dcs-retribution/game/procurement.py
Dan Albert 5734c29312 Remove wrong precondition in aircraft procurement.
Those task types aren't correct here (that whole dict probably serves
little purpose now), and the actual unit pool is handled in
_affordable_aircraft_of_types.
2020-12-28 16:06:54 -08:00

243 lines
9.4 KiB
Python

from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.task import CAP, CAS
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.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: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
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, aircraft_requests)
return budget
def sell_incomplete_squadrons(self) -> int:
# Selling incomplete squadrons gives us more money to spend on the next
# turn. This serves as a short term fix for
# https://github.com/Khopa/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/Khopa/dcs_liberation/issues/365).
total = 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: 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, 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: int) -> int:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
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]
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: int) -> Optional[Type[FlyingType]]:
best_choice: Optional[Type[FlyingType]] = None
for unit in [u for u in self.faction.aircrafts if u in types]:
if db.PRICES[unit] * number > max_price:
continue
if not airbase.can_operate(unit):
continue
# Affordable and compatible. 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: int) -> Optional[Type[FlyingType]]:
return self._affordable_aircraft_of_types(
aircraft_for_task(request.task_capability),
airbase, request.number, budget)
def purchase_aircraft(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
for request in aircraft_requests:
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
assert airbase.pending_unit_deliveries is not None
airbase.pending_unit_deliveries.deliver({unit: request.number})
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 cp.base.total_armor >= 30:
# 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 them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates