dcs-retribution/game/commander/theaterstate.py
Dan Albert ccf6b6ef5f Check for available aircraft as task precondition.
This makes it so that the mission planning effects are applied only if
the package can be fulfilled. For example, breakthrough will be used
only if all the BAI missions were fulfilled, not if they will *attempt*
to be fulfilled.
2021-07-13 16:26:15 -07:00

165 lines
7.0 KiB
Python

from __future__ import annotations
import dataclasses
import itertools
import math
from dataclasses import dataclass
from typing import TYPE_CHECKING, Any, Union, Optional
from game.commander.garrisons import Garrisons
from game.commander.objectivefinder import ObjectiveFinder
from game.htn import WorldState
from game.inventory import GlobalAircraftInventory
from game.profiling import MultiEventTracer
from game.settings import Settings
from game.theater import ControlPoint, FrontLine, MissionTarget, ConflictTheater
from game.theater.theatergroundobject import (
TheaterGroundObject,
NavalGroundObject,
IadsGroundObject,
VehicleGroupGroundObject,
)
from game.threatzones import ThreatZones
from gen.ground_forces.combat_stance import CombatStance
if TYPE_CHECKING:
from game import Game
from game.coalition import Coalition
from game.transfers import Convoy, CargoShip
@dataclass(frozen=True)
class PersistentContext:
coalition: Coalition
theater: ConflictTheater
settings: Settings
tracer: MultiEventTracer
@dataclass
class TheaterState(WorldState["TheaterState"]):
context: PersistentContext
barcaps_needed: dict[ControlPoint, int]
active_front_lines: list[FrontLine]
front_line_stances: dict[FrontLine, Optional[CombatStance]]
vulnerable_front_lines: list[FrontLine]
aewc_targets: list[MissionTarget]
refueling_targets: list[MissionTarget]
enemy_air_defenses: list[IadsGroundObject]
threatening_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]]
detecting_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]]
enemy_convoys: list[Convoy]
enemy_shipping: list[CargoShip]
enemy_ships: list[NavalGroundObject]
enemy_garrisons: dict[ControlPoint, Garrisons]
oca_targets: list[ControlPoint]
strike_targets: list[TheaterGroundObject[Any]]
enemy_barcaps: list[ControlPoint]
threat_zones: ThreatZones
available_aircraft: GlobalAircraftInventory
def _rebuild_threat_zones(self) -> None:
"""Recreates the theater's threat zones based on the current planned state."""
self.threat_zones = ThreatZones.for_threats(
self.context.coalition.opponent.doctrine,
barcap_locations=self.enemy_barcaps,
air_defenses=itertools.chain(self.enemy_air_defenses, self.enemy_ships),
)
def eliminate_air_defense(self, target: IadsGroundObject) -> None:
if target in self.threatening_air_defenses:
self.threatening_air_defenses.remove(target)
if target in self.detecting_air_defenses:
self.detecting_air_defenses.remove(target)
self.enemy_air_defenses.remove(target)
self._rebuild_threat_zones()
def eliminate_ship(self, target: NavalGroundObject) -> None:
if target in self.threatening_air_defenses:
self.threatening_air_defenses.remove(target)
if target in self.detecting_air_defenses:
self.detecting_air_defenses.remove(target)
self.enemy_ships.remove(target)
self._rebuild_threat_zones()
def has_garrison(self, target: VehicleGroupGroundObject) -> bool:
return target in self.enemy_garrisons[target.control_point]
def eliminate_garrison(self, target: VehicleGroupGroundObject) -> None:
self.enemy_garrisons[target.control_point].eliminate(target)
def clone(self) -> TheaterState:
# Do not use copy.deepcopy. Copying every TGO, control point, etc is absurdly
# expensive.
return TheaterState(
context=self.context,
barcaps_needed=dict(self.barcaps_needed),
active_front_lines=list(self.active_front_lines),
front_line_stances=dict(self.front_line_stances),
vulnerable_front_lines=list(self.vulnerable_front_lines),
aewc_targets=list(self.aewc_targets),
refueling_targets=list(self.refueling_targets),
enemy_air_defenses=list(self.enemy_air_defenses),
enemy_convoys=list(self.enemy_convoys),
enemy_shipping=list(self.enemy_shipping),
enemy_ships=list(self.enemy_ships),
enemy_garrisons={
cp: dataclasses.replace(g) for cp, g in self.enemy_garrisons.items()
},
oca_targets=list(self.oca_targets),
strike_targets=list(self.strike_targets),
enemy_barcaps=list(self.enemy_barcaps),
threat_zones=self.threat_zones,
available_aircraft=self.available_aircraft.clone(),
# Persistent properties are not copied. These are a way for failed subtasks
# to communicate requirements to other tasks. For example, the task to
# attack enemy garrisons might fail because the target area has IADS
# protection. In that case, the preconditions of PlanBai would fail, but
# would add the IADS that prevented it from being planned to the list of
# IADS threats so that DegradeIads will consider it a threat later.
threatening_air_defenses=self.threatening_air_defenses,
detecting_air_defenses=self.detecting_air_defenses,
)
@classmethod
def from_game(
cls, game: Game, player: bool, tracer: MultiEventTracer
) -> TheaterState:
coalition = game.coalition_for(player)
finder = ObjectiveFinder(game, player)
ordered_capturable_points = finder.prioritized_unisolated_points()
context = PersistentContext(coalition, game.theater, game.settings, tracer)
# Plan enough rounds of CAP that the target has coverage over the expected
# mission duration.
mission_duration = game.settings.desired_player_mission_duration.total_seconds()
barcap_duration = coalition.doctrine.cap_duration.total_seconds()
barcap_rounds = math.ceil(mission_duration / barcap_duration)
return TheaterState(
context=context,
barcaps_needed={
cp: barcap_rounds for cp in finder.vulnerable_control_points()
},
active_front_lines=list(finder.front_lines()),
front_line_stances={f: None for f in finder.front_lines()},
vulnerable_front_lines=list(finder.front_lines()),
aewc_targets=[finder.farthest_friendly_control_point()],
refueling_targets=[finder.closest_friendly_control_point()],
enemy_air_defenses=list(finder.enemy_air_defenses()),
threatening_air_defenses=[],
detecting_air_defenses=[],
enemy_convoys=list(finder.convoys()),
enemy_shipping=list(finder.cargo_ships()),
enemy_ships=list(finder.enemy_ships()),
enemy_garrisons={
cp: Garrisons.for_control_point(cp) for cp in ordered_capturable_points
},
oca_targets=list(finder.oca_targets(min_aircraft=20)),
strike_targets=list(finder.strike_targets()),
enemy_barcaps=list(game.theater.control_points_for(not player)),
threat_zones=game.threat_zone_for(not player),
available_aircraft=game.aircraft_inventory.clone(),
)