from __future__ import annotations import itertools import operator from abc import abstractmethod from dataclasses import dataclass, field from enum import unique, IntEnum, auto from typing import TYPE_CHECKING, Optional, Generic, TypeVar, Iterator, Union from game.commander.missionproposals import ProposedFlight, EscortType, ProposedMission from game.commander.packagefulfiller import PackageFulfiller from game.commander.tasks.theatercommandertask import TheaterCommanderTask from game.commander.theaterstate import TheaterState from game.settings import AutoAtoBehavior from game.theater import MissionTarget from game.theater.theatergroundobject import IadsGroundObject, NavalGroundObject from game.utils import Distance, meters from gen.ato import Package from gen.flights.flight import FlightType if TYPE_CHECKING: from game.coalition import Coalition MissionTargetT = TypeVar("MissionTargetT", bound=MissionTarget) @unique class RangeType(IntEnum): Detection = auto() Threat = auto() # TODO: Refactor so that we don't need to call up to the mission planner. # Bypass type checker due to https://github.com/python/mypy/issues/5374 @dataclass # type: ignore class PackagePlanningTask(TheaterCommanderTask, Generic[MissionTargetT]): target: MissionTargetT flights: list[ProposedFlight] = field(init=False) package: Optional[Package] = field(init=False, default=None) def __post_init__(self) -> None: self.flights = [] self.package = Package(self.target) def preconditions_met(self, state: TheaterState) -> bool: if ( state.context.coalition.player and state.context.settings.auto_ato_behavior is AutoAtoBehavior.Disabled ): return False return self.fulfill_mission(state) def execute(self, coalition: Coalition) -> None: if self.package is None: raise RuntimeError("Attempted to execute failed package planning task") for flight in self.package.flights: coalition.aircraft_inventory.claim_for_flight(flight) coalition.ato.add_package(self.package) @abstractmethod def propose_flights(self) -> None: ... def propose_flight( self, task: FlightType, num_aircraft: int, escort_type: Optional[EscortType] = None, ) -> None: self.flights.append(ProposedFlight(task, num_aircraft, escort_type)) @property def asap(self) -> bool: return False @property def purchase_multiplier(self) -> int: """The multiplier for aircraft quantity when missions could not be fulfilled. For missions that do not schedule in rounds like BARCAPs do, this should be one to ensure that the we only purchase enough aircraft to plan the mission once. For missions that repeat within the same turn, however, we may need to buy for the same mission more than once. If three rounds of BARCAP still need to be fulfilled, this would return 3, and we'd triplicate the purchase order. There is a small misbehavior here that's not symptomatic for our current mission planning: multi-round, multi-flight packages will only purchase multiple sets of aircraft for whatever is unavailable for the *first* failed package. For example, if we extend this to CAS and have no CAS aircraft but enough TARCAP aircraft for one round, we'll order CAS for every round but will not order any TARCAP aircraft, since we can't know that TARCAP aircraft are needed until we attempt to plan the second mission *without returning the first round aircraft*. """ return 1 def fulfill_mission(self, state: TheaterState) -> bool: self.propose_flights() fulfiller = PackageFulfiller( state.context.coalition, state.context.theater, state.available_aircraft, state.context.settings, ) self.package = fulfiller.plan_mission( ProposedMission(self.target, self.flights), self.purchase_multiplier, state.context.tracer, ) return self.package is not None def propose_common_escorts(self) -> None: self.propose_flight(FlightType.SEAD_ESCORT, 2, EscortType.Sead) self.propose_flight(FlightType.ESCORT, 2, EscortType.AirToAir) def iter_iads_ranges( self, state: TheaterState, range_type: RangeType ) -> Iterator[Union[IadsGroundObject, NavalGroundObject]]: target_ranges: list[ tuple[Union[IadsGroundObject, NavalGroundObject], Distance] ] = [] all_iads: Iterator[ Union[IadsGroundObject, NavalGroundObject] ] = itertools.chain(state.enemy_air_defenses, state.enemy_ships) for target in all_iads: distance = meters(target.distance_to(self.target)) if range_type is RangeType.Detection: target_range = target.max_detection_range() elif range_type is RangeType.Threat: target_range = target.max_threat_range() else: raise ValueError(f"Unknown RangeType: {range_type}") if not target_range: continue # IADS out of range of our target area will have a positive # distance_to_threat and should be pruned. The rest have a decreasing # distance_to_threat as overlap increases. The most negative distance has # the greatest coverage of the target and should be treated as the highest # priority threat. distance_to_threat = distance - target_range if distance_to_threat > meters(0): continue target_ranges.append((target, distance_to_threat)) # TODO: Prioritize IADS by vulnerability? target_ranges = sorted(target_ranges, key=operator.itemgetter(1)) for target, _range in target_ranges: yield target def iter_detecting_iads( self, state: TheaterState ) -> Iterator[Union[IadsGroundObject, NavalGroundObject]]: return self.iter_iads_ranges(state, RangeType.Detection) def iter_iads_threats( self, state: TheaterState ) -> Iterator[Union[IadsGroundObject, NavalGroundObject]]: return self.iter_iads_ranges(state, RangeType.Threat) def target_area_preconditions_met( self, state: TheaterState, ignore_iads: bool = False ) -> bool: """Checks if the target area has been cleared of threats.""" threatened = False # Non-blocking, but analyzed so we can pick detectors worth eliminating. for detector in self.iter_detecting_iads(state): if detector not in state.detecting_air_defenses: state.detecting_air_defenses.append(detector) if not ignore_iads: for iads_threat in self.iter_iads_threats(state): threatened = True if iads_threat not in state.threatening_air_defenses: state.threatening_air_defenses.append(iads_threat) return not threatened