dcs-retribution/game/procurement.py
SnappyComebacks d440dc00f1 Purchase reserves at front lines.
This changes the ground unit purchase behavior such that the supply
limit is exceeded by 30%, with the extra units kept in reserve.

The old hard cap of 50 units is no longer needed, since the ammo supply
now does the same task, so that's been removed.
2021-05-30 13:04:18 -07:00

339 lines
13 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 game.data.groundunitclass import GroundUnitClass
if TYPE_CHECKING:
from game import Game
FRONTLINE_RESERVES_FACTOR = 1.3
@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) -> 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 affordable_ground_unit_of_class(
self, budget: float, unit_class: GroundUnitClass
) -> Optional[Type[VehicleType]]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
of_class = set(unit_class.unit_list) & faction_units
affordable_units = [u for u in of_class if db.PRICES[u] <= budget]
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:
cp = self.ground_reinforcement_candidate()
if cp is None:
break
most_needed_type = self.most_needed_unit_class(cp)
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
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 most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
worst_balanced: Optional[GroundUnitClass] = None
worst_fulfillment = math.inf
for unit_class in GroundUnitClass:
if not self.faction.has_access_to_unittype(unit_class):
continue
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
desired_ratio = (
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
unit_class
)
)
if not desired_ratio:
continue
if current_ratio >= desired_ratio:
continue
fulfillment = current_ratio / desired_ratio
if fulfillment < worst_fulfillment:
worst_fulfillment = fulfillment
worst_balanced = unit_class
if worst_balanced is None:
return GroundUnitClass.Tank
return worst_balanced
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 ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
worst_supply = math.inf
understaffed: Optional[ControlPoint] = None
# 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_active_frontline:
continue
if not cp.has_ground_unit_source(self.game):
# No source of ground units, so can't buy anything.
continue
purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= purchase_target:
# Control point is already sufficiently defended.
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
if understaffed is not None:
return understaffed
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
# 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 cp.is_global:
continue
if not cp.can_recruit_ground_units(self.game):
continue
allocated = cp.allocated_ground_units(self.game.transfers)
if allocated.total >= self.game.settings.reserves_procurement_target:
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
return understaffed
def cost_ratio_of_ground_unit(
self, control_point: ControlPoint, unit_class: GroundUnitClass
) -> float:
allocations = control_point.allocated_ground_units(self.game.transfers)
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = db.PRICES[unit_type] * count
total_cost += cost
if unit_type in unit_class:
class_cost += cost
if not total_cost:
return 0
return class_cost / total_cost