction: Faction) -> None:
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self.player = player
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self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
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self.squadron_defs = SquadronDefLoader(game, faction).load()
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self.squadron_def_generator = SquadronDefGenerator(faction)
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def unclaim_squadron_def(self, squadron: Squadron) -> None:
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if squadron.aircraft in self.squadron_defs:
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for squadron_def in self.squadron_defs[squadron.aircraft]:
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if squadron_def.claimed and squadron_def.name == squadron.name:
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squadron_def.claimed = False
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def add_squadron(self, squadron: Squadron) -> None:
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self.squadrons[squadron.aircraft].append(squadron)
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def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
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return self.squadrons[aircraft]
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def can_auto_plan(self, task: FlightType) -> bool:
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try:
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next(self.auto_assignable_for_task(task))
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return True
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except StopIteration:
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return False
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def best_squadrons_for(
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self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
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) -> list[Squadron]:
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airfield_cache = ObjectiveDistanceCache.get_closest_airfields(location)
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best_aircraft = AircraftType.priority_list_for_task(task)
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ordered: list[Squadron] = []
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for control_point in airfield_cache.operational_airfields:
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if control_point.captured != self.player:
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continue
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capable_at_base = []
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for squadron in control_point.squadrons:
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if squadron.can_auto_assign_mission(location, task, size, this_turn):
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capable_at_base.append(squadron)
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if squadron.aircraft not in best_aircraft:
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# If it is not already in the list it should be the last one
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best_aircraft.append(squadron.aircraft)
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ordered.extend(
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sorted(
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capable_at_base,
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key=lambda s: best_aircraft.index(s.aircraft),
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)
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)
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return ordered
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def best_squadron_for(
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self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
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) -> Optional[Squadron]:
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for squadron in self.best_squadrons_for(location, task, size, this_turn):
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return squadron
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return None
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def best_available_aircrafts_for(self, task: FlightType) -> list[AircraftType]:
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"""Returns an ordered list of available aircrafts for the given task"""
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aircrafts = []
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best_aircraft_for_task = AircraftType.priority_list_for_task(task)
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for aircraft, squadrons in self.squadrons.items():
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for squadron in squadrons:
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if squadron.untasked_aircraft and task in squadron.mission_types:
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aircrafts.append(aircraft)
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if aircraft not in best_aircraft_for_task:
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best_aircraft_for_task.append(aircraft)
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break
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# Sort the list ordered by the best capability
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return sorted(
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aircrafts,
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key=lambda ac: best_aircraft_for_task.index(ac),
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)
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def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
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for squadron in self.iter_squadrons():
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if squadron.can_auto_assign(task):
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yield squadron
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def auto_assignable_for_task_at(
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self, task: FlightType, base: ControlPoint
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) -> Iterator[Squadron]:
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for squadron in self.iter_squadrons():
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if squadron.can_auto_assign(task) and squadron.location == base:
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yield squadron
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def squadron_for(self, aircraft: AircraftType) -> Squadron:
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return self.squadrons_for(aircraft)[0]
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def iter_squadrons(self) -> Iterator[Squadron]:
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return itertools.chain.from_iterable(self.squadrons.values())
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def squadron_at_index(self, index: int) -> Squadron:
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return list(self.iter_squadrons())[index]
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def populate_for_turn_0(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.populate_for_turn_0()
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def end_turn(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.end_turn()
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def reset(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.return_all_pilots_and_aircraft()
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@property
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def size(self) -> int:
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return sum(len(s) for s in self.squadrons.values())
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