Improve AI air defense target prioritization.

Target the air defenses whose *threat ranges* come closest to friendly
bases rather than the closest sites themselves. In other words, the
SA-10 that is 5 miles behind the SA-6 will now be the priority.

This also treats EWRs a bit differently. If they are not protected by a
SAM their detection range will be used for determining their "threat"
range. Otherwise a heuristic is used to determine whether or not they
can be safely attacked without encroaching on the covering SAM.
This commit is contained in:
Dan Albert 2021-05-28 19:19:40 -07:00
parent cea264e871
commit e6b9a73d03
4 changed files with 51 additions and 15 deletions

View File

@ -10,7 +10,8 @@ Saves from 2.5 are not compatible with 3.0.
* **[Campaign]** Non-control point FOBs will no longer spawn.
* **[Campaign]** Added squadrons and pilots. See https://github.com/dcs-liberation/dcs_liberation/wiki/Squadrons-and-pilots for more information.
* **[Campaign AI]** AI now considers Ju-88s for CAS, strike, and DEAD missions.
* **[Campaign AI]** AI planned AEW&C missions will now be scheduled ASAP.
* **[Campaign AI]** AI planned AEW&C missions will now be scheduled ASAP.
* **[Campaign AI]** AI now considers the range to the SAM's threat zone rather than the range to the SAM itself when determining target priorities.
* **[Flight Planner]** Desired mission length is now configurable (defaults to 60 minutes). A BARCAP will be planned every 30 minutes. Other packages will simply have their takeoffs spread out or compressed such that the last flight will take off around the mission end time.
* **[Flight Planner]** Flight plans now include bullseye waypoints.
* **[Flight Planner]** Differentiated SEAD and SEAD escort. SEAD is tasked with suppressing the package target, SEAD escort is tasked with protecting the package from all SAMs along its route.

View File

@ -168,9 +168,15 @@ class TheaterGroundObject(MissionTarget):
max_range = max(max_range, meters(unit_range))
return max_range
def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: Group) -> Distance:
return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance:
return max(self.threat_range(g) for g in self.groups)
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
return self._max_range_of_type(group, "threat_range")

View File

@ -13,7 +13,7 @@ from shapely.geometry import (
from shapely.geometry.base import BaseGeometry
from shapely.ops import nearest_points, unary_union
from game.theater import ControlPoint
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance, meters, nautical_miles
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight, FlightWaypoint
@ -92,6 +92,12 @@ class ThreatZones:
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@threatened_by_air_defense.register
def _threatened_by_air_defense_mission_target(self, target: MissionTarget) -> bool:
return self.threatened_by_air_defense(
self.dcs_to_shapely_point(target.position)
)
@singledispatchmethod
def threatened_by_radar_sam(self, target) -> bool:
raise NotImplementedError

View File

@ -18,6 +18,7 @@ from typing import (
Tuple,
Type,
TypeVar,
Union,
)
from dcs.unittype import FlyingType
@ -44,7 +45,7 @@ from game.theater.theatergroundobject import (
VehicleGroupGroundObject,
)
from game.transfers import CargoShip, Convoy
from game.utils import Distance, nautical_miles
from game.utils import Distance, nautical_miles, meters
from gen.ato import Package
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import (
@ -296,23 +297,35 @@ class ObjectiveFinder:
self.game = game
self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[TheaterGroundObject]:
def enemy_air_defenses(self) -> Iterator[tuple[TheaterGroundObject, Distance]]:
"""Iterates over all enemy SAM sites."""
doctrine = self.game.faction_for(self.is_player).doctrine
threat_zones = self.game.threat_zone_for(not self.is_player)
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
is_ewr = isinstance(ground_object, EwrGroundObject)
is_sam = isinstance(ground_object, SamGroundObject)
if not is_ewr and not is_sam:
continue
if ground_object.is_dead:
continue
# TODO: Yield in order of most threatening.
# Need to sort in order of how close their defensive range comes
# to friendly assets. To do that we need to add effective range
# information to the database.
yield ground_object
if isinstance(ground_object, EwrGroundObject):
if threat_zones.threatened_by_air_defense(ground_object):
# This is a very weak heuristic for determining whether the EWR
# is close enough to be worth targeting before a SAM that is
# covering it. Ingress distance corresponds to the beginning of
# the attack range and is sufficient for most standoff weapons,
# so treating the ingress distance as the threat distance sorts
# these EWRs such that they will be attacked before SAMs that do
# not threaten the ingress point, but after those that do.
target_range = doctrine.ingress_egress_distance
else:
# But if the EWR isn't covered then we should only be worrying
# about its detection range.
target_range = ground_object.max_detection_range()
elif isinstance(ground_object, SamGroundObject):
target_range = ground_object.max_threat_range()
else:
continue
yield ground_object, target_range
def threatening_air_defenses(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy SAMs in threat range of friendly control points.
@ -320,7 +333,17 @@ class ObjectiveFinder:
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_air_defenses())
target_ranges: list[tuple[TheaterGroundObject, Distance]] = []
for target, threat_range in self.enemy_air_defenses():
ranges: list[Distance] = []
for cp in self.friendly_control_points():
ranges.append(meters(target.distance_to(cp)) - threat_range)
target_ranges.append((target, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
"""Iterates over all enemy vehicle groups."""