Dan Albert ff083942e8 Replace mission planning UI.
Mission planning has been completely redone. Missions are now planned
by right clicking the target area and choosing "New package".

A package can include multiple flights for the same objective. Right
now the automatic flight planner is only fragging single-flight
packages in the same manner that it used to, but that can be improved
now.

The air tasking order (ATO) is now the left bar of the main UI. This
shows every fragged package, and the flights in the selected package.
The info bar that was previously on the left is now a smaller bar at
the bottom of the screen. The old "Mission Planning" button is now
just the "Take Off" button.

The flight plan display no longer shows enemy flight plans. That could
be re-added if needed, probably with a difficulty/cheat option.

Aircraft inventories have been disassociated from the Planner class.
Aircraft inventories are now stored globally in the Game object.

Save games made prior to this update will not be compatible do to the
changes in how aircraft inventories and planned flights are stored.
2020-09-27 13:44:58 -07:00

435 lines
16 KiB
Python

from datetime import datetime, timedelta
from game.db import REWARDS, PLAYER_BUDGET_BASE, sys
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from gen.ato import AirTaskingOrder
from gen.flights.ai_flight_planner import FlightPlanner
from gen.ground_forces.ai_ground_planner import GroundPlanner
from .event import *
from .settings import Settings
COMMISION_UNIT_VARIETY = 4
COMMISION_LIMITS_SCALE = 1.5
COMMISION_LIMITS_FACTORS = {
PinpointStrike: 10,
CAS: 5,
CAP: 8,
AirDefence: 8,
}
COMMISION_AMOUNTS_SCALE = 1.5
COMMISION_AMOUNTS_FACTORS = {
PinpointStrike: 3,
CAS: 1,
CAP: 2,
AirDefence: 0.8,
}
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_BASE = 30
PLAYER_INTERCEPT_GLOBAL_PROBABILITY_LOG = 2
PLAYER_BASEATTACK_THRESHOLD = 0.4
# amount of strength player bases recover for the turn
PLAYER_BASE_STRENGTH_RECOVERY = 0.2
# amount of strength enemy bases recover for the turn
ENEMY_BASE_STRENGTH_RECOVERY = 0.05
# cost of AWACS for single operation
AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 650
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2
class Game:
settings = None # type: Settings
budget = PLAYER_BUDGET_INITIAL
events = None # type: typing.List[Event]
pending_transfers = None # type: typing.Dict[]
ignored_cps = None # type: typing.Collection[ControlPoint]
turn = 0
game_stats: GameStats = None
current_unit_id = 0
current_group_id = 0
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime, settings):
self.settings = settings
self.events = []
self.theater = theater
self.player_name = player_name
self.player_country = db.FACTIONS[player_name]["country"]
self.enemy_name = enemy_name
self.enemy_country = db.FACTIONS[enemy_name]["country"]
self.turn = 0
self.date = datetime(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.game_stats.update(self)
self.planners = {}
self.ground_planners = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
self.__culling_points = self.compute_conflicts_position()
self.__frontlineData = []
self.__destroyed_units = []
self.jtacs = []
self.savepath = ""
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.aircraft_inventory = GlobalAircraftInventory(
self.theater.controlpoints
)
self.sanitize_sides()
def sanitize_sides(self):
"""
Make sure the opposing factions are using different countries
:return:
"""
if self.player_country == self.enemy_country:
if self.player_country == "USA":
self.enemy_country = "USAF Aggressors"
elif self.player_country == "Russia":
self.enemy_country = "USSR"
else:
self.enemy_country = "Russia"
@property
def player_faction(self):
return db.FACTIONS[self.player_name]
@property
def enemy_faction(self):
return db.FACTIONS[self.enemy_name]
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
return 100
else:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
def _generate_events(self):
for player_cp, enemy_cp in self.theater.conflicts(True):
self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
if for_task == AirDefence and not self.settings.sams:
return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
else:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
def _commision_units(self, cp: ControlPoint):
for for_task in [CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_LIMITS_SCALE) * self.settings.multiplier
missing_units = limit - cp.base.total_units(for_task)
if missing_units > 0:
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
if points_to_spend > 0:
unittypes = self.commision_unit_types(cp, for_task)
if len(unittypes) > 0:
d = {random.choice(unittypes): points_to_spend}
logging.info("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@property
def budget_reward_amount(self):
reward = 0
if len(self.theater.player_points()) > 0:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys():
reward = reward + REWARDS[g.category]
return reward
else:
return reward
def _budget_player(self):
self.budget += self.budget_reward_amount
def awacs_expense_commit(self):
self.budget -= AWACS_BUDGET_COST
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
defender_name=self.player_name,
from_cp=to_cp,
to_cp=to_cp,
game=self)
self.events.append(event)
return event
