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https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Cap squadron size, limit replenishment rate.
This caps squadrons to 12 pilots and limits their replenishment rate to 1 pilot per turn. Should probably make those values configurable, but they aren't currently. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1136
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ace42019fb
@ -4,9 +4,10 @@ Saves from 3.x are not compatible with 4.0.
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## Features/Improvements
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* **[Flight Planner]** Added ability to plan Tankers.
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* **[Campaign]** Squadrons now have a maximum size and killed pilots replenish at a limited rate.
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* **[Campaign AI]** AI will plan Tanker flights.
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* **[Factions]** Added more tankers to factions.
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* **[Flight Planner]** Added ability to plan Tankers.
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## Fixes
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@ -327,11 +327,14 @@ class Game:
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# one hop ahead. ControlPoint.process_turn handles unit deliveries.
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self.transfers.perform_transfers()
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# Needs to happen *before* planning transfers so we don't cancel the
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# Needs to happen *before* planning transfers so we don't cancel them.
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self.reset_ato()
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for control_point in self.theater.controlpoints:
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control_point.process_turn(self)
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self.blue_air_wing.replenish()
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self.red_air_wing.replenish()
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if not skipped and self.turn > 1:
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for cp in self.theater.player_points():
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cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
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@ -33,6 +33,15 @@ class Settings:
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player_income_multiplier: float = 1.0
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enemy_income_multiplier: float = 1.0
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: the campaign has started will have no immediate effect; pilots already in the
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: immediately created if the limit is raised.
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squadron_pilot_limit: int = 12
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#: The number of pilots a squadron can replace per turn.
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squadron_replenishment_rate: int = 1
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default_start_type: str = "Cold"
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# Mission specific
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@ -80,8 +80,17 @@ class Squadron:
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aircraft: AircraftType
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livery: Optional[str]
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mission_types: tuple[FlightType, ...]
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pilots: list[Pilot]
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available_pilots: list[Pilot] = field(init=False, hash=False, compare=False)
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#: The pool of pilots that have not yet been assigned to the squadron. This only
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#: happens when a preset squadron defines more preset pilots than the squadron limit
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#: allows. This pool will be consumed before random pilots are generated.
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pilot_pool: list[Pilot]
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current_roster: list[Pilot] = field(default_factory=list, init=False, hash=False)
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available_pilots: list[Pilot] = field(
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default_factory=list, init=False, hash=False, compare=False
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)
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auto_assignable_mission_types: set[FlightType] = field(
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init=False, hash=False, compare=False
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)
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@ -93,7 +102,9 @@ class Squadron:
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player: bool
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def __post_init__(self) -> None:
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self.available_pilots = list(self.active_pilots)
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if any(p.status is not PilotStatus.Active for p in self.pilot_pool):
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raise ValueError("Squadrons can only be created with active pilots.")
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self._recruit_pilots(self.game.settings.squadron_pilot_limit)
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self.auto_assignable_mission_types = set(self.mission_types)
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def __str__(self) -> str:
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@ -102,11 +113,8 @@ class Squadron:
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return f'{self.name} "{self.nickname}"'
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def claim_available_pilot(self) -> Optional[Pilot]:
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# No pilots available, so the preference is irrelevant. Create a new pilot and
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# return it.
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if not self.available_pilots:
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self.enlist_new_pilots(1)
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return self.available_pilots.pop()
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return None
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# For opfor, so player/AI option is irrelevant.
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if not self.player:
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@ -127,11 +135,12 @@ class Squadron:
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# No pilot was found that matched the user's preference.
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#
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# If they chose to *never* assign players and only players remain in the pool,
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# we cannot fill the slot with the available pilots. Recruit a new one.
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# we cannot fill the slot with the available pilots.
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#
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# If they prefer players and we're out of players, just return an AI pilot.
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# If they only *prefer* players and we're out of players, just return an AI
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# pilot.
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if not prefer_players:
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self.enlist_new_pilots(1)
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return None
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return self.available_pilots.pop()
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def claim_pilot(self, pilot: Pilot) -> None:
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@ -151,23 +160,45 @@ class Squadron:
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# repopulating the same size flight from the same squadron.
