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