dcs-retribution/game/procurement.py
Dan Albert d519aa1dad Move the AI to the normal procurement system.
The procurement AI now uses the same system as the players. Orders are
placed and take a turn to fulfill.

This has a few advantages:

* We no longer need special case purchase logic for the turn 0
  population of opfor airbases.
* Players using auto-purchase can cancel orders they don't like.
2020-12-05 22:41:05 -08:00

185 lines
6.3 KiB
Python

from __future__ import annotations
import math
import random
from typing import List, Optional, TYPE_CHECKING, Type
from dcs.task import CAP, CAS
from dcs.unittype import FlyingType, UnitType, VehicleType
from game import db
from game.factions.faction import Faction
from game.theater import ControlPoint
if TYPE_CHECKING:
from game import Game
class AircraftProcurer:
def __init__(self, faction: Faction) -> None:
self.faction = faction
class ProcurementAi:
def __init__(self, game: Game, for_player: bool, faction: Faction,
manage_runways: bool, manage_front_line: bool,
manage_aircraft: bool) -> None:
self.game = game
self.is_player = for_player
self.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
def spend_budget(self, budget: int) -> int:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = math.ceil(budget / 2)
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
if self.manage_aircraft:
budget = self.purchase_aircraft(budget)
return budget
def repair_runways(self, budget: int) -> int:
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: int) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units if
db.PRICES[u] <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: int) -> int:
if not self.faction.frontline_units:
return budget
armor_limit = int(30 * self.game.settings.multiplier)
candidates = self.front_line_candidates(armor_limit)
if not candidates:
return budget
while budget > 0:
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget)
if unit is None:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
if cp.base.total_armor >= armor_limit:
candidates.remove(cp)
if not candidates:
break
return budget
def random_affordable_aircraft_group(
self, budget: int, size: int) -> Optional[Type[FlyingType]]:
unit_pool = [u for u in self.faction.aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
affordable_units = [u for u in unit_pool
if db.PRICES[u] * size <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def purchase_aircraft(self, budget: int) -> int:
aircraft_limit = int(25 * self.game.settings.multiplier)
candidates = self.airbase_candidates(aircraft_limit)
if not candidates:
return budget
unit_pool = [u for u in self.faction.aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if not unit_pool:
return budget
while budget > 0:
cp = random.choice(candidates)
group_size = 2
unit = self.random_affordable_aircraft_group(budget, group_size)
if unit is None:
# Can't afford any more aircraft.
break
budget -= db.PRICES[unit] * group_size
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: group_size})
if cp.base.total_aircraft >= aircraft_limit:
candidates.remove(cp)
if not candidates:
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 airbase_candidates(self, unit_limit: int) -> List[ControlPoint]:
candidates = []
# Prefer to buy front line units at active front lines that are not
# already overloaded.
# TODO: Buy aircraft where they are needed, not at front lines.
for cp in self.owned_points:
if cp.base.total_aircraft >= unit_limit:
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 them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates
def front_line_candidates(self, unit_limit: int) -> 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 cp.base.total_armor >= unit_limit:
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 them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates