mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
AI aircraft purchase decisions are now driven by the missions that the flight planner was unable to fulfill. This way we're buying the aircraft we actually need instead of buying them at random, in the locations we need them, in the order they're needed. There's a bit more that could be improved here: * Unused aircraft could be ferried to where they would be more useful. * Partial squadrons could be completed rather than buying a whole flight at a time. * Aircraft could be ranked by their usefulness so we're not buying so many Hueys when a Hornet would do better. * Purchase a buffer of CAP capable aircraft in case too many are shot down and they are not available next turn. https://github.com/Khopa/dcs_liberation/issues/361
429 lines
15 KiB
Python
429 lines
15 KiB
Python
import logging
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import random
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import sys
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from datetime import date, datetime, timedelta
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from typing import Dict, List
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from dcs.action import Coalition
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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from dcs.vehicles import AirDefence
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from game import db
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from game.db import PLAYER_BUDGET_BASE, REWARDS
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from game.inventory import GlobalAircraftInventory
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from game.models.game_stats import GameStats
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from game.plugins import LuaPluginManager
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from gen.ato import AirTaskingOrder
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from gen.conflictgen import Conflict
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from gen.flights.ai_flight_planner import CoalitionMissionPlanner
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from gen.flights.closestairfields import ObjectiveDistanceCache
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from gen.ground_forces.ai_ground_planner import GroundPlanner
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from . import persistency
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from .debriefing import Debriefing
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from .event.event import Event, UnitsDeliveryEvent
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from .event.frontlineattack import FrontlineAttackEvent
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from .factions.faction import Faction
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from .infos.information import Information
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from .procurement import ProcurementAi
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from .settings import Settings
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from .theater import ConflictTheater, ControlPoint
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from .unitmap import UnitMap
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from .weather import Conditions, TimeOfDay
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COMMISION_UNIT_VARIETY = 4
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COMMISION_LIMITS_SCALE = 1.5
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COMMISION_LIMITS_FACTORS = {
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PinpointStrike: 10,
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CAS: 5,
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CAP: 8,
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AirDefence: 8,
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}
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COMMISION_AMOUNTS_SCALE = 1.5
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COMMISION_AMOUNTS_FACTORS = {
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PinpointStrike: 3,
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CAS: 1,
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CAP: 2,
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AirDefence: 0.8,
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}
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
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PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
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PLAYER_BASEATTACK_THRESHOLD = 0.4
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# amount of strength player bases recover for the turn
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PLAYER_BASE_STRENGTH_RECOVERY = 0.2
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# amount of strength enemy bases recover for the turn
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ENEMY_BASE_STRENGTH_RECOVERY = 0.05
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# cost of AWACS for single operation
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AWACS_BUDGET_COST = 4
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# Bonus multiplier logarithm base
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PLAYER_BUDGET_IMPORTANCE_LOG = 2
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class Game:
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def __init__(self, player_name: str, enemy_name: str,
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theater: ConflictTheater, start_date: datetime,
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settings: Settings, player_budget: int,
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enemy_budget: int) -> None:
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self.settings = settings
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self.events: List[Event] = []
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self.theater = theater
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self.player_name = player_name
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self.player_country = db.FACTIONS[player_name].country
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self.enemy_name = enemy_name
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self.enemy_country = db.FACTIONS[enemy_name].country
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self.turn = 0
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self.date = date(start_date.year, start_date.month, start_date.day)
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self.game_stats = GameStats()
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self.game_stats.update(self)
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self.ground_planners: Dict[int, GroundPlanner] = {}
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self.informations = []
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self.informations.append(Information("Game Start", "-" * 40, 0))
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self.__culling_points: List[Point] = []
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self.compute_conflicts_position()
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self.__destroyed_units: List[str] = []
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self.savepath = ""
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self.budget = player_budget
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self.enemy_budget = enemy_budget
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self.current_unit_id = 0
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self.current_group_id = 0
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self.conditions = self.generate_conditions()
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self.blue_ato = AirTaskingOrder()
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self.red_ato = AirTaskingOrder()
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self.aircraft_inventory = GlobalAircraftInventory(
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self.theater.controlpoints
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)
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for cp in self.theater.controlpoints:
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cp.pending_unit_deliveries = self.units_delivery_event(cp)
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self.sanitize_sides()
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self.on_load()
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# Turn 0 procurement. We don't actually have any missions to plan, but
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# the planner will tell us what it would like to plan so we can use that
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# to drive purchase decisions.