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self.available_pilots.extend(reversed(pilots))
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def enlist_new_pilots(self, count: int) -> None:
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new_pilots = [Pilot(self.faker.name()) for _ in range(count)]
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self.pilots.extend(new_pilots)
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def _recruit_pilots(self, count: int) -> None:
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new_pilots = self.pilot_pool[:count]
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self.pilot_pool = self.pilot_pool[count:]
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count -= len(new_pilots)
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new_pilots.extend([Pilot(self.faker.name()) for _ in range(count)])
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self.current_roster.extend(new_pilots)
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self.available_pilots.extend(new_pilots)
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def replenish_lost_pilots(self) -> None:
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replenish_count = min(
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self.game.settings.squadron_replenishment_rate,
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self.number_of_unfilled_pilot_slots,
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)
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if replenish_count > 0:
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self._recruit_pilots(replenish_count)
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def return_all_pilots(self) -> None:
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self.available_pilots = list(self.active_pilots)
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@staticmethod
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def send_on_leave(pilot: Pilot) -> None:
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pilot.send_on_leave()
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def return_from_leave(self, pilot: Pilot):
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if not self.has_unfilled_pilot_slots:
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raise RuntimeError(
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f"Cannot return {pilot} from leave because {self} is full"
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)
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pilot.return_from_leave()
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@property
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def faker(self) -> Faker:
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return self.game.faker_for(self.player)
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def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.pilots if p.status == status]
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return [p for p in self.current_roster if p.status == status]
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def _pilots_without_status(self, status: PilotStatus) -> list[Pilot]:
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return [p for p in self.pilots if p.status != status]
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return [p for p in self.current_roster if p.status != status]
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@property
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def active_pilots(self) -> list[Pilot]:
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@ -178,15 +209,30 @@ class Squadron:
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return self._pilots_with_status(PilotStatus.OnLeave)
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@property
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def number_of_pilots_including_dead(self) -> int:
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return len(self.pilots)
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def number_of_pilots_including_inactive(self) -> int:
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return len(self.current_roster)
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@property
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def number_of_living_pilots(self) -> int:
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return len(self._pilots_without_status(PilotStatus.Dead))
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def number_of_unfilled_pilot_slots(self) -> int:
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return self.game.settings.squadron_pilot_limit - len(self.active_pilots)
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@property
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def number_of_available_pilots(self) -> int:
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return len(self.available_pilots)
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@property
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def has_available_pilots(self) -> bool:
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return bool(self.available_pilots)
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@property
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def has_unfilled_pilot_slots(self) -> bool:
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return self.number_of_unfilled_pilot_slots > 0
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def can_auto_assign(self, task: FlightType) -> bool:
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return task in self.auto_assignable_mission_types
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def pilot_at_index(self, index: int) -> Pilot:
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return self.pilots[index]
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return self.current_roster[index]
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@classmethod
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def from_yaml(cls, path: Path, game: Game, player: bool) -> Squadron:
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@ -223,7 +269,7 @@ class Squadron:
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aircraft=unit_type,
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livery=data.get("livery"),
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mission_types=tuple(mission_types),
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pilots=pilots,
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pilot_pool=pilots,
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game=game,
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player=player,
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)
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@ -313,7 +359,7 @@ class AirWing:
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aircraft=aircraft,
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livery=None,
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mission_types=tuple(tasks_for_aircraft(aircraft)),
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pilots=[],
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pilot_pool=[],
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game=game,
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player=player,
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)
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@ -327,6 +373,13 @@ class AirWing:
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if task in squadron.mission_types:
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yield squadron
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def auto_assignable_for_task_with_type(
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self, aircraft: AircraftType, task: FlightType
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) -> Iterator[Squadron]:
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for squadron in self.squadrons_for(aircraft):
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if squadron.can_auto_assign(task) and squadron.has_available_pilots:
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yield squadron
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def squadron_for(self, aircraft: AircraftType) -> Squadron:
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return self.squadrons_for(aircraft)[0]
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@ -336,6 +389,10 @@ class AirWing:
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def squadron_at_index(self, index: int) -> Squadron:
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return list(self.iter_squadrons())[index]
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def replenish(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.replenish_lost_pilots()
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def reset(self) -> None:
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for squadron in self.iter_squadrons():
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squadron.return_all_pilots()
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@ -228,37 +228,41 @@ class AirliftPlanner:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(
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self.transfer.position
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)
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air_wing = self.game.air_wing_for(self.for_player)
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for cp in distance_cache.closest_airfields:
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if cp.captured != self.for_player:
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continue
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inventory = self.game.aircraft_inventory.for_control_point(cp)
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for unit_type, available in inventory.all_aircraft:
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squadrons = [
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s
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for s in self.game.air_wing_for(self.for_player).squadrons_for(
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unit_type
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)
