dcs-retribution/game/procurement.py
MetalStormGhost e273e93012
Roadbase and ground spawn support (#132)
* Roadbase and ground spawn support

Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).

Also implemented three new options in settings:
 - AI fixed-wing aircraft can use roadbases / bases with only ground spawns
   - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
 - Spawn trucks at ground spawns in airbases instead of FARP statics
 - Spawn trucks at ground spawns in roadbases instead of FARP statics
   - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.

* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).

* Improved the way parking slots are communicated on the basemenu window.

* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.

* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py

* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py

* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py

---------

Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2023-06-19 00:02:08 +03:00

326 lines
12 KiB
Python

from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
from game.config import RUNWAY_REPAIR_COST
from game.data.units import UnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint, MissionTarget, ParkingType
if TYPE_CHECKING:
from game import Game
from game.ato import FlightType
from game.factions.faction import Faction
from game.squadrons import Squadron
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
task_capability: FlightType
number: int
def __str__(self) -> str:
task = self.task_capability.value
target = self.near.name
return f"{self.number} ship {task} near {target}"
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.air_wing = game.air_wing_for(for_player)
self.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def calculate_ground_unit_budget_share(self) -> float:
armor_investment = 0
aircraft_investment = 0
# faction has no ground units
if (
len(self.faction.artillery_units) == 0
and len(self.faction.frontline_units) == 0
):
return 0
# faction has no planes or no squadrons
if len(self.faction.aircrafts) == 0 or len(self.air_wing.squadrons) == 0:
return 1
parking_type = ParkingType(
fixed_wing=True, fixed_wing_stol=True, rotary_wing=True
)
for cp in self.owned_points:
cp_ground_units = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
armor_investment += cp_ground_units.total_value
cp_aircraft = cp.allocated_aircraft(parking_type)
aircraft_investment += cp_aircraft.total_value
air = self.game.settings.auto_procurement_balance / 100.0
ground = 1 - air
weighted_investment = aircraft_investment * air + armor_investment * ground
if weighted_investment == 0:
# Turn 0 or all units were destroyed. Either way, split 30/70.
return ground
# the more planes we have, the more ground units we want and vice versa
ground_unit_share = aircraft_investment * air / weighted_investment
if ground_unit_share > 1.0:
raise ValueError
return ground_unit_share
def spend_budget(self, budget: float) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = budget * self.calculate_ground_unit_budget_share()
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
if self.manage_aircraft:
budget = self.purchase_aircraft(budget)
return budget
def repair_runways(self, budget: float) -> float:
for control_point in self.owned_points:
if budget < RUNWAY_REPAIR_COST:
break
if control_point.runway_can_be_repaired:
control_point.begin_runway_repair()
budget -= 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 affordable_ground_unit_of_class(
self, budget: float, unit_class: UnitClass
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
of_class = {u for u in faction_units if u.unit_class is unit_class}
# faction has no access to needed unit type, take a random unit
if not of_class:
of_class = faction_units
affordable_units = [u for u in of_class if u.price <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: float) -> float:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
# TODO: Attempt to transfer from reserves.
while budget > 0:
cp = self.ground_reinforcement_candidate()
if cp is None:
break
most_needed_type = self.most_needed_unit_class(cp)
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
if unit is None:
# Can't afford any more units.
break
budget -= unit.price
cp.ground_unit_orders.order({unit: 1})
return budget
def most_needed_unit_class(self, cp: ControlPoint) -> UnitClass:
worst_balanced: Optional[UnitClass] = None
worst_fulfillment = math.inf
for unit_class in UnitClass:
if not self.faction.has_access_to_unit_class(unit_class):
continue
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
desired_ratio = (
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
unit_class
)
)
if not desired_ratio:
continue
if current_ratio >= desired_ratio:
continue
fulfillment = current_ratio / desired_ratio
if fulfillment < worst_fulfillment:
worst_fulfillment = fulfillment
worst_balanced = unit_class
if worst_balanced is None:
return UnitClass.TANK
return worst_balanced
@staticmethod
def fulfill_aircraft_request(
squadrons: list[Squadron], quantity: int, budget: float
) -> Tuple[float, bool]:
for squadron in squadrons:
price = squadron.aircraft.price * quantity
# Final check to make sure the number of aircraft won't exceed the number of available pilots
# after fulfilling this aircraft request.
if (
squadron.pilot_limits_enabled
and squadron.expected_size_next_turn + quantity
> squadron.expected_pilots_next_turn
):
continue
if price > budget:
continue
squadron.pending_deliveries += quantity
budget -= price
return budget, True
return budget, False
def purchase_aircraft(self, budget: float) -> float:
for request in self.game.coalition_for(self.is_player).procurement_requests:
squadrons = list(self.best_squadrons_for(request))
if not squadrons:
# No airbases in range of this request. Skip it.
continue
budget, fulfilled = self.fulfill_aircraft_request(
squadrons, request.number, budget
)
if not fulfilled:
# The request was not fulfilled because we could not afford any suitable
# aircraft. Rather than continuing, which could proceed to buy tons of
# cheap escorts that will never allow us to plan a strike package, stop
# buying so we can save the budget until a turn where we *can* afford to
# fill the package.
break
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_squadrons_for(
self, request: AircraftProcurementRequest
) -> Iterator[Squadron]:
threatened = []
for squadron in self.air_wing.best_squadrons_for(
request.near, request.task_capability, request.number, this_turn=False
):
parking_type = ParkingType().from_squadron(squadron)
if not squadron.can_provide_pilots(request.number):
continue
if squadron.location.unclaimed_parking(parking_type) < request.number:
continue
if not squadron.has_aircraft_capacity_for(request.number):
continue
if self.threat_zones.threatened(squadron.location.position):
threatened.append(squadron)
continue
yield squadron
yield from threatened
def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
worst_supply = math.inf
understaffed: Optional[ControlPoint] = None
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if not cp.has_active_frontline:
continue
if not cp.has_ground_unit_source(self.game):
# No source of ground units, so can't buy anything.
continue
fr_factor = self.game.settings.frontline_reserves_factor / 100.0
purchase_target = cp.frontline_unit_count_limit * fr_factor
allocated = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
if allocated.total >= purchase_target:
# Control point is already sufficiently defended.
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
if understaffed is not None:
return understaffed
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
# These units do not exist in the world until the CP becomes
# connected to an active front line, at which point all these units
# will suddenly appear at the gates of the newly captured CP.
#
# To avoid sudden overwhelming numbers of units we avoid buying
# many.
#
# Also, do not bother buying units at bases that will never connect
# to a front line.
for cp in self.owned_points:
if cp.is_global:
continue
if not cp.can_recruit_ground_units(self.game):
continue
allocated = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
if allocated.total >= self.game.settings.reserves_procurement_target:
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
return understaffed
def cost_ratio_of_ground_unit(
self, control_point: ControlPoint, unit_class: UnitClass
) -> float:
allocations = control_point.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = unit_type.price * count
total_cost += cost
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0
return class_cost / total_cost