dcs-retribution/game/transfers.py

576 lines
19 KiB
Python

from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass, field
from functools import singledispatchmethod
from typing import Dict, Generic, Iterator, List, Optional, TYPE_CHECKING, Type, TypeVar
from dcs.mapping import Point
from dcs.unittype import FlyingType, VehicleType
from game.procurement import AircraftProcurementRequest
from game.utils import meters, nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flightplan import FlightPlanBuilder
from game.theater import ControlPoint, MissionTarget
from game.theater.supplyroutes import RoadNetwork, ShippingNetwork, SupplyRoute
from gen.naming import namegen
from gen.flights.flight import Flight, FlightType
if TYPE_CHECKING:
from game import Game
from game.inventory import ControlPointAircraftInventory
class Transport:
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
@dataclass
class TransferOrder:
"""The base type of all transfer orders.
A transfer order can transfer multiple units of multiple types.
"""
#: The location the units are transferring from.
origin: ControlPoint
#: The location the units are transferring to.
destination: ControlPoint
#: The current position of the group being transferred. Groups may make multiple
#: stops and can switch transport modes before reaching their destination.
position: ControlPoint = field(init=False)
#: True if the transfer order belongs to the player.
player: bool = field(init=False)
#: The units being transferred.
units: Dict[Type[VehicleType], int]
transport: Optional[Transport] = field(default=None)
def __post_init__(self) -> None:
self.position = self.origin
self.player = self.origin.is_friendly(to_player=True)
@property
def description(self) -> str:
if self.transport is None:
return "No transports available"
return self.transport.description()
def kill_all(self) -> None:
self.units.clear()
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
if unit_type in self.units:
self.units[unit_type] -= 1
return
raise KeyError
@property
def size(self) -> int:
return sum(c for c in self.units.values())
def iter_units(self) -> Iterator[Type[VehicleType]]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def completed(self) -> bool:
return self.destination == self.position or not self.units
def disband_at(self, location: ControlPoint) -> None:
logging.info(f"Units halting at {location}.")
location.base.commision_units(self.units)
self.units.clear()
def proceed(self) -> None:
if self.transport is None:
return
if not self.destination.is_friendly(self.player):
logging.info(f"Transfer destination {self.destination} was captured.")
if self.position.is_friendly(self.player):
self.disband_at(self.position)
elif (escape_route := self.transport.find_escape_route()) is not None:
self.disband_at(escape_route)
else:
logging.info(
f"No escape route available. Units were surrounded and destroyed "
"during transfer."
)
self.kill_all()
return
self.position = self.destination
self.transport = None
if self.completed:
self.disband_at(self.position)
@dataclass
class Airlift(Transport):
"""A transfer order that moves units by cargo planes and helicopters."""
transfer: TransferOrder
flight: Flight
@property
def units(self) -> Dict[Type[VehicleType], int]:
return self.transfer.units
@property
def player_owned(self) -> bool:
return self.transfer.player
def find_escape_route(self) -> Optional[ControlPoint]:
# TODO: Move units to closest base.
return None
def description(self) -> str:
return f"Being airlifted by {self.flight}"
class AirliftPlanner:
#: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB
#: for a helicopter to be considered for airlift. Total route length is not
#: considered because the helicopter can refuel at each stop. Cargo planes have no
#: maximum range.
HELO_MAX_RANGE = nautical_miles(100)
def __init__(self, game: Game, transfer: TransferOrder) -> None:
self.game = game
self.transfer = transfer
self.for_player = transfer.destination.captured
self.package = Package(target=transfer.destination, auto_asap=True)
def compatible_with_mission(
self, unit_type: Type[FlyingType], airfield: ControlPoint
) -> bool:
if not unit_type in TRANSPORT_CAPABLE:
return False
if not self.transfer.origin.can_operate(unit_type):
return False
if not self.transfer.destination.can_operate(unit_type):
