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https://github.com/dcs-retribution/dcs-retribution.git
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This doesn't do anything yet, but sets up the data model handling for frozen combat. The next step is to show combat in the map view, since that will be helpful when debugging the step after that one: resolving frozen combat. This would benefit from caching the Shapely data for SAM threat zones. Right now it's generating them once per tick and the stuttering is visible at max speed. https://github.com/dcs-liberation/dcs_liberation/issues/1680
310 lines
11 KiB
Python
310 lines
11 KiB
Python
from __future__ import annotations
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import math
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import random
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from dataclasses import dataclass
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from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
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from game import db
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from game.data.groundunitclass import GroundUnitClass
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from game.dcs.groundunittype import GroundUnitType
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from game.theater import ControlPoint, MissionTarget
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if TYPE_CHECKING:
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from game import Game
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from game.ato import FlightType
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from game.factions.faction import Faction
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from game.squadrons import Squadron
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FRONTLINE_RESERVES_FACTOR = 1.3
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@dataclass(frozen=True)
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class AircraftProcurementRequest:
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near: MissionTarget
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task_capability: FlightType
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number: int
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def __str__(self) -> str:
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task = self.task_capability.value
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target = self.near.name
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return f"{self.number} ship {task} near {target}"
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class ProcurementAi:
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def __init__(
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self,
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game: Game,
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for_player: bool,
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faction: Faction,
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manage_runways: bool,
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manage_front_line: bool,
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manage_aircraft: bool,
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) -> None:
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self.game = game
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self.is_player = for_player
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self.air_wing = game.air_wing_for(for_player)
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self.faction = faction
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self.manage_runways = manage_runways
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self.manage_front_line = manage_front_line
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self.manage_aircraft = manage_aircraft
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self.threat_zones = self.game.threat_zone_for(not self.is_player)
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def calculate_ground_unit_budget_share(self) -> float:
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armor_investment = 0
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aircraft_investment = 0
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# faction has no ground units
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if (
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len(self.faction.artillery_units) == 0
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and len(self.faction.frontline_units) == 0
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):
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return 0
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# faction has no planes
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if len(self.faction.aircrafts) == 0:
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return 1
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for cp in self.owned_points:
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cp_ground_units = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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armor_investment += cp_ground_units.total_value
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cp_aircraft = cp.allocated_aircraft()
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aircraft_investment += cp_aircraft.total_value
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total_investment = aircraft_investment + armor_investment
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if total_investment == 0:
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# Turn 0 or all units were destroyed. Either way, split 30/70.
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return 0.3
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# the more planes we have, the more ground units we want and vice versa
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ground_unit_share = aircraft_investment / total_investment
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if ground_unit_share > 1.0:
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raise ValueError
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return ground_unit_share
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def spend_budget(self, budget: float) -> float:
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if self.manage_runways:
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budget = self.repair_runways(budget)
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if self.manage_front_line:
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armor_budget = budget * self.calculate_ground_unit_budget_share()
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budget -= armor_budget
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budget += self.reinforce_front_line(armor_budget)
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if self.manage_aircraft:
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budget = self.purchase_aircraft(budget)
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return budget
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def repair_runways(self, budget: float) -> float:
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for control_point in self.owned_points:
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if budget < db.RUNWAY_REPAIR_COST:
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break
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if control_point.runway_can_be_repaired:
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control_point.begin_runway_repair()
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budget -= db.RUNWAY_REPAIR_COST
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if self.is_player:
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self.game.message(
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"OPFOR has begun repairing the runway at " f"{control_point}"
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)
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else:
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self.game.message(
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"We have begun repairing the runway at " f"{control_point}"
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)
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return budget
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def affordable_ground_unit_of_class(
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self, budget: float, unit_class: GroundUnitClass
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) -> Optional[GroundUnitType]:
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faction_units = set(self.faction.frontline_units) | set(
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self.faction.artillery_units
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)
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of_class = {u for u in faction_units if u.unit_class is unit_class}
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# faction has no access to needed unit type, take a random unit
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if not of_class:
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of_class = faction_units
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affordable_units = [u for u in of_class if u.price <= budget]
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if not affordable_units:
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return None
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return random.choice(affordable_units)
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def reinforce_front_line(self, budget: float) -> float:
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if not self.faction.frontline_units and not self.faction.artillery_units:
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return budget
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# TODO: Attempt to transfer from reserves.
