Dan Albert f719e1cfe7
Add an option to prefer primary tasked aircraft.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.

This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.

I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
2023-05-14 20:33:55 +02:00

143 lines
5.5 KiB
Python

from __future__ import annotations
import itertools
from collections import defaultdict
from typing import Iterator, Optional, Sequence, TYPE_CHECKING
from game.ato.closestairfields import ObjectiveDistanceCache
from game.dcs.aircrafttype import AircraftType
from .squadrondefloader import SquadronDefLoader
from ..campaignloader.squadrondefgenerator import SquadronDefGenerator
from ..factions.faction import Faction
from ..theater import ControlPoint, MissionTarget
if TYPE_CHECKING:
from game.game import Game
from ..ato.flighttype import FlightType
from .squadron import Squadron
class AirWing:
def __init__(self, player: bool, game: Game, faction: Faction) -> None:
self.player = player
self.squadrons: dict[AircraftType, list[Squadron]] = defaultdict(list)
self.squadron_defs = SquadronDefLoader(game, faction).load()
self.squadron_def_generator = SquadronDefGenerator(faction)
self.settings = game.settings
def unclaim_squadron_def(self, squadron: Squadron) -> None:
if squadron.aircraft in self.squadron_defs:
for squadron_def in self.squadron_defs[squadron.aircraft]:
if squadron_def.claimed and squadron_def.name == squadron.name:
squadron_def.claimed = False
def add_squadron(self, squadron: Squadron) -> None:
self.squadrons[squadron.aircraft].append(squadron)
def squadrons_for(self, aircraft: AircraftType) -> Sequence[Squadron]:
return self.squadrons[aircraft]
def can_auto_plan(self, task: FlightType) -> bool:
try:
next(self.auto_assignable_for_task(task))
return True
except StopIteration:
return False
def best_squadrons_for(
self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
) -> list[Squadron]:
airfield_cache = ObjectiveDistanceCache.get_closest_airfields(location)
best_aircraft = AircraftType.priority_list_for_task(task)
ordered: list[Squadron] = []
for control_point in airfield_cache.operational_airfields:
if control_point.captured != self.player:
continue
capable_at_base = []
for squadron in control_point.squadrons:
if squadron.can_auto_assign_mission(location, task, size, this_turn):
capable_at_base.append(squadron)
if squadron.aircraft not in best_aircraft:
# If it is not already in the list it should be the last one
best_aircraft.append(squadron.aircraft)
ordered.extend(
sorted(
capable_at_base,
key=lambda s: best_aircraft.index(s.aircraft),
)
)
if self.settings.prefer_squadrons_with_matching_primary_task:
return sorted(
ordered,
key=lambda s: (
# This looks like the opposite of what we want because False sorts
# before True.
s.primary_task != task,
s.location.distance_to(location),
),
)
return ordered
def best_squadron_for(
self, location: MissionTarget, task: FlightType, size: int, this_turn: bool
) -> Optional[Squadron]:
for squadron in self.best_squadrons_for(location, task, size, this_turn):
return squadron
return None
def best_available_aircrafts_for(self, task: FlightType) -> list[AircraftType]:
"""Returns an ordered list of available aircrafts for the given task"""
aircrafts = []
best_aircraft_for_task = AircraftType.priority_list_for_task(task)
for aircraft, squadrons in self.squadrons.items():
for squadron in squadrons:
if squadron.untasked_aircraft and squadron.capable_of(task):
aircrafts.append(aircraft)
if aircraft not in best_aircraft_for_task:
best_aircraft_for_task.append(aircraft)
break
# Sort the list ordered by the best capability
return sorted(
aircrafts,
key=lambda ac: best_aircraft_for_task.index(ac),
)
def auto_assignable_for_task(self, task: FlightType) -> Iterator[Squadron]:
for squadron in self.iter_squadrons():
if squadron.can_auto_assign(task):
yield squadron
def auto_assignable_for_task_at(
self, task: FlightType, base: ControlPoint
) -> Iterator[Squadron]:
for squadron in self.iter_squadrons():
if squadron.can_auto_assign(task) and squadron.location == base:
yield squadron
def squadron_for(self, aircraft: AircraftType) -> Squadron:
return self.squadrons_for(aircraft)[0]
def iter_squadrons(self) -> Iterator[Squadron]:
return itertools.chain.from_iterable(self.squadrons.values())
def squadron_at_index(self, index: int) -> Squadron:
return list(self.iter_squadrons())[index]
def populate_for_turn_0(self) -> None:
for squadron in self.iter_squadrons():
squadron.populate_for_turn_0()
def end_turn(self) -> None:
for squadron in self.iter_squadrons():
squadron.end_turn()
def reset(self) -> None:
for squadron in self.iter_squadrons():
squadron.return_all_pilots_and_aircraft()
@property
def size(self) -> int:
return sum(len(s) for s in self.squadrons.values())