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if FlightType.TRANSPORT in s.auto_assignable_mission_types
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]
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if not squadrons:
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continue
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squadron = squadrons[0]
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if self.compatible_with_mission(unit_type, cp):
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while available and self.transfer.transport is None:
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flight_size = self.create_airlift_flight(squadron, inventory)
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available -= flight_size
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squadrons = air_wing.auto_assignable_for_task_with_type(
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unit_type, FlightType.TRANSPORT
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)
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for squadron in squadrons:
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if self.compatible_with_mission(unit_type, cp):
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while (
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available
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and squadron.has_available_pilots
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and self.transfer.transport is None
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):
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flight_size = self.create_airlift_flight(
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squadron, inventory
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)
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available -= flight_size
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if self.package.flights:
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self.game.ato_for(self.for_player).add_package(self.package)
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def create_airlift_flight(
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self, squadron: Squadron, inventory: ControlPointAircraftInventory
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) -> int:
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available = inventory.available(squadron.aircraft)
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available_aircraft = inventory.available(squadron.aircraft)
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capacity_each = 1 if squadron.aircraft.dcs_unit_type.helicopter else 2
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required = math.ceil(self.transfer.size / capacity_each)
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flight_size = min(
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required, available, squadron.aircraft.dcs_unit_type.group_size_max
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required,
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available_aircraft,
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squadron.aircraft.dcs_unit_type.group_size_max,
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squadron.number_of_available_pilots,
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)
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capacity = flight_size * capacity_each
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@ -163,8 +163,6 @@ class AircraftAllocator:
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flight.max_distance
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)
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# Prefer using squadrons with pilots first
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best_understaffed: Optional[Tuple[ControlPoint, Squadron]] = None
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for airfield in airfields_in_range:
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if not airfield.is_friendly(self.is_player):
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continue
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@ -176,24 +174,14 @@ class AircraftAllocator:
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continue
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# Valid location with enough aircraft available. Find a squadron to fit
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# the role.
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for squadron in self.air_wing.squadrons_for(aircraft):
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if task not in squadron.auto_assignable_mission_types:
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continue
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if len(squadron.available_pilots) >= flight.num_aircraft:
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squadrons = self.air_wing.auto_assignable_for_task_with_type(
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aircraft, task
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)
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for squadron in squadrons:
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if squadron.number_of_available_pilots >= flight.num_aircraft:
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inventory.remove_aircraft(aircraft, flight.num_aircraft)
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return airfield, squadron
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# A compatible squadron that doesn't have enough pilots. Remember it
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# as a fallback in case we find no better choices.
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if best_understaffed is None:
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best_understaffed = airfield, squadron
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if best_understaffed is not None:
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airfield, squadron = best_understaffed
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self.global_inventory.for_control_point(airfield).remove_aircraft(
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squadron.aircraft, flight.num_aircraft
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)
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return best_understaffed
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return None
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class PackageBuilder:
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@ -424,7 +424,7 @@ class SquadronModel(QAbstractListModel):
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self.squadron = squadron
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def rowCount(self, parent: QModelIndex = QModelIndex()) -> int:
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return self.squadron.number_of_pilots_including_dead
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return self.squadron.number_of_pilots_including_inactive
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def data(self, index: QModelIndex, role: int = Qt.DisplayRole) -> Any:
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if not index.isValid():
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@ -462,9 +462,9 @@ class SquadronModel(QAbstractListModel):
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pilot = self.pilot_at_index(index)
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self.beginResetModel()
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if pilot.on_leave:
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pilot.return_from_leave()
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self.squadron.return_from_leave(pilot)
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else:
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pilot.send_on_leave()
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self.squadron.send_on_leave(pilot)
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self.endResetModel()
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def is_auto_assignable(self, task: FlightType) -> bool:
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@ -48,10 +48,10 @@ class SquadronDelegate(TwoColumnRowDelegate):
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return self.squadron(index).nickname or ""
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elif (row, column) == (1, 1):
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squadron = self.squadron(index)
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alive = squadron.number_of_living_pilots
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active = len(squadron.active_pilots)
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available = len(squadron.available_pilots)
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return f"{alive} pilots, {active} active, {available} unassigned"
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on_leave = len(squadron.pilots_on_leave)
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return f"{active} active, {available} unassigned, {on_leave} on leave"
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return ""
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@ -178,7 +178,9 @@ class SquadronDialog(QDialog):
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if self.check_disabled_button_states(self.toggle_leave_button, index):
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return
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pilot = self.squadron_model.pilot_at_index(index)
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self.toggle_leave_button.setEnabled(True)
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self.toggle_leave_button.setEnabled(
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not pilot.on_leave or self.squadron_model.squadron.has_unfilled_pilot_slots
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)
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self.toggle_leave_button.setText(
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"Return from leave" if pilot.on_leave else "Send on leave"
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)
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