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while budget > 0:
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cp = self.ground_reinforcement_candidate()
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if cp is None:
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break
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most_needed_type = self.most_needed_unit_class(cp)
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unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
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if unit is None:
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# Can't afford any more units.
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break
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budget -= unit.price
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cp.ground_unit_orders.order({unit: 1})
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return budget
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def most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
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worst_balanced: Optional[GroundUnitClass] = None
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worst_fulfillment = math.inf
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for unit_class in GroundUnitClass:
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if not self.faction.has_access_to_unittype(unit_class):
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continue
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current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
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desired_ratio = (
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self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
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unit_class
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)
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)
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if not desired_ratio:
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continue
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if current_ratio >= desired_ratio:
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continue
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fulfillment = current_ratio / desired_ratio
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if fulfillment < worst_fulfillment:
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worst_fulfillment = fulfillment
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worst_balanced = unit_class
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if worst_balanced is None:
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return GroundUnitClass.Tank
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return worst_balanced
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@staticmethod
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def fulfill_aircraft_request(
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squadrons: list[Squadron], quantity: int, budget: float
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) -> Tuple[float, bool]:
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for squadron in squadrons:
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price = squadron.aircraft.price * quantity
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if price > budget:
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continue
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squadron.pending_deliveries += quantity
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budget -= price
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return budget, True
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return budget, False
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def purchase_aircraft(self, budget: float) -> float:
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for request in self.game.coalition_for(self.is_player).procurement_requests:
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squadrons = list(self.best_squadrons_for(request))
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if not squadrons:
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# No airbases in range of this request. Skip it.
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continue
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budget, fulfilled = self.fulfill_aircraft_request(
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squadrons, request.number, budget
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)
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if not fulfilled:
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# The request was not fulfilled because we could not afford any suitable
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# aircraft. Rather than continuing, which could proceed to buy tons of
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# cheap escorts that will never allow us to plan a strike package, stop
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# buying so we can save the budget until a turn where we *can* afford to
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# fill the package.
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break
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return budget
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@property
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def owned_points(self) -> List[ControlPoint]:
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if self.is_player:
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return self.game.theater.player_points()
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else:
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return self.game.theater.enemy_points()
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def best_squadrons_for(
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self, request: AircraftProcurementRequest
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) -> Iterator[Squadron]:
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threatened = []
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for squadron in self.air_wing.best_squadrons_for(
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request.near, request.task_capability, request.number, this_turn=False
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):
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if not squadron.can_provide_pilots(request.number):
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continue
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if squadron.location.unclaimed_parking() < request.number:
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continue
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if self.threat_zones.threatened(squadron.location.position):
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threatened.append(squadron)
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continue
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yield squadron
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yield from threatened
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def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
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worst_supply = math.inf
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understaffed: Optional[ControlPoint] = None
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# Prefer to buy front line units at active front lines that are not
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# already overloaded.
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for cp in self.owned_points:
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if not cp.has_active_frontline:
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continue
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if not cp.has_ground_unit_source(self.game):
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# No source of ground units, so can't buy anything.
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continue
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purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
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allocated = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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if allocated.total >= purchase_target:
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# Control point is already sufficiently defended.
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continue
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if allocated.total < worst_supply:
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worst_supply = allocated.total
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understaffed = cp
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if understaffed is not None:
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return understaffed
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# Otherwise buy reserves, but don't exceed the amount defined in the settings.
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# These units do not exist in the world until the CP becomes
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# connected to an active front line, at which point all these units
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# will suddenly appear at the gates of the newly captured CP.
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#
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# To avoid sudden overwhelming numbers of units we avoid buying
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# many.
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#
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# Also, do not bother buying units at bases that will never connect
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# to a front line.
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for cp in self.owned_points:
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if cp.is_global:
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continue
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if not cp.can_recruit_ground_units(self.game):
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continue
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allocated = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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if allocated.total >= self.game.settings.reserves_procurement_target:
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continue
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if allocated.total < worst_supply:
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worst_supply = allocated.total
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understaffed = cp
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return understaffed
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def cost_ratio_of_ground_unit(
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self, control_point: ControlPoint, unit_class: GroundUnitClass
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) -> float:
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allocations = control_point.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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class_cost = 0
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total_cost = 0
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for unit_type, count in allocations.all.items():
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cost = unit_type.price * count
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total_cost += cost
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if unit_type.unit_class is unit_class:
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class_cost += cost
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if not total_cost:
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return 0
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return class_cost / total_cost
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