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blue_planner = CoalitionMissionPlanner(self, is_player=True)
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blue_planner.plan_missions()
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red_planner = CoalitionMissionPlanner(self, is_player=False)
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red_planner.plan_missions()
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self.plan_procurement(blue_planner, red_planner)
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def generate_conditions(self) -> Conditions:
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return Conditions.generate(self.theater, self.date,
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self.current_turn_time_of_day, self.settings)
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def sanitize_sides(self):
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"""
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Make sure the opposing factions are using different countries
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:return:
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"""
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if self.player_country == self.enemy_country:
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if self.player_country == "USA":
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self.enemy_country = "USAF Aggressors"
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elif self.player_country == "Russia":
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self.enemy_country = "USSR"
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else:
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self.enemy_country = "Russia"
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@property
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def player_faction(self) -> Faction:
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return db.FACTIONS[self.player_name]
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@property
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def enemy_faction(self) -> Faction:
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return db.FACTIONS[self.enemy_name]
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def _roll(self, prob, mult):
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if self.settings.version == "dev":
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# always generate all events for dev
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return 100
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else:
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return random.randint(1, 100) <= prob * mult
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def _generate_player_event(self, event_class, player_cp, enemy_cp):
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self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
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def _generate_events(self):
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for front_line in self.theater.conflicts(True):
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self._generate_player_event(FrontlineAttackEvent,
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front_line.control_point_a,
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front_line.control_point_b)
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@property
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def budget_reward_amount(self) -> int:
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reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
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for cp in self.theater.player_points():
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for g in cp.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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reward += REWARDS[g.category]
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return int(reward * self.settings.player_income_multiplier)
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def process_player_income(self):
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self.budget += self.budget_reward_amount
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def process_enemy_income(self):
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# TODO: Clean up save compat.
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if not hasattr(self, "enemy_budget"):
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self.enemy_budget = 0
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production = 0.0
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for enemy_point in self.theater.enemy_points():
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for g in enemy_point.ground_objects:
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if g.category in REWARDS.keys() and not g.is_dead:
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production = production + REWARDS[g.category]
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self.enemy_budget += production * self.settings.enemy_income_multiplier
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def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
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event = UnitsDeliveryEvent(attacker_name=self.player_name,
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defender_name=self.player_name,
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from_cp=to_cp,
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to_cp=to_cp,
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game=self)
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self.events.append(event)
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return event
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def initiate_event(self, event: Event) -> UnitMap:
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#assert event in self.events
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logging.info("Generating {} (regular)".format(event))
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return event.generate()
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def finish_event(self, event: Event, debriefing: Debriefing):
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logging.info("Finishing event {}".format(event))
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event.commit(debriefing)
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self.budget += int(event.bonus() *
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self.settings.player_income_multiplier)
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if event in self.events:
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self.events.remove(event)
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else:
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logging.info("finish_event: event not in the events!")
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def is_player_attack(self, event):
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if isinstance(event, Event):
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return event and event.attacker_name and event.attacker_name == self.player_name
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else:
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raise RuntimeError(f"{event} was passed when an Event type was expected")
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def on_load(self) -> None:
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LuaPluginManager.load_settings(self.settings)
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ObjectiveDistanceCache.set_theater(self.theater)
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def pass_turn(self, no_action: bool = False) -> None:
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logging.info("Pass turn")
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self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
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self.turn += 1
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for event in self.events:
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if self.settings.version == "dev":
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# don't damage player CPs in by skipping in dev mode
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if isinstance(event, UnitsDeliveryEvent):
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event.skip()
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else:
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event.skip()
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for control_point in self.theater.controlpoints:
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control_point.process_turn()
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self.process_enemy_income()
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self.process_player_income()
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if not no_action and self.turn > 1:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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else:
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for cp in self.theater.player_points():
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if not cp.is_carrier and not cp.is_lha:
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cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
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self.conditions = self.generate_conditions()
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self.initialize_turn()
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# Autosave progress
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persistency.autosave(self)
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def initialize_turn(self) -> None:
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self.events = []
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self._generate_events()
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# Update statistics
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self.game_stats.update(self)
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self.aircraft_inventory.reset()
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for cp in self.theater.controlpoints:
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cp.pending_unit_deliveries = self.units_delivery_event(cp)
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self.aircraft_inventory.set_from_control_point(cp)
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# Plan flights & combat for next turn
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self.compute_conflicts_position()
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self.ground_planners = {}
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self.blue_ato.clear()
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self.red_ato.clear()
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blue_planner = CoalitionMissionPlanner(self, is_player=True)
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blue_planner.plan_missions()
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red_planner = CoalitionMissionPlanner(self, is_player=False)
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red_planner.plan_missions()
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for cp in self.theater.controlpoints:
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if cp.has_frontline:
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gplanner = GroundPlanner(cp, self)
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gplanner.plan_groundwar()
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self.ground_planners[cp.id] = gplanner
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self.plan_procurement(blue_planner, red_planner)
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def plan_procurement(self, blue_planner: CoalitionMissionPlanner,
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red_planner: CoalitionMissionPlanner) -> None:
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self.budget = ProcurementAi(
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self,
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for_player=True,
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faction=self.player_faction,
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manage_runways=self.settings.automate_runway_repair,
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manage_front_line=self.settings.automate_front_line_reinforcements,
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manage_aircraft=self.settings.automate_aircraft_reinforcements
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).spend_budget(self.budget, blue_planner.procurement_requests)
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self.enemy_budget = ProcurementAi(
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self,
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for_player=False,
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faction=self.enemy_faction,
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manage_runways=True,
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manage_front_line=True,
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manage_aircraft=True
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).spend_budget(self.enemy_budget, red_planner.procurement_requests)
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def message(self, text: str) -> None:
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self.informations.append(Information(text, turn=self.turn))
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@property
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def current_turn_time_of_day(self) -> TimeOfDay:
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return list(TimeOfDay)[self.turn % 4]
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@property
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def current_day(self) -> date:
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return self.date + timedelta(days=self.turn // 4)
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def next_unit_id(self):
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"""
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Next unit id for pre-generated units
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"""
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self.current_unit_id += 1
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return self.current_unit_id
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def next_group_id(self):
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"""
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Next unit id for pre-generated units
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"""
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self.current_group_id += 1
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return self.current_group_id
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def compute_conflicts_position(self):
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"""
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Compute the current conflict center position(s), mainly used for culling calculation
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:return: List of points of interests
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"""
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points = []
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# By default, use the existing frontline conflict position
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for front_line in self.theater.conflicts():
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position = Conflict.frontline_position(front_line.control_point_a,
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front_line.control_point_b,
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self.theater)
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points.append(position[0])
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points.append(front_line.control_point_a.position)
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points.append(front_line.control_point_b.position)
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# If do_not_cull_carrier is enabled, add carriers as culling point
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if self.settings.perf_do_not_cull_carrier:
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for cp in self.theater.controlpoints:
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if cp.is_carrier or cp.is_lha:
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points.append(cp.position)
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# If there is no conflict take the center point between the two nearest opposing bases
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if len(points) == 0:
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cpoint = None
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min_distance = sys.maxsize
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for cp in self.theater.player_points():
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for cp2 in self.theater.enemy_points():
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d = cp.position.distance_to_point(cp2.position)
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if d < min_distance:
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min_distance = d
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cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
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points.append(cp.position)
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points.append(cp2.position)
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break
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if cpoint is not None:
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break
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if cpoint is not None:
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points.append(cpoint)
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# Else 0,0, since we need a default value
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# (in this case this means the whole map is owned by the same player, so it is not an issue)
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if len(points) == 0:
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points.append(Point(0, 0))
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self.__culling_points = points
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def add_destroyed_units(self, data):
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pos = Point(data["x"], data["z"])
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if self.theater.is_on_land(pos):
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self.__destroyed_units.append(data)
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def get_destroyed_units(self):
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return self.__destroyed_units
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def position_culled(self, pos):
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"""
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Check if unit can be generated at given position depending on culling performance settings
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:param pos: Position you are tryng to spawn stuff at
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:return: True if units can not be added at given position
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"""
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if self.settings.perf_culling == False:
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return False
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else:
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for c in self.__culling_points:
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if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
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return False
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return True
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def get_culling_points(self):
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"""
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Check culling points
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:return: List of culling points
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"""
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return self.__culling_points
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# 1 = red, 2 = blue
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def get_player_coalition_id(self):
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return 2
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def get_enemy_coalition_id(self):
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return 1
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def get_player_coalition(self):
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return Coalition.Blue
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def get_enemy_coalition(self):
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return Coalition.Red
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def get_player_color(self):
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return "blue"
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def get_enemy_color(self):
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return "red" |