mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
If these orders can't be fulfilled for the faction it will prevent the faction from ordering any non-reserve aircraft since transports are given priority after reserve missions, and they'll never be fulfillable. As such, no non-reserve aircraft will ever be purchased for factions without transport aircraft. Factions without transport aircraft are screwed in other ways, but this will fix their air planning for campaigns that aren't dependent on airlift.
634 lines
21 KiB
Python
634 lines
21 KiB
Python
from __future__ import annotations
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import logging
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import math
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from collections import defaultdict
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from dataclasses import dataclass, field
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from functools import singledispatchmethod
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from typing import (
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Dict,
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Generic,
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Iterator,
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List,
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Optional,
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TYPE_CHECKING,
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TypeVar,
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Sequence,
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)
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from dcs.mapping import Point
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.procurement import AircraftProcurementRequest
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from game.squadrons import Squadron
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from game.theater import ControlPoint, MissionTarget
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from game.theater.transitnetwork import (
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TransitConnection,
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TransitNetwork,
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)
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from game.utils import meters, nautical_miles
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from gen.ato import Package
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from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task
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from gen.flights.closestairfields import ObjectiveDistanceCache
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from gen.flights.flight import Flight, FlightType
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from gen.flights.flightplan import FlightPlanBuilder
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from gen.naming import namegen
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if TYPE_CHECKING:
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from game import Game
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from game.inventory import ControlPointAircraftInventory
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class Transport:
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def __init__(self, destination: ControlPoint):
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self.destination = destination
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def find_escape_route(self) -> Optional[ControlPoint]:
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raise NotImplementedError
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def description(self) -> str:
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raise NotImplementedError
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@dataclass
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class TransferOrder:
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"""The base type of all transfer orders.
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A transfer order can transfer multiple units of multiple types.
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"""
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#: The location the units are transferring from.
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origin: ControlPoint
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#: The location the units are transferring to.
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destination: ControlPoint
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#: The current position of the group being transferred. Groups may make multiple
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#: stops and can switch transport modes before reaching their destination.
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position: ControlPoint = field(init=False)
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#: True if the transfer order belongs to the player.
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player: bool = field(init=False)
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#: The units being transferred.
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units: Dict[GroundUnitType, int]
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transport: Optional[Transport] = field(default=None)
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def __post_init__(self) -> None:
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self.position = self.origin
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self.player = self.origin.is_friendly(to_player=True)
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@property
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def description(self) -> str:
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if self.transport is None:
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return "No transports available"
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return self.transport.description()
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def kill_all(self) -> None:
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self.units.clear()
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def kill_unit(self, unit_type: GroundUnitType) -> None:
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if unit_type not in self.units or not self.units[unit_type]:
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raise KeyError(f"{self.destination} has no {unit_type} remaining")
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self.units[unit_type] -= 1
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@property
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def size(self) -> int:
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return sum(c for c in self.units.values())
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def iter_units(self) -> Iterator[GroundUnitType]:
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for unit_type, count in self.units.items():
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for _ in range(count):
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yield unit_type
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@property
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def completed(self) -> bool:
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return self.destination == self.position or not self.units
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def disband_at(self, location: ControlPoint) -> None:
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logging.info(f"Units halting at {location}.")
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location.base.commission_units(self.units)
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self.units.clear()
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@property
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def next_stop(self) -> ControlPoint:
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if self.transport is None:
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raise RuntimeError(
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"TransferOrder.next_stop called with no transport assigned"
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)
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return self.transport.destination
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def proceed(self) -> None:
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if self.transport is None:
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return
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if not self.destination.is_friendly(self.player):
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logging.info(f"Transfer destination {self.destination} was captured.")
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if self.position.is_friendly(self.player):
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self.disband_at(self.position)
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elif (escape_route := self.transport.find_escape_route()) is not None:
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self.disband_at(escape_route)
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else:
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logging.info(
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f"No escape route available. Units were surrounded and destroyed "
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"during transfer."
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)
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self.kill_all()
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return
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self.position = self.next_stop
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self.transport = None
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if self.completed:
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self.disband_at(self.position)
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class Airlift(Transport):
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"""A transfer order that moves units by cargo planes and helicopters."""
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def __init__(
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self, transfer: TransferOrder, flight: Flight, next_stop: ControlPoint
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) -> None:
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super().__init__(next_stop)
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self.transfer = transfer
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self.flight = flight
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@property
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def units(self) -> Dict[GroundUnitType, int]:
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return self.transfer.units
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@property
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def player_owned(self) -> bool:
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return self.transfer.player
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def find_escape_route(self) -> Optional[ControlPoint]:
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# TODO: Move units to closest base.
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return None
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def description(self) -> str:
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return (
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f"Being airlifted from {self.transfer.position} to {self.destination} by "
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f"{self.flight}"
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)
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class AirliftPlanner:
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#: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB
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#: for a helicopter to be considered for airlift. Total route length is not
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#: considered because the helicopter can refuel at each stop. Cargo planes have no
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#: maximum range.
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HELO_MAX_RANGE = nautical_miles(100)
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def __init__(
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self, game: Game, transfer: TransferOrder, next_stop: ControlPoint
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) -> None:
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self.game = game
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self.transfer = transfer
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self.next_stop = next_stop
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self.for_player = transfer.destination.captured
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self.package = Package(target=next_stop, auto_asap=True)
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def compatible_with_mission(
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self, unit_type: AircraftType, airfield: ControlPoint
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) -> bool:
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if unit_type not in aircraft_for_task(FlightType.TRANSPORT):
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return False
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if not self.transfer.origin.can_operate(unit_type):
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return False
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if not self.next_stop.can_operate(unit_type):
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return False
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# Cargo planes have no maximum range.
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if not unit_type.dcs_unit_type.helicopter:
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return True
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# A helicopter that is transport capable and able to operate at both bases. Need
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# to check that no leg of the journey exceeds the maximum range. This doesn't
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# account for any routing around threats that might take place, but it's close
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# enough.
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home = airfield.position
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pickup = self.transfer.position.position
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drop_off = self.transfer.position.position
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if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE:
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return False
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if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE:
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return False
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if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE:
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return False
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return True
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def create_package_for_airlift(self) -> None:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(
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self.transfer.position
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)
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air_wing = self.game.air_wing_for(self.for_player)
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for cp in distance_cache.closest_airfields:
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if cp.captured != self.for_player:
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continue
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inventory = self.game.aircraft_inventory.for_control_point(cp)
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for unit_type, available in inventory.all_aircraft:
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squadrons = air_wing.auto_assignable_for_task_with_type(
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unit_type, FlightType.TRANSPORT
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)
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for squadron in squadrons:
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if self.compatible_with_mission(unit_type, cp):
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while (
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available
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and squadron.has_available_pilots
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and self.transfer.transport is None
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):
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flight_size = self.create_airlift_flight(
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squadron, inventory
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)
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available -= flight_size
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if self.package.flights:
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self.game.ato_for(self.for_player).add_package(self.package)
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def create_airlift_flight(
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self, squadron: Squadron, inventory: ControlPointAircraftInventory
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) -> int:
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available_aircraft = inventory.available(squadron.aircraft)
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capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2
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required = math.ceil(self.transfer.size / capacity_each)
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flight_size = min(
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required,
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available_aircraft,
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squadron.aircraft.dcs_unit_type.group_size_max,
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squadron.number_of_available_pilots,
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)
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capacity = flight_size * capacity_each
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if capacity < self.transfer.size:
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transfer = self.game.transfers.split_transfer(self.transfer, capacity)
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else:
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transfer = self.transfer
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player = inventory.control_point.captured
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flight = Flight(
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self.package,
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self.game.country_for(player),
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squadron,
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flight_size,
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FlightType.TRANSPORT,
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self.game.settings.default_start_type,
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departure=inventory.control_point,
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arrival=inventory.control_point,
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divert=None,
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cargo=transfer,
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)
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transport = Airlift(transfer, flight, self.next_stop)
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transfer.transport = transport
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self.package.add_flight(flight)
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planner = FlightPlanBuilder(self.game, self.package, self.for_player)
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planner.populate_flight_plan(flight)
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self.game.aircraft_inventory.claim_for_flight(flight)
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return flight_size
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class MultiGroupTransport(MissionTarget, Transport):
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def __init__(
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self, name: str, origin: ControlPoint, destination: ControlPoint
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) -> None:
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MissionTarget.__init__(self, name, origin.position)
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Transport.__init__(self, destination)
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self.origin = origin
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self.transfers: List[TransferOrder] = []
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def is_friendly(self, to_player: bool) -> bool:
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return self.origin.captured
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def add_units(self, transfer: TransferOrder) -> None:
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self.transfers.append(transfer)
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transfer.transport = self
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def remove_units(self, transfer: TransferOrder) -> None:
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transfer.transport = None
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self.transfers.remove(transfer)
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def kill_unit(self, unit_type: GroundUnitType) -> None:
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for transfer in self.transfers:
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try:
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transfer.kill_unit(unit_type)
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return
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except KeyError:
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pass
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raise KeyError
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def kill_all(self) -> None:
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for transfer in self.transfers:
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transfer.kill_all()
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def disband(self) -> None:
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for transfer in list(self.transfers):
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self.remove_units(transfer)
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self.transfers.clear()
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@property
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def size(self) -> int:
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return sum(sum(t.units.values()) for t in self.transfers)
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@property
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def units(self) -> dict[GroundUnitType, int]:
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units: Dict[GroundUnitType, int] = defaultdict(int)
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for transfer in self.transfers:
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for unit_type, count in transfer.units.items():
