mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
305 lines
12 KiB
Python
305 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, Type
|
|
|
|
from dcs.unittype import FlyingType, VehicleType
|
|
|
|
from game import db
|
|
from game.factions.faction import Faction
|
|
from game.theater import ControlPoint, MissionTarget
|
|
from game.utils import Distance
|
|
from gen.flights.ai_flight_planner_db import aircraft_for_task
|
|
from gen.flights.closestairfields import ObjectiveDistanceCache
|
|
from gen.flights.flight import FlightType
|
|
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
|
|
|
|
if TYPE_CHECKING:
|
|
from game import Game
|
|
|
|
|
|
@dataclass(frozen=True)
|
|
class AircraftProcurementRequest:
|
|
near: MissionTarget
|
|
range: Distance
|
|
task_capability: FlightType
|
|
number: int
|
|
|
|
def __str__(self) -> str:
|
|
task = self.task_capability.value
|
|
distance = self.range.nautical_miles
|
|
target = self.near.name
|
|
return f"{self.number} ship {task} within {distance} nm of {target}"
|
|
|
|
|
|
class ProcurementAi:
|
|
def __init__(
|
|
self,
|
|
game: Game,
|
|
for_player: bool,
|
|
faction: Faction,
|
|
manage_runways: bool,
|
|
manage_front_line: bool,
|
|
manage_aircraft: bool,
|
|
front_line_budget_share: float,
|
|
) -> None:
|
|
if front_line_budget_share > 1.0:
|
|
raise ValueError
|
|
|
|
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.front_line_budget_share = front_line_budget_share
|
|
self.threat_zones = self.game.threat_zone_for(not self.is_player)
|
|
|
|
def spend_budget(
|
|
self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
|
|
) -> float:
|
|
if self.manage_runways:
|
|
budget = self.repair_runways(budget)
|
|
if self.manage_front_line:
|
|
armor_budget = math.ceil(budget * self.front_line_budget_share)
|
|
budget -= armor_budget
|
|
budget += self.reinforce_front_line(armor_budget)
|
|
|
|
# Don't sell overstock aircraft until after we've bought runways and
|
|
# front lines. Any budget we free up should be earmarked for aircraft.
|
|
if not self.is_player:
|
|
budget += self.sell_incomplete_squadrons()
|
|
if self.manage_aircraft:
|
|
budget = self.purchase_aircraft(budget)
|
|
return budget
|
|
|
|
def sell_incomplete_squadrons(self) -> float:
|
|
# Selling incomplete squadrons gives us more money to spend on the next
|
|
# turn. This serves as a short term fix for
|
|
# https://github.com/dcs-liberation/dcs_liberation/issues/41.
|
|
#
|
|
# Only incomplete squadrons which are unlikely to get used will be sold
|
|
# rather than all unused aircraft because the unused aircraft are what
|
|
# make OCA strikes worthwhile.
|
|
#
|
|
# This option is only used by the AI since players cannot cancel sales
|
|
# (https://github.com/dcs-liberation/dcs_liberation/issues/365).
|
|
total = 0.0
|
|
for cp in self.game.theater.control_points_for(self.is_player):
|
|
inventory = self.game.aircraft_inventory.for_control_point(cp)
|
|
for aircraft, available in inventory.all_aircraft:
|
|
# We only ever plan even groups, so the odd aircraft is unlikely
|
|
# to get used.
|
|
if available % 2 == 0:
|
|
continue
|
|
inventory.remove_aircraft(aircraft, 1)
|
|
total += db.PRICES[aircraft]
|
|
return total
|
|
|
|
def repair_runways(self, budget: float) -> float:
|
|
for control_point in self.owned_points:
|
|
if budget < db.RUNWAY_REPAIR_COST:
|
|
break
|
|
if control_point.runway_can_be_repaired:
|
|
control_point.begin_runway_repair()
|
|
budget -= db.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 random_affordable_ground_unit(
|
|
self, budget: float, cp: ControlPoint
|
|
) -> Optional[Type[VehicleType]]:
|
|
affordable_units = [
|
|
u
|
|
for u in self.faction.frontline_units + self.faction.artillery_units
|
|
if db.PRICES[u] <= budget
|
|
]
|
|
|
|
total_number_aa = (
|
|
cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
|
|
)
|
|
total_non_aa = (
|
|
cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
|
|
)
|
|
max_aa = math.ceil(total_non_aa / 8)
|
|
|
|
# Limit the number of AA units the AI will buy
|
|
if not total_number_aa < max_aa:
|
|
for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
|
|
affordable_units.remove(unit)
|
|
|
|
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:
|
|
candidates = self.front_line_candidates()
|
|
if not candidates:
|
|
break
|
|
|
|
cp = random.choice(candidates)
|
|
unit = self.random_affordable_ground_unit(budget, cp)
|
|
if unit is None:
|
|
# Can't afford any more units.
|
|
break
|
|
|
|
budget -= db.PRICES[unit]
|
|
cp.pending_unit_deliveries.order({unit: 1})
|
|
|
|
return budget
|
|
|
|
def _affordable_aircraft_for_task(
|
|
self,
|
|
task: FlightType,
|
|
airbase: ControlPoint,
|
|
number: int,
|
|
max_price: float,
|
|
) -> Optional[Type[FlyingType]]:
|
|
best_choice: Optional[Type[FlyingType]] = None
|
|
for unit in aircraft_for_task(task):
|
|
if unit not in self.faction.aircrafts:
|
|
continue
|
|
if db.PRICES[unit] * number > max_price:
|
|
continue
|
|
if not airbase.can_operate(unit):
|
|
continue
|
|
|
|
for squadron in self.air_wing.squadrons_for(unit):
|
|
if task in squadron.mission_types:
|
|
break
|
|
else:
|
|
continue
|
|
|
|
# Affordable, compatible, and we have a squadron capable of the task. To
|
|
# keep some variety, skip with a 50/50 chance. Might be a good idea to have
|
|
# the chance to skip based on the price compared to the rest of the choices.
|
|
best_choice = unit
|
|
if random.choice([True, False]):
|
|
break
|
|
return best_choice
|
|
|
|
def affordable_aircraft_for(
|
|
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
|
|
) -> Optional[Type[FlyingType]]:
|
|
return self._affordable_aircraft_for_task(
|
|
request.task_capability, airbase, request.number, budget
|
|
)
|
|
|
|
def fulfill_aircraft_request(
|
|
self, request: AircraftProcurementRequest, budget: float
|
|
) -> Tuple[float, bool]:
|
|
for airbase in self.best_airbases_for(request):
|
|
unit = self.affordable_aircraft_for(request, airbase, budget)
|
|
if unit is None:
|
|
# Can't afford any aircraft capable of performing the
|
|
# required mission that can operate from this airbase. We
|
|
# might be able to afford aircraft at other airbases though,
|
|
# in the case where the airbase we attempted to use is only
|
|
# able to operate expensive aircraft.
|
|
continue
|
|
|
|
budget -= db.PRICES[unit] * request.number
|
|
airbase.pending_unit_deliveries.order({unit: request.number})
|
|
return budget, True
|
|
return budget, False
|
|
|
|
def purchase_aircraft(self, budget: float) -> float:
|
|
for request in self.game.procurement_requests_for(self.is_player):
|
|
if not list(self.best_airbases_for(request)):
|
|
# No airbases in range of this request. Skip it.
|
|
continue
|
|
budget, fulfilled = self.fulfill_aircraft_request(request, 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_airbases_for(
|
|
self, request: AircraftProcurementRequest
|
|
) -> Iterator[ControlPoint]:
|
|
distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
|
|
threatened = []
|
|
for cp in distance_cache.airfields_within(request.range):
|
|
if not cp.is_friendly(self.is_player):
|
|
continue
|
|
if not cp.runway_is_operational():
|
|
continue
|
|
if cp.unclaimed_parking(self.game) < request.number:
|
|
continue
|
|
if self.threat_zones.threatened(cp.position):
|
|
threatened.append(cp)
|
|
yield cp
|
|
yield from threatened
|
|
|
|
def front_line_candidates(self) -> List[ControlPoint]:
|
|
candidates = []
|
|
|
|
# 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_ground_unit_source(self.game):
|
|
continue
|
|
|
|
if self.total_ground_units_allocated_to(cp) >= 50:
|
|
# Control point is already sufficiently defended.
|
|
continue
|
|
for connected in cp.connected_points:
|
|
if not connected.is_friendly(to_player=self.is_player):
|
|
candidates.append(cp)
|
|
|
|
if not candidates:
|
|
# Otherwise buy reserves, but don't exceed 10 reserve units per CP.
|
|
# 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 not cp.can_recruit_ground_units(self.game):
|
|
continue
|
|
if self.total_ground_units_allocated_to(cp) >= 10:
|
|
continue
|
|
if cp.is_global:
|
|
continue
|
|
candidates.append(cp)
|
|
|
|
return candidates
|
|
|
|
def total_ground_units_allocated_to(self, control_point: ControlPoint) -> int:
|
|
total = control_point.expected_ground_units_next_turn.total
|
|
for transfer in self.game.transfers:
|
|
if transfer.destination == control_point:
|
|
total += sum(transfer.units.values())
|
|
return total
|