def units_delivery_remove(self, event: Event):
if event in self.events:
self.events.remove(event)
def initiate_event(self, event: Event):
#assert event in self.events
logging.info("Generating {} (regular)".format(event))
event.generate()
def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
if event.is_successfull(debriefing):
self.budget += event.bonus()
if event in self.events:
self.events.remove(event)
else:
logging.info("finish_event: event not in the events!")
def is_player_attack(self, event):
if isinstance(event, Event):
return event.attacker_name == self.player_name
else:
return event.name == self.player_name
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn = self.turn + 1
for event in self.events:
if self.settings.version == "dev":
# don't damage player CPs in by skipping in dev mode
if isinstance(event, UnitsDeliveryEvent):
event.skip()
else:
event.skip()
self._enemy_reinforcement()
self._budget_player()
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
else:
for cp in self.theater.player_points():
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
self.ignored_cps = []
if ignored_cps:
self.ignored_cps = ignored_cps
self.events = [] # type: typing.List[Event]
self._generate_events()
# Update statistics
self.game_stats.update(self)
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
# Plan flights & combat for next turn
self.__culling_points = self.compute_conflicts_position()
self.planners = {}
self.ground_planners = {}
self.blue_ato.clear()
self.red_ato.clear()
for cp in self.theater.controlpoints:
if cp.has_runway():
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
# Autosave progress
persistency.autosave(self)
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases
"""
MAX_ARMOR = 30 * self.settings.multiplier
MAX_AIRCRAFT = 25 * self.settings.multiplier
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys():
production = production + REWARDS[g.category]
production = production * 0.75
budget_for_armored_units = production / 2
budget_for_aircraft = production / 2
potential_cp_armor = []
for cp in self.theater.enemy_points():
for cpe in cp.connected_points:
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
potential_cp_armor.append(cp)
if len(potential_cp_armor) == 0:
potential_cp_armor = self.theater.enemy_points()
i = 0
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
print("Enemy Recruiting")
print(potential_cp_armor)
print(budget_for_armored_units)
print(potential_units)
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_armored_units > 0:
i = i + 1
if i > 50 or budget_for_armored_units <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_armor >= MAX_ARMOR:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_armored_units -= price * 2
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
if budget_for_armored_units > 0:
budget_for_aircraft += budget_for_armored_units
potential_units = [u for u in db.FACTIONS[self.enemy_name]["units"] if
u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_aircraft > 0:
i = i + 1
if i > 50 or budget_for_aircraft <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_planes >= MAX_AIRCRAFT:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_aircraft -= price * 2
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
@property
def current_turn_daytime(self):
return ["dawn", "day", "dusk", "night"][self.turn % 4]
@property
def current_day(self):
return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self):
"""
Next unit id for pre-generated units
"""
self.current_unit_id += 1
return self.current_unit_id
def next_group_id(self):
"""
Next unit id for pre-generated units
"""
self.current_group_id += 1
return self.current_group_id
def compute_conflicts_position(self):
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
"""
points = []
# By default, use the existing frontline conflict position
for conflict in self.theater.conflicts():
points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
points.append(conflict[0].position)
points.append(conflict[1].position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
cpoint = None
min_distance = sys.maxsize
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
if d < min_distance:
min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
points.append(cp.position)
points.append(cp2.position)
break
if cpoint is not None:
break
if cpoint is not None:
points.append(cpoint)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0:
points.append(Point(0, 0))
return points
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
if self.theater.is_on_land(pos):
self.__destroyed_units.append(data)
def get_destroyed_units(self):
return self.__destroyed_units
def position_culled(self, pos):
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
:return: True if units can not be added at given position
"""
if self.settings.perf_culling == False:
return False
else:
for c in self.__culling_points:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
return True
# 1 = red, 2 = blue
def get_player_coalition_id(self):
return 2
def get_enemy_coalition_id(self):
return 1
def get_player_coalition(self):
return dcs.action.Coalition.Blue
def get_enemy_coalition(self):
return dcs.action.Coalition.Red
def get_player_color(self):
return "blue"
def get_enemy_color(self):
return "red"