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units[unit_type] += count
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return units
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def iter_units(self) -> Iterator[GroundUnitType]:
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for unit_type, count in self.units.items():
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for _ in range(count):
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yield unit_type
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@property
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def player_owned(self) -> bool:
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return self.origin.captured
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def find_escape_route(self) -> Optional[ControlPoint]:
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raise NotImplementedError
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def description(self) -> str:
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raise NotImplementedError
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class Convoy(MultiGroupTransport):
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def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
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super().__init__(namegen.next_convoy_name(), origin, destination)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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if self.is_friendly(for_player):
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return
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yield FlightType.BAI
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yield from super().mission_types(for_player)
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@property
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def route_start(self) -> Point:
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return self.origin.convoy_origin_for(self.destination)
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@property
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def route_end(self) -> Point:
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return self.destination.convoy_origin_for(self.origin)
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def description(self) -> str:
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return f"In a convoy from {self.origin} to {self.destination}"
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def find_escape_route(self) -> Optional[ControlPoint]:
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return None
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class CargoShip(MultiGroupTransport):
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def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
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super().__init__(namegen.next_cargo_ship_name(), origin, destination)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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if self.is_friendly(for_player):
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return
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yield FlightType.ANTISHIP
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yield from super().mission_types(for_player)
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@property
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def route(self) -> Sequence[Point]:
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return self.origin.shipping_lanes[self.destination]
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def description(self) -> str:
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return f"On a ship from {self.origin} to {self.destination}"
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def find_escape_route(self) -> Optional[ControlPoint]:
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return None
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TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
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class TransportMap(Generic[TransportType]):
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def __init__(self) -> None:
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# Dict of origin -> destination -> transport.
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self.transports: Dict[
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ControlPoint, Dict[ControlPoint, TransportType]
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] = defaultdict(dict)
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def create_transport(
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self, origin: ControlPoint, destination: ControlPoint
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) -> TransportType:
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raise NotImplementedError
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def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool:
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return destination in self.transports[origin]
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def find_transport(
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self, origin: ControlPoint, destination: ControlPoint
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) -> Optional[TransportType]:
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return self.transports[origin].get(destination)
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def find_or_create_transport(
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self, origin: ControlPoint, destination: ControlPoint
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) -> TransportType:
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transport = self.find_transport(origin, destination)
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if transport is None:
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transport = self.create_transport(origin, destination)
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self.transports[origin][destination] = transport
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return transport
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def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]:
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yield from self.transports[origin].values()
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def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]:
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for destination_dict in self.transports.values():
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if destination in destination_dict:
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yield destination_dict[destination]
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def disband_transport(self, transport: TransportType) -> None:
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transport.disband()
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del self.transports[transport.origin][transport.destination]
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def add(self, transfer: TransferOrder, next_stop: ControlPoint) -> None:
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self.find_or_create_transport(transfer.position, next_stop).add_units(transfer)
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def remove(self, transport: TransportType, transfer: TransferOrder) -> None:
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transport.remove_units(transfer)
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if not transport.transfers:
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self.disband_transport(transport)
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def disband_all(self) -> None:
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for transport in list(self):
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self.disband_transport(transport)
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def __iter__(self) -> Iterator[TransportType]:
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for destination_dict in self.transports.values():
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yield from destination_dict.values()
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class ConvoyMap(TransportMap):
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def create_transport(
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self, origin: ControlPoint, destination: ControlPoint
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) -> Convoy:
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return Convoy(origin, destination)
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class CargoShipMap(TransportMap):
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def create_transport(
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self, origin: ControlPoint, destination: ControlPoint
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) -> CargoShip:
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return CargoShip(origin, destination)
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class PendingTransfers:
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def __init__(self, game: Game) -> None:
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self.game = game
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self.convoys = ConvoyMap()
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self.cargo_ships = CargoShipMap()
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self.pending_transfers: List[TransferOrder] = []
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def __iter__(self) -> Iterator[TransferOrder]:
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yield from self.pending_transfers
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@property
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def pending_transfer_count(self) -> int:
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return len(self.pending_transfers)
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def transfer_at_index(self, index: int) -> TransferOrder:
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return self.pending_transfers[index]
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def index_of_transfer(self, transfer: TransferOrder) -> int:
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return self.pending_transfers.index(transfer)
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def network_for(self, control_point: ControlPoint) -> TransitNetwork:
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return self.game.transit_network_for(control_point.captured)
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def arrange_transport(self, transfer: TransferOrder) -> None:
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network = self.network_for(transfer.position)
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path = network.shortest_path_between(transfer.position, transfer.destination)
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next_stop = path[0]
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if network.link_type(transfer.position, next_stop) == TransitConnection.Road:
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self.convoys.add(transfer, next_stop)
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elif (
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network.link_type(transfer.position, next_stop)
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== TransitConnection.Shipping
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):
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self.cargo_ships.add(transfer, next_stop)
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else:
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AirliftPlanner(self.game, transfer, next_stop).create_package_for_airlift()
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def new_transfer(self, transfer: TransferOrder) -> None:
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transfer.origin.base.commit_losses(transfer.units)
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self.pending_transfers.append(transfer)
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self.arrange_transport(transfer)
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def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder:
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"""Creates a smaller transfer that is a subset of the original."""
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if transfer.size <= size:
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raise ValueError
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units = {}
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for unit_type, remaining in transfer.units.items():
|
|
take = min(remaining, size)
|
|
size -= take
|
|
transfer.units[unit_type] -= take
|
|
units[unit_type] = take
|
|
if not size:
|
|
break
|
|
new_transfer = TransferOrder(transfer.origin, transfer.destination, units)
|
|
self.pending_transfers.append(new_transfer)
|
|
return new_transfer
|
|
|
|
@singledispatchmethod
|
|
def cancel_transport(self, transport, transfer: TransferOrder) -> None:
|
|
pass
|
|
|
|
@cancel_transport.register
|
|
def _cancel_transport_air(
|
|
self, transport: Airlift, _transfer: TransferOrder
|
|
) -> None:
|
|
flight = transport.flight
|
|
flight.package.remove_flight(flight)
|
|
if not flight.package.flights:
|
|
self.game.ato_for(transport.player_owned).remove_package(flight.package)
|
|
self.game.aircraft_inventory.return_from_flight(flight)
|
|
flight.clear_roster()
|
|
|
|
@cancel_transport.register
|
|
def _cancel_transport_convoy(
|
|
self, transport: Convoy, transfer: TransferOrder
|
|
) -> None:
|
|
self.convoys.remove(transport, transfer)
|
|
|
|
@cancel_transport.register
|
|
def _cancel_transport_cargo_ship(
|
|
self, transport: CargoShip, transfer: TransferOrder
|
|
) -> None:
|
|
self.cargo_ships.remove(transport, transfer)
|
|
|
|
def cancel_transfer(self, transfer: TransferOrder) -> None:
|
|
if transfer.transport is not None:
|
|
self.cancel_transport(transfer.transport, transfer)
|
|
self.pending_transfers.remove(transfer)
|
|
transfer.origin.base.commission_units(transfer.units)
|
|
|
|
def perform_transfers(self) -> None:
|
|
incomplete = []
|
|
for transfer in self.pending_transfers:
|
|
transfer.proceed()
|
|
if not transfer.completed:
|
|
incomplete.append(transfer)
|
|
self.pending_transfers = incomplete
|
|
self.convoys.disband_all()
|
|
self.cargo_ships.disband_all()
|
|
|
|
def plan_transports(self) -> None:
|
|
for transfer in self.pending_transfers:
|
|
if transfer.transport is None:
|
|
self.arrange_transport(transfer)
|
|
|
|
def order_airlift_assets(self) -> None:
|
|
for control_point in self.game.theater.controlpoints:
|
|
if self.game.air_wing_for(control_point.captured).can_auto_plan(
|
|
FlightType.TRANSPORT
|
|
):
|
|
self.order_airlift_assets_at(control_point)
|
|
|
|
@staticmethod
|
|
def desired_airlift_capacity(control_point: ControlPoint) -> int:
|
|
return 4 if control_point.has_factory else 0
|
|
|
|
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
|
|
inventory = self.game.aircraft_inventory.for_control_point(control_point)
|
|
squadrons = self.game.air_wing_for(
|
|
control_point.captured
|
|
).auto_assignable_for_task(FlightType.TRANSPORT)
|
|
unit_types = {s.aircraft for s in squadrons}
|
|
return sum(
|
|
count
|
|
for unit_type, count in inventory.all_aircraft
|
|
if unit_type in unit_types
|
|
)
|
|
|
|
def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
|
|
gap = self.desired_airlift_capacity(
|
|
control_point
|
|
) - self.current_airlift_capacity(control_point)
|
|
|
|
if gap <= 0:
|
|
return
|
|
|
|
if gap % 2:
|
|
# Always buy in pairs since we're not trying to fill odd squadrons. Purely
|
|
# aesthetic.
|
|
gap += 1
|
|
|
|
self.game.procurement_requests_for(player=control_point.captured).append(
|
|
AircraftProcurementRequest(
|
|
control_point, nautical_miles(200), FlightType.TRANSPORT, gap
|
|
)
|
|
)
|