dcs-retribution/game/transfers.py
Dan Albert e96210f48c Don't order transports for incapable factions.
If these orders can't be fulfilled for the faction it will prevent the
faction from ordering any non-reserve aircraft since transports are
given priority after reserve missions, and they'll never be fulfillable.
As such, no non-reserve aircraft will ever be purchased for factions
without transport aircraft.

Factions without transport aircraft are screwed in other ways, but this
will fix their air planning for campaigns that aren't dependent on
airlift.
2021-06-20 23:44:00 -07:00

634 lines
21 KiB
Python

from __future__ import annotations
import logging
import math
from collections import defaultdict
from dataclasses import dataclass, field
from functools import singledispatchmethod
from typing import (
Dict,
Generic,
Iterator,
List,
Optional,
TYPE_CHECKING,
TypeVar,
Sequence,
)
from dcs.mapping import Point
from game.dcs.aircrafttype import AircraftType
from game.dcs.groundunittype import GroundUnitType
from game.procurement import AircraftProcurementRequest
from game.squadrons import Squadron
from game.theater import ControlPoint, MissionTarget
from game.theater.transitnetwork import (
TransitConnection,
TransitNetwork,
)
from game.utils import meters, nautical_miles
from gen.ato import Package
from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE, aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightType
from gen.flights.flightplan import FlightPlanBuilder
from gen.naming import namegen
if TYPE_CHECKING:
from game import Game
from game.inventory import ControlPointAircraftInventory
class Transport:
def __init__(self, destination: ControlPoint):
self.destination = destination
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
@dataclass
class TransferOrder:
"""The base type of all transfer orders.
A transfer order can transfer multiple units of multiple types.
"""
#: The location the units are transferring from.
origin: ControlPoint
#: The location the units are transferring to.
destination: ControlPoint
#: The current position of the group being transferred. Groups may make multiple
#: stops and can switch transport modes before reaching their destination.
position: ControlPoint = field(init=False)
#: True if the transfer order belongs to the player.
player: bool = field(init=False)
#: The units being transferred.
units: Dict[GroundUnitType, int]
transport: Optional[Transport] = field(default=None)
def __post_init__(self) -> None:
self.position = self.origin
self.player = self.origin.is_friendly(to_player=True)
@property
def description(self) -> str:
if self.transport is None:
return "No transports available"
return self.transport.description()
def kill_all(self) -> None:
self.units.clear()
def kill_unit(self, unit_type: GroundUnitType) -> None:
if unit_type not in self.units or not self.units[unit_type]:
raise KeyError(f"{self.destination} has no {unit_type} remaining")
self.units[unit_type] -= 1
@property
def size(self) -> int:
return sum(c for c in self.units.values())
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def completed(self) -> bool:
return self.destination == self.position or not self.units
def disband_at(self, location: ControlPoint) -> None:
logging.info(f"Units halting at {location}.")
location.base.commission_units(self.units)
self.units.clear()
@property
def next_stop(self) -> ControlPoint:
if self.transport is None:
raise RuntimeError(
"TransferOrder.next_stop called with no transport assigned"
)
return self.transport.destination
def proceed(self) -> None:
if self.transport is None:
return
if not self.destination.is_friendly(self.player):
logging.info(f"Transfer destination {self.destination} was captured.")
if self.position.is_friendly(self.player):
self.disband_at(self.position)
elif (escape_route := self.transport.find_escape_route()) is not None:
self.disband_at(escape_route)
else:
logging.info(
f"No escape route available. Units were surrounded and destroyed "
"during transfer."
)
self.kill_all()
return
self.position = self.next_stop
self.transport = None
if self.completed:
self.disband_at(self.position)
class Airlift(Transport):
"""A transfer order that moves units by cargo planes and helicopters."""
def __init__(
self, transfer: TransferOrder, flight: Flight, next_stop: ControlPoint
) -> None:
super().__init__(next_stop)
self.transfer = transfer
self.flight = flight
@property
def units(self) -> Dict[GroundUnitType, int]:
return self.transfer.units
@property
def player_owned(self) -> bool:
return self.transfer.player
def find_escape_route(self) -> Optional[ControlPoint]:
# TODO: Move units to closest base.
return None
def description(self) -> str:
return (
f"Being airlifted from {self.transfer.position} to {self.destination} by "
f"{self.flight}"
)
class AirliftPlanner:
#: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB
#: for a helicopter to be considered for airlift. Total route length is not
#: considered because the helicopter can refuel at each stop. Cargo planes have no
#: maximum range.
HELO_MAX_RANGE = nautical_miles(100)
def __init__(
self, game: Game, transfer: TransferOrder, next_stop: ControlPoint
) -> None:
self.game = game
self.transfer = transfer
self.next_stop = next_stop
self.for_player = transfer.destination.captured
self.package = Package(target=next_stop, auto_asap=True)
def compatible_with_mission(
self, unit_type: AircraftType, airfield: ControlPoint
) -> bool:
if unit_type not in aircraft_for_task(FlightType.TRANSPORT):
return False
if not self.transfer.origin.can_operate(unit_type):
return False
if not self.next_stop.can_operate(unit_type):
return False
# Cargo planes have no maximum range.
if not unit_type.dcs_unit_type.helicopter:
return True
# A helicopter that is transport capable and able to operate at both bases. Need
# to check that no leg of the journey exceeds the maximum range. This doesn't
# account for any routing around threats that might take place, but it's close
# enough.
home = airfield.position
pickup = self.transfer.position.position
drop_off = self.transfer.position.position
if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE:
return False
if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE:
return False
if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE:
return False
return True
def create_package_for_airlift(self) -> None:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
self.transfer.position
)
air_wing = self.game.air_wing_for(self.for_player)
for cp in distance_cache.closest_airfields:
if cp.captured != self.for_player:
continue
inventory = self.game.aircraft_inventory.for_control_point(cp)
for unit_type, available in inventory.all_aircraft:
squadrons = air_wing.auto_assignable_for_task_with_type(
unit_type, FlightType.TRANSPORT
)
for squadron in squadrons:
if self.compatible_with_mission(unit_type, cp):
while (
available
and squadron.has_available_pilots
and self.transfer.transport is None
):
flight_size = self.create_airlift_flight(
squadron, inventory
)
available -= flight_size
if self.package.flights:
self.game.ato_for(self.for_player).add_package(self.package)
def create_airlift_flight(
self, squadron: Squadron, inventory: ControlPointAircraftInventory
) -> int:
available_aircraft = inventory.available(squadron.aircraft)
capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2
required = math.ceil(self.transfer.size / capacity_each)
flight_size = min(
required,
available_aircraft,
squadron.aircraft.dcs_unit_type.group_size_max,
squadron.number_of_available_pilots,
)
capacity = flight_size * capacity_each
if capacity < self.transfer.size:
transfer = self.game.transfers.split_transfer(self.transfer, capacity)
else:
transfer = self.transfer
player = inventory.control_point.captured
flight = Flight(
self.package,
self.game.country_for(player),
squadron,
flight_size,
FlightType.TRANSPORT,
self.game.settings.default_start_type,
departure=inventory.control_point,
arrival=inventory.control_point,
divert=None,
cargo=transfer,
)
transport = Airlift(transfer, flight, self.next_stop)
transfer.transport = transport
self.package.add_flight(flight)
planner = FlightPlanBuilder(self.game, self.package, self.for_player)
planner.populate_flight_plan(flight)
self.game.aircraft_inventory.claim_for_flight(flight)
return flight_size
class MultiGroupTransport(MissionTarget, Transport):
def __init__(
self, name: str, origin: ControlPoint, destination: ControlPoint
) -> None:
MissionTarget.__init__(self, name, origin.position)
Transport.__init__(self, destination)
self.origin = origin
self.transfers: List[TransferOrder] = []
def is_friendly(self, to_player: bool) -> bool:
return self.origin.captured
def add_units(self, transfer: TransferOrder) -> None:
self.transfers.append(transfer)
transfer.transport = self
def remove_units(self, transfer: TransferOrder) -> None:
transfer.transport = None
self.transfers.remove(transfer)
def kill_unit(self, unit_type: GroundUnitType) -> None:
for transfer in self.transfers:
try:
transfer.kill_unit(unit_type)
return
except KeyError:
pass
raise KeyError
def kill_all(self) -> None:
for transfer in self.transfers:
transfer.kill_all()
def disband(self) -> None:
for transfer in list(self.transfers):
self.remove_units(transfer)
self.transfers.clear()
@property
def size(self) -> int:
return sum(sum(t.units.values()) for t in self.transfers)
@property
def units(self) -> dict[GroundUnitType, int]:
units: Dict[GroundUnitType, int] = defaultdict(int)
for transfer in self.transfers:
for unit_type, count in transfer.units.items():
units[unit_type] += count
return units
def iter_units(self) -> Iterator[GroundUnitType]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
@property
def player_owned(self) -> bool:
return self.origin.captured
def find_escape_route(self) -> Optional[ControlPoint]:
raise NotImplementedError
def description(self) -> str:
raise NotImplementedError
class Convoy(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_convoy_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.BAI
yield from super().mission_types(for_player)
@property
def route_start(self) -> Point:
return self.origin.convoy_origin_for(self.destination)
@property
def route_end(self) -> Point:
return self.destination.convoy_origin_for(self.origin)
def description(self) -> str:
return f"In a convoy from {self.origin} to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
class CargoShip(MultiGroupTransport):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(namegen.next_cargo_ship_name(), origin, destination)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
if self.is_friendly(for_player):
return
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def route(self) -> Sequence[Point]:
return self.origin.shipping_lanes[self.destination]
def description(self) -> str:
return f"On a ship from {self.origin} to {self.destination}"
def find_escape_route(self) -> Optional[ControlPoint]:
return None
TransportType = TypeVar("TransportType", bound=MultiGroupTransport)
class TransportMap(Generic[TransportType]):
def __init__(self) -> None:
# Dict of origin -> destination -> transport.
self.transports: Dict[
ControlPoint, Dict[ControlPoint, TransportType]
] = defaultdict(dict)
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
raise NotImplementedError
def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool:
return destination in self.transports[origin]
def find_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Optional[TransportType]:
return self.transports[origin].get(destination)
def find_or_create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> TransportType:
transport = self.find_transport(origin, destination)
if transport is None:
transport = self.create_transport(origin, destination)
self.transports[origin][destination] = transport
return transport
def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]:
yield from self.transports[origin].values()
def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
if destination in destination_dict:
yield destination_dict[destination]
def disband_transport(self, transport: TransportType) -> None:
transport.disband()
del self.transports[transport.origin][transport.destination]
def add(self, transfer: TransferOrder, next_stop: ControlPoint) -> None:
self.find_or_create_transport(transfer.position, next_stop).add_units(transfer)
def remove(self, transport: TransportType, transfer: TransferOrder) -> None:
transport.remove_units(transfer)
if not transport.transfers:
self.disband_transport(transport)
def disband_all(self) -> None:
for transport in list(self):
self.disband_transport(transport)
def __iter__(self) -> Iterator[TransportType]:
for destination_dict in self.transports.values():
yield from destination_dict.values()
class ConvoyMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> Convoy:
return Convoy(origin, destination)
class CargoShipMap(TransportMap):
def create_transport(
self, origin: ControlPoint, destination: ControlPoint
) -> CargoShip:
return CargoShip(origin, destination)
class PendingTransfers:
def __init__(self, game: Game) -> None:
self.game = game
self.convoys = ConvoyMap()
self.cargo_ships = CargoShipMap()
self.pending_transfers: List[TransferOrder] = []
def __iter__(self) -> Iterator[TransferOrder]:
yield from self.pending_transfers
@property
def pending_transfer_count(self) -> int:
return len(self.pending_transfers)
def transfer_at_index(self, index: int) -> TransferOrder:
return self.pending_transfers[index]
def index_of_transfer(self, transfer: TransferOrder) -> int:
return self.pending_transfers.index(transfer)
def network_for(self, control_point: ControlPoint) -> TransitNetwork:
return self.game.transit_network_for(control_point.captured)
def arrange_transport(self, transfer: TransferOrder) -> None:
network = self.network_for(transfer.position)
path = network.shortest_path_between(transfer.position, transfer.destination)
next_stop = path[0]
if network.link_type(transfer.position, next_stop) == TransitConnection.Road:
self.convoys.add(transfer, next_stop)
elif (
network.link_type(transfer.position, next_stop)
== TransitConnection.Shipping
):
self.cargo_ships.add(transfer, next_stop)
else:
AirliftPlanner(self.game, transfer, next_stop).create_package_for_airlift()
def new_transfer(self, transfer: TransferOrder) -> None:
transfer.origin.base.commit_losses(transfer.units)
self.pending_transfers.append(transfer)
self.arrange_transport(transfer)
def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder:
"""Creates a smaller transfer that is a subset of the original."""
