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Downside to the current implementation is that whether or not transports that were purchased last turn will be available for airlift this turn is arbitrary. This is because transfers are created at the same time as units are delivered, and units are delivered in an arbitrary order per CP. If the helicopters are delivered before the ground units they'll have access to the transports, otherwise they'll be refunded. This will be fixed later when I rework the transfer requests to not require immediate fulfillment. https://github.com/Khopa/dcs_liberation/issues/825
209 lines
7.5 KiB
Python
209 lines
7.5 KiB
Python
from __future__ import annotations
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import logging
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from collections import defaultdict
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from dataclasses import dataclass
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from typing import Dict, Optional, TYPE_CHECKING, Type
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from dcs.unittype import UnitType, VehicleType
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from game.theater import ControlPoint, SupplyRoute
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from gen.ato import Package
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from gen.flights.closestairfields import ObjectiveDistanceCache
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from gen.flights.flight import Flight
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from .db import PRICES
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from .transfers import AirliftOrder, AirliftPlanner, RoadTransferOrder
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if TYPE_CHECKING:
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from .game import Game
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@dataclass(frozen=True)
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class GroundUnitSource:
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control_point: ControlPoint
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requires_airlift: bool
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class PendingUnitDeliveries:
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def __init__(self, destination: ControlPoint) -> None:
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self.destination = destination
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# Maps unit type to order quantity.
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self.units: Dict[Type[UnitType], int] = defaultdict(int)
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def __str__(self) -> str:
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return f"Pending delivery to {self.destination}"
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def order(self, units: Dict[Type[UnitType], int]) -> None:
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for k, v in units.items():
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self.units[k] += v
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def sell(self, units: Dict[Type[UnitType], int]) -> None:
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for k, v in units.items():
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self.units[k] -= v
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def refund_all(self, game: Game) -> None:
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self.refund(game, self.units)
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self.units = defaultdict(int)
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def refund(self, game: Game, units: Dict[Type[UnitType], int]) -> None:
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for unit_type, count in units.items():
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try:
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price = PRICES[unit_type]
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except KeyError:
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logging.error(f"Could not refund {unit_type.id}, price unknown")
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continue
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logging.info(f"Refunding {count} {unit_type.id} at {self.destination.name}")
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game.adjust_budget(price * count, player=self.destination.captured)
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def pending_orders(self, unit_type: Type[UnitType]) -> int:
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pending_units = self.units.get(unit_type)
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if pending_units is None:
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pending_units = 0
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return pending_units
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def available_next_turn(self, unit_type: Type[UnitType]) -> int:
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current_units = self.destination.base.total_units_of_type(unit_type)
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return self.pending_orders(unit_type) + current_units
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def process(self, game: Game) -> None:
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ground_unit_source = self.find_ground_unit_source(game)
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if ground_unit_source is None:
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game.message(
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f"{self.destination.name} lost its source for ground unit "
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"reinforcements. Refunding purchase price."
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)
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self.refund_all(game)
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return
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bought_units: Dict[Type[UnitType], int] = {}
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units_needing_transfer: Dict[Type[VehicleType], int] = {}
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sold_units: Dict[Type[UnitType], int] = {}
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for unit_type, count in self.units.items():
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coalition = "Ally" if self.destination.captured else "Enemy"
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name = unit_type.id
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if (
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issubclass(unit_type, VehicleType)
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and self.destination != ground_unit_source.control_point
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):
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source = ground_unit_source.control_point
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d = units_needing_transfer
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else:
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source = self.destination
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d = bought_units
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if count >= 0:
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d[unit_type] = count
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game.message(
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f"{coalition} reinforcements: {name} x {count} at {source}"
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)
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else:
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sold_units[unit_type] = -count
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game.message(f"{coalition} sold: {name} x {-count} at {source}")
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self.units = defaultdict(int)
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self.destination.base.commision_units(bought_units)
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self.destination.base.commit_losses(sold_units)
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if units_needing_transfer:
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ground_unit_source.control_point.base.commision_units(
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units_needing_transfer
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)
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if ground_unit_source.requires_airlift:
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self.create_air_transfer(
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game, ground_unit_source.control_point, units_needing_transfer
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)
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else:
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self.create_road_transfer(
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game, ground_unit_source.control_point, units_needing_transfer
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)
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def create_air_transfer(
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self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
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) -> None:
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planner = AirliftPlanner(game, source, self.destination, units)
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leftovers = planner.create_package_for_airlift()
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if leftovers:
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game.message(
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f"No airlift capacity remaining for {self.destination}. "
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"Remaining unit orders were refunded."
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)
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self.refund(game, leftovers)
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source.base.commit_losses(leftovers)
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def find_transport_for(
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self,
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origin: ControlPoint,
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destination: ControlPoint,
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units: Dict[Type[VehicleType], int],
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) -> Optional[Flight]:
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pass
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def create_road_transfer(
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self, game: Game, source: ControlPoint, units: Dict[Type[VehicleType], int]
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) -> None:
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game.transfers.new_transfer(
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RoadTransferOrder(
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source, self.destination, self.destination.captured, units
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)
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)
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def find_ground_unit_source(self, game: Game) -> Optional[GroundUnitSource]:
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# This is running *after* the turn counter has been incremented, so this is the
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# reaction to turn 0. On turn zero we allow units to be recruited anywhere for
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# delivery on turn 1 so that turn 1 always starts with units on the front line.
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if game.turn == 1:
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return GroundUnitSource(self.destination, requires_airlift=False)
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# Fast path if the destination is a valid source.
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if self.destination.can_recruit_ground_units(game):
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return GroundUnitSource(self.destination, requires_airlift=False)
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by_road = self.find_ground_unit_source_by_road(game)
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if by_road is not None:
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return GroundUnitSource(by_road, requires_airlift=False)
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by_air = self.find_ground_unit_source_by_air(game)
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if by_air is not None:
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return GroundUnitSource(by_air, requires_airlift=True)
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return None
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def find_ground_unit_source_by_road(self, game: Game) -> Optional[ControlPoint]:
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supply_route = SupplyRoute.for_control_point(self.destination)
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sources = []
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for control_point in supply_route:
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if control_point.can_recruit_ground_units(game):
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sources.append(control_point)
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if not sources:
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return None
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# Fast path to skip the distance calculation if we have only one option.
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if len(sources) == 1:
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return sources[0]
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closest = sources[0]
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distance = len(supply_route.shortest_path_between(self.destination, closest))
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for source in sources:
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new_distance = len(
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supply_route.shortest_path_between(self.destination, source)
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)
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if new_distance < distance:
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closest = source
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distance = new_distance
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return closest
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def find_ground_unit_source_by_air(self, game: Game) -> Optional[ControlPoint]:
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closest_airfields = ObjectiveDistanceCache.get_closest_airfields(
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self.destination
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)
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for airfield in closest_airfields.operational_airfields:
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if airfield.is_friendly(
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self.destination.captured
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) and airfield.can_recruit_ground_units(game):
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return airfield
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return None
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