return False
# Cargo planes have no maximum range.
if not unit_type.helicopter:
return True
# A helicopter that is transport capable and able to operate at both bases. Need
# to check that no leg of the journey exceeds the maximum range. This doesn't
# account for any routing around threats that might take place, but it's close
# enough.
home = airfield.position
pickup = self.transfer.position.position
drop_off = self.transfer.position.position
if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE:
return False
if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE:
return False
if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE:
return False
return True
def create_package_for_airlift(self) -> None:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
self.transfer.position
)
for cp in distance_cache.closest_airfields:
if cp.captured != self.for_player:
continue
inventory = self.game.aircraft_inventory.for_control_point(cp)
for unit_type, available in inventory.all_aircraft:
if self.compatible_with_mission(unit_type, cp):
while available and self.transfer.transport is None:
flight_size = self.create_airlift_flight(unit_type, inventory)
available -= flight_size
if self.package.flights:
self.game.ato_for(self.for_player).add_package(self.package)
def create_airlift_flight(
self, unit_type: Type[FlyingType], inventory: ControlPointAircraftInventory
) -> int:
available = inventory.available(unit_type)
# 4 is the max flight size in DCS.
flight_size = min(self.transfer.size, available, 4)
if flight_size < self.transfer.size:
transfer = self.game.transfers.split_transfer(self.transfer, flight_size)
else:
transfer = self.transfer
flight = Flight(
self.package,
self.game.player_country,
unit_type,
flight_size,
FlightType.TRANSPORT,
self.game.settings.default_start_type,
departure=inventory.control_point,
arrival=inventory.control_point,
divert=None,
cargo=transfer,
)
transport = Airlift(transfer, flight)
transfer.transport = transport
self.package.add_flight(flight)
planner = FlightPlanBuilder(self.game, self.package, self.for_player)
planner.populate_flight_plan(flight)
self.game.aircraft_inventory.claim_for_flight(flight)
return flight_size
class MultiGroupTransport(MissionTarget, Transport):
def __init__(
self, name: str, origin: ControlPoint, destination: ControlPoint
) -> None:
super().__init__(name, origin.position)
self.origin = origin
self.destination = destination
self.transfers: List[TransferOrder] = []
def is_friendly(self, to_player: bool) -> bool:
return self.origin.captured
def add_units(self, transfer: TransferOrder) -> None:
self.transfers.append(transfer)
transfer.transport = self
def remove_units(self, transfer: TransferOrder) -> None:
transfer.transport = None
self.transfers.remove(transfer)
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
for transfer in self.transfers:
try:
transfer.kill_unit(unit_type)
return
except KeyError:
pass
raise KeyError
def kill_all(self) -> None:
for transfer in self.transfers:
transfer.kill_all()
def disband(self) -> None:
for transfer in list(self.transfers):
self.remove_units(transfer)
self.transfers.clear()
@property
def size(self) -> int:
return sum(sum(t.units.values()) for t in self.transfers)
@property
def units(self) -> Dict[Type[VehicleType], int]:
units: Dict[Type[VehicleType], int] = defaultdict(int)
for transfer in self.transfers:
for unit_type, count in transfer.units.items():
units[unit_type] += count
return units
@property
def player_owned(self) -> bool:
return self.origin.captured
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
class Convoy(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_convoy_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.BAI
yield from super().mission_types(for_player)
@property
def route_start(self) -> Point:
return self.origin.convoy_spawns[self.destination]
@property
def route_end(self) -> Point:
return self.destination.convoy_spawns[self.origin]
def description(self) -> str:
return f"In a convoy to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
class CargoShip(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_cargo_ship_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def route(self) -> List[Point]:
return self.origin.shipping_lanes[self.destination]
def description(self) -> str:
return f"On a ship to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
class TransportMap(Generic[TransportType]):
def __init__(self) -> None:
# Dict of origin -> destination -> transport.
self.transports: Dict[
ControlPoint, Dict[ControlPoint, TransportType]
] = defaultdict(dict)
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
raise NotImplementedError
def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool:
return destination in self.transports[origin]
def find_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Optional[TransportType]:
return self.transports[origin].get(destination)
def find_or_create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
transport = self.find_transport(origin, destination)
if transport is None:
transport = self.create_transport(origin, destination)
self.transports[origin][destination] = transport
return transport
def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]:
yield from self.transports[origin].values()
def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
if destination in destination_dict:
yield destination_dict[destination]
def disband_transport(self, transport: TransportType) -> None:
transport.disband()
del self.transports[transport.origin][transport.destination]
def network_for(self, control_point: ControlPoint) -> SupplyRoute:
raise NotImplementedError
def path_for(self, transfer: TransferOrder) -> List[ControlPoint]:
supply_route = self.network_for(transfer.position)
return supply_route.shortest_path_between(
transfer.position, transfer.destination
)
def next_stop_for(self, transfer: TransferOrder) -> ControlPoint:
return self.path_for(transfer)[0]
def add(self, transfer: TransferOrder) -> None:
next_stop = self.next_stop_for(transfer)
self.find_or_create_transport(transfer.position, next_stop).add_units(transfer)
def remove(self, transport: TransportType, transfer: TransferOrder) -> None:
transport.remove_units(transfer)
if not transport.transfers:
self.disband_transport(transport)
def disband_all(self) -> None:
for transport in list(self):
self.disband_transport(transport)
def __iter__(self) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
yield from destination_dict.values()
class ConvoyMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Convoy:
return Convoy(origin, destination)
def network_for(self, control_point: ControlPoint) -> RoadNetwork:
return RoadNetwork.for_control_point(control_point)
class CargoShipMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> CargoShip:
return CargoShip(origin, destination)
def network_for(self, control_point: ControlPoint) -> ShippingNetwork:
return ShippingNetwork.for_control_point(control_point)
class PendingTransfers:
def __init__(self, game: Game) -> None:
self.game = game
self.convoys = ConvoyMap()
self.cargo_ships = CargoShipMap()
self.pending_transfers: List[TransferOrder] = []
def __iter__(self) -> Iterator[TransferOrder]:
yield from self.pending_transfers
@property
def pending_transfer_count(self) -> int:
return len(self.pending_transfers)
def transfer_at_index(self, index: int) -> TransferOrder:
return self.pending_transfers[index]
def index_of_transfer(self, transfer: TransferOrder) -> int:
return self.pending_transfers.index(transfer)
def arrange_transport(self, transfer: TransferOrder) -> None:
if transfer.destination in RoadNetwork.for_control_point(transfer.position):
self.convoys.add(transfer)
elif transfer.destination in ShippingNetwork.for_control_point(
transfer.position
):
self.cargo_ships.add(transfer)
else:
AirliftPlanner(self.game, transfer).create_package_for_airlift()
def new_transfer(self, transfer: TransferOrder) -> None:
transfer.origin.base.commit_losses(transfer.units)
self.pending_transfers.append(transfer)
self.arrange_transport(transfer)
def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder:
"""Creates a smaller transfer that is a subset of the original."""
if transfer.size <= size:
raise ValueError
units = {}
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, transfer: TransferOrder, transport) -> None:
pass
@cancel_transport.register
def _cancel_transport_air(
self, _transfer: TransferOrder, transport: Airlift
) -> None:
flight = transport.flight
flight.package.remove_flight(flight)
self.game.aircraft_inventory.return_from_flight(flight)
def _cancel_transport_convoy(
self, transfer: TransferOrder, transport: Convoy
) -> None:
self.convoys.remove(transport, transfer)
def _cancel_transport_cargo_ship(
self, transfer: TransferOrder, transport: CargoShip
) -> None:
self.cargo_ships.remove(transport, transfer)
def cancel_transfer(self, transfer: TransferOrder) -> None:
if transfer.transport is not None:
self.cancel_transport(transfer, transfer.transport)
self.pending_transfers.remove(transfer)
transfer.origin.base.commision_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()
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:
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)
return sum(
count
for unit_type, count in inventory.all_aircraft
if unit_type in TRANSPORT_CAPABLE
)
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
)
)