from __future__ import annotations import logging from collections import defaultdict from dataclasses import dataclass, field from functools import singledispatchmethod from typing import Dict, Generic, Iterator, List, Optional, TYPE_CHECKING, Type, TypeVar from dcs.mapping import Point from dcs.unittype import FlyingType, VehicleType from game.procurement import AircraftProcurementRequest from game.utils import meters, nautical_miles from gen.ato import Package from gen.flights.ai_flight_planner_db import TRANSPORT_CAPABLE from gen.flights.closestairfields import ObjectiveDistanceCache from gen.flights.flightplan import FlightPlanBuilder from game.theater import ControlPoint, MissionTarget from game.theater.supplyroutes import RoadNetwork, ShippingNetwork, SupplyRoute from gen.naming import namegen from gen.flights.flight import Flight, FlightType if TYPE_CHECKING: from game import Game from game.inventory import ControlPointAircraftInventory class Transport: def find_escape_route(self) -> Optional[ControlPoint]: raise NotImplementedError def description(self) -> str: raise NotImplementedError @dataclass class TransferOrder: """The base type of all transfer orders. A transfer order can transfer multiple units of multiple types. """ #: The location the units are transferring from. origin: ControlPoint #: The location the units are transferring to. destination: ControlPoint #: The current position of the group being transferred. Groups may make multiple #: stops and can switch transport modes before reaching their destination. position: ControlPoint = field(init=False) #: True if the transfer order belongs to the player. player: bool = field(init=False) #: The units being transferred. units: Dict[Type[VehicleType], int] transport: Optional[Transport] = field(default=None) def __post_init__(self) -> None: self.position = self.origin self.player = self.origin.is_friendly(to_player=True) @property def description(self) -> str: if self.transport is None: return "No transports available" return self.transport.description() def kill_all(self) -> None: self.units.clear() def kill_unit(self, unit_type: Type[VehicleType]) -> None: if unit_type in self.units: self.units[unit_type] -= 1 return raise KeyError @property def size(self) -> int: return sum(c for c in self.units.values()) def iter_units(self) -> Iterator[Type[VehicleType]]: for unit_type, count in self.units.items(): for _ in range(count): yield unit_type @property def completed(self) -> bool: return self.destination == self.position or not self.units def disband_at(self, location: ControlPoint) -> None: logging.info(f"Units halting at {location}.") location.base.commision_units(self.units) self.units.clear() def proceed(self) -> None: if self.transport is None: return if not self.destination.is_friendly(self.player): logging.info(f"Transfer destination {self.destination} was captured.") if self.position.is_friendly(self.player): self.disband_at(self.position) elif (escape_route := self.transport.find_escape_route()) is not None: self.disband_at(escape_route) else: logging.info( f"No escape route available. Units were surrounded and destroyed " "during transfer." ) self.kill_all() return self.position = self.destination self.transport = None if self.completed: self.disband_at(self.position) @dataclass class Airlift(Transport): """A transfer order that moves units by cargo planes and helicopters.""" transfer: TransferOrder flight: Flight @property def units(self) -> Dict[Type[VehicleType], int]: return self.transfer.units @property def player_owned(self) -> bool: return self.transfer.player def find_escape_route(self) -> Optional[ControlPoint]: # TODO: Move units to closest base. return None def description(self) -> str: return f"Being airlifted by {self.flight}" class AirliftPlanner: #: Maximum range from for any link in the route of takeoff, pickup, dropoff, and RTB #: for a helicopter to be considered for airlift. Total route length is not #: considered because the helicopter can refuel at each stop. Cargo planes have no #: maximum range. HELO_MAX_RANGE = nautical_miles(100) def __init__(self, game: Game, transfer: TransferOrder) -> None: self.game = game self.transfer = transfer self.for_player = transfer.destination.captured self.package = Package(target=transfer.destination, auto_asap=True) def compatible_with_mission( self, unit_type: Type[FlyingType], airfield: ControlPoint ) -> bool: if not unit_type in TRANSPORT_CAPABLE: return False if not self.transfer.origin.can_operate(unit_type): return False if not self.transfer.destination.can_operate(unit_type): return False # Cargo planes have no maximum range. if not unit_type.helicopter: return True # A helicopter that is transport capable and able to operate at both bases. Need # to check that no leg of the journey exceeds the maximum range. This doesn't # account for any routing around threats that might take place, but it's close # enough. home = airfield.position pickup = self.transfer.position.position drop_off = self.transfer.position.position if meters(home.distance_to_point(pickup)) > self.HELO_MAX_RANGE: return False if meters(pickup.distance_to_point(drop_off)) > self.HELO_MAX_RANGE: return False if meters(drop_off.distance_to_point(home)) > self.HELO_MAX_RANGE: return False return True def create_package_for_airlift(self) -> None: distance_cache = ObjectiveDistanceCache.get_closest_airfields( self.transfer.position ) for cp in distance_cache.closest_airfields: if cp.captured != self.for_player: continue inventory = self.game.aircraft_inventory.for_control_point(cp) for unit_type, available in inventory.all_aircraft: if self.compatible_with_mission(unit_type, cp): while available and self.transfer.transport is None: flight_size = self.create_airlift_flight(unit_type, inventory) available -= flight_size if self.package.flights: self.game.ato_for(self.for_player).add_package(self.package) def create_airlift_flight( self, unit_type: Type[FlyingType], inventory: ControlPointAircraftInventory ) -> int: available = inventory.available(unit_type) # 4 is the max flight size in DCS. flight_size = min(self.transfer.size, available, 4) if flight_size < self.transfer.size: transfer = self.game.transfers.split_transfer(self.transfer, flight_size) else: transfer = self.transfer flight = Flight( self.package, self.game.player_country, unit_type, flight_size, FlightType.TRANSPORT, self.game.settings.default_start_type, departure=inventory.control_point, arrival=inventory.control_point, divert=None, cargo=transfer, ) transport = Airlift(transfer, flight) transfer.transport = transport self.package.add_flight(flight) planner = FlightPlanBuilder(self.game, self.