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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Blacken.
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@@ -35,9 +35,16 @@ class AircraftProcurementRequest:
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class ProcurementAi:
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def __init__(self, game: Game, for_player: bool, faction: Faction,
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manage_runways: bool, manage_front_line: bool,
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manage_aircraft: bool, front_line_budget_share: float) -> None:
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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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front_line_budget_share: float,
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) -> None:
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if front_line_budget_share > 1.0:
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raise ValueError
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@@ -51,8 +58,8 @@ class ProcurementAi:
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self.threat_zones = self.game.threat_zone_for(not self.is_player)
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def spend_budget(
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self, budget: float,
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aircraft_requests: List[AircraftProcurementRequest]) -> float:
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self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
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) -> 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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@@ -100,25 +107,30 @@ class ProcurementAi:
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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 "
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f"{control_point}"
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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 "
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f"{control_point}"
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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 random_affordable_ground_unit(
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self, budget: float,
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cp: ControlPoint) -> Optional[Type[VehicleType]]:
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affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
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db.PRICES[u] <= budget]
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self, budget: float, cp: ControlPoint
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) -> Optional[Type[VehicleType]]:
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affordable_units = [
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u
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for u in self.faction.frontline_units + self.faction.artillery_units
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if db.PRICES[u] <= budget
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]
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total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
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total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
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max_aa = math.ceil(total_non_aa/8)
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total_number_aa = (
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cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
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)
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total_non_aa = (
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cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
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)
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max_aa = math.ceil(total_non_aa / 8)
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# Limit the number of AA units the AI will buy
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if not total_number_aa < max_aa:
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@@ -150,8 +162,12 @@ class ProcurementAi:
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return budget
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def _affordable_aircraft_of_types(
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self, types: List[Type[FlyingType]], airbase: ControlPoint,
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number: int, max_price: float) -> Optional[Type[FlyingType]]:
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self,
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types: List[Type[FlyingType]],
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airbase: ControlPoint,
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number: int,
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max_price: float,
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) -> Optional[Type[FlyingType]]:
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best_choice: Optional[Type[FlyingType]] = None
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for unit in [u for u in self.faction.aircrafts if u in types]:
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if db.PRICES[unit] * number > max_price:
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@@ -168,15 +184,15 @@ class ProcurementAi:
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return best_choice
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def affordable_aircraft_for(
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self, request: AircraftProcurementRequest,
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airbase: ControlPoint, budget: float) -> Optional[Type[FlyingType]]:
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self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
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) -> Optional[Type[FlyingType]]:
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return self._affordable_aircraft_of_types(
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aircraft_for_task(request.task_capability),
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airbase, request.number, budget)
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aircraft_for_task(request.task_capability), airbase, request.number, budget
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)
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def purchase_aircraft(
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self, budget: float,
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aircraft_requests: List[AircraftProcurementRequest]) -> float:
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self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
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) -> float:
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for request in aircraft_requests:
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for airbase in self.best_airbases_for(request):
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unit = self.affordable_aircraft_for(request, airbase, budget)
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@@ -201,11 +217,9 @@ class ProcurementAi:
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return self.game.theater.enemy_points()
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def best_airbases_for(
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self,
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request: AircraftProcurementRequest) -> Iterator[ControlPoint]:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(
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request.near
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)
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self, request: AircraftProcurementRequest
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) -> Iterator[ControlPoint]:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
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threatened = []
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for cp in distance_cache.airfields_within(request.range):
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if not cp.is_friendly(self.is_player):
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