if transfer.size <= size:
raise ValueError
units = {}
for unit_type, remaining in transfer.units.items():
take = min(remaining, size)
size -= take
transfer.units[unit_type] -= take
units[unit_type] = take
if not size:
break
new_transfer = TransferOrder(transfer.origin, transfer.destination, units)
self.pending_transfers.append(new_transfer)
return new_transfer
@singledispatchmethod
def cancel_transport(self, transport, transfer: TransferOrder) -> None:
pass
@cancel_transport.register
def _cancel_transport_air(
self, transport: Airlift, _transfer: TransferOrder
) -> None:
flight = transport.flight
flight.package.remove_flight(flight)
if not flight.package.flights:
self.game.ato_for(transport.player_owned).remove_package(flight.package)
self.game.aircraft_inventory.return_from_flight(flight)
flight.clear_roster()
@cancel_transport.register
def _cancel_transport_convoy(
self, transport: Convoy, transfer: TransferOrder
) -> None:
self.convoys.remove(transport, transfer)
@cancel_transport.register
def _cancel_transport_cargo_ship(
self, transport: CargoShip, transfer: TransferOrder
) -> None:
self.cargo_ships.remove(transport, transfer)
def cancel_transfer(self, transfer: TransferOrder) -> None:
if transfer.transport is not None:
self.cancel_transport(transfer.transport, transfer)
self.pending_transfers.remove(transfer)
transfer.origin.base.commission_units(transfer.units)
def perform_transfers(self) -> None:
incomplete = []
for transfer in self.pending_transfers:
transfer.proceed()
if not transfer.completed:
incomplete.append(transfer)
self.pending_transfers = incomplete
self.convoys.disband_all()
self.cargo_ships.disband_all()
def plan_transports(self) -> None:
for transfer in self.pending_transfers:
if transfer.transport is None:
self.arrange_transport(transfer)
def order_airlift_assets(self) -> None:
for control_point in self.game.theater.controlpoints:
if self.game.air_wing_for(control_point.captured).can_auto_plan(
FlightType.TRANSPORT
):
self.order_airlift_assets_at(control_point)
@staticmethod
def desired_airlift_capacity(control_point: ControlPoint) -> int:
return 4 if control_point.has_factory else 0
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
inventory = self.game.aircraft_inventory.for_control_point(control_point)
squadrons = self.game.air_wing_for(
control_point.captured
).auto_assignable_for_task(FlightType.TRANSPORT)
unit_types = {s.aircraft for s in squadrons}
return sum(
count
for unit_type, count in inventory.all_aircraft
if unit_type in unit_types
)
def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
gap = self.desired_airlift_capacity(
control_point
) - self.current_airlift_capacity(control_point)
if gap <= 0:
return
if gap % 2:
# Always buy in pairs since we're not trying to fill odd squadrons. Purely
# aesthetic.
gap += 1
self.game.procurement_requests_for(player=control_point.captured).append(
AircraftProcurementRequest(
control_point, nautical_miles(200), FlightType.TRANSPORT, gap
)
)