mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Removing the per-transit type supply routes allows us to find the best route from A to B even if the unit needs to switch transit modes along the way. The "best" route is the one that will generate better gameplay. That is, convoys are preferred to ships (use cases for GMT are rare in DCS), and ships are preferred to airlift (reasons to attack cargo ships are also rare). Avoiding airlift is also a good strategic choice generally since it consumes aircraft that could be performing other missions. The extreme weight against airlift in the pathfinding algorithm could probably be scaled way down so that airlift would be given preference over a very long trip, possibly only for urgent transfers. Later when we add rail that will probably be given the most preference, but possibly between road and shipping. https://github.com/Khopa/dcs_liberation/issues/823
160 lines
5.6 KiB
Python
160 lines
5.6 KiB
Python
from __future__ import annotations
|
|
|
|
import logging
|
|
from collections import defaultdict
|
|
from dataclasses import dataclass
|
|
from typing import Dict, Optional, TYPE_CHECKING, Type
|
|
|
|
from dcs.unittype import UnitType, VehicleType
|
|
|
|
from game.theater import ControlPoint
|
|
from .db import PRICES
|
|
from .theater.transitnetwork import (
|
|
NoPathError,
|
|
TransitNetwork,
|
|
)
|
|
from .transfers import TransferOrder
|
|
|
|
if TYPE_CHECKING:
|
|
from .game import Game
|
|
|
|
|
|
@dataclass(frozen=True)
|
|
class GroundUnitSource:
|
|
control_point: ControlPoint
|
|
|
|
|
|
class PendingUnitDeliveries:
|
|
def __init__(self, destination: ControlPoint) -> None:
|
|
self.destination = destination
|
|
|
|
# Maps unit type to order quantity.
|
|
self.units: Dict[Type[UnitType], int] = defaultdict(int)
|
|
|
|
def __str__(self) -> str:
|
|
return f"Pending delivery to {self.destination}"
|
|
|
|
def order(self, units: Dict[Type[UnitType], int]) -> None:
|
|
for k, v in units.items():
|
|
self.units[k] += v
|
|
|
|
def sell(self, units: Dict[Type[UnitType], int]) -> None:
|
|
for k, v in units.items():
|
|
self.units[k] -= v
|
|
|
|
def refund_all(self, game: Game) -> None:
|
|
self.refund(game, self.units)
|
|
self.units = defaultdict(int)
|
|
|
|
def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
|
|
for unit_type, count in units.items():
|
|
try:
|
|
price = PRICES[unit_type]
|
|
except KeyError:
|
|
logging.error(f"Could not refund {unit_type.id}, price unknown")
|
|
continue
|
|
|
|
logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
|
|
game.adjust_budget(price * count, player=self.destination.captured)
|
|
|
|
def pending_orders(self, unit_type: Type[UnitType]) -> int:
|
|
pending_units = self.units.get(unit_type)
|
|
if pending_units is None:
|
|
pending_units = 0
|
|
return pending_units
|
|
|
|
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
|
|
current_units = self.destination.base.total_units_of_type(unit_type)
|
|
return self.pending_orders(unit_type) + current_units
|
|
|
|
def process(self, game: Game) -> None:
|
|
ground_unit_source = self.find_ground_unit_source(game)
|
|
if ground_unit_source is None:
|
|
game.message(
|
|
f"{self.destination.name} lost its source for ground unit "
|
|
"reinforcements. Refunding purchase price."
|
|
)
|
|
self.refund_all(game)
|
|
return
|
|
|
|
bought_units: Dict[Type[UnitType], int] = {}
|
|
units_needing_transfer: Dict[Type[VehicleType], int] = {}
|
|
sold_units: Dict[Type[UnitType], int] = {}
|
|
for unit_type, count in self.units.items():
|
|
coalition = "Ally" if self.destination.captured else "Enemy"
|
|
name = unit_type.id
|
|
|
|
if (
|
|
issubclass(unit_type, VehicleType)
|
|
and self.destination != ground_unit_source
|
|
):
|
|
source = ground_unit_source
|
|
d = units_needing_transfer
|
|
else:
|
|
source = self.destination
|
|
d = bought_units
|
|
|
|
if count >= 0:
|
|
d[unit_type] = count
|
|
game.message(
|
|
f"{coalition} reinforcements: {name} x {count} at {source}"
|
|
)
|
|
else:
|
|
sold_units[unit_type] = -count
|
|
game.message(f"{coalition} sold: {name} x {-count} at {source}")
|
|
|
|
self.units = defaultdict(int)
|
|
self.destination.base.commision_units(bought_units)
|
|
self.destination.base.commit_losses(sold_units)
|
|
|
|
if units_needing_transfer:
|
|
ground_unit_source.base.commision_units(units_needing_transfer)
|
|
self.create_transfer(game, ground_unit_source, units_needing_transfer)
|
|
|
|
def create_transfer(
|
|
self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
|
|
) -> None:
|
|
game.transfers.new_transfer(TransferOrder(source, self.destination, units))
|
|
|
|
def find_ground_unit_source(self, game: Game) -> Optional[ControlPoint]:
|
|
# This is running *after* the turn counter has been incremented, so this is the
|
|
# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
|
|
# delivery on turn 1 so that turn 1 always starts with units on the front line.
|
|
if game.turn == 1:
|
|
return self.destination
|
|
|
|
# Fast path if the destination is a valid source.
|
|
if self.destination.can_recruit_ground_units(game):
|
|
return self.destination
|
|
|
|
try:
|
|
return self.find_ground_unit_source_in_network(
|
|
game.transit_network_for(self.destination.captured), game
|
|
)
|
|
except NoPathError:
|
|
return None
|
|
|
|
def find_ground_unit_source_in_network(
|
|
self, network: TransitNetwork, game: Game
|
|
) -> Optional[ControlPoint]:
|
|
sources = []
|
|
for control_point in game.theater.control_points_for(self.destination.captured):
|
|
if control_point.can_recruit_ground_units(game):
|
|
sources.append(control_point)
|
|
|
|
if not sources:
|
|
return None
|
|
|
|
# Fast path to skip the distance calculation if we have only one option.
|
|
if len(sources) == 1:
|
|
return sources[0]
|
|
|
|
closest = sources[0]
|
|
_, cost = network.shortest_path_with_cost(self.destination, closest)
|
|
for source in sources:
|
|
_, new_cost = network.shortest_path_with_cost(self.destination, source)
|
|
if new_cost < cost:
|
|
closest = source
|
|
cost = new_cost
|
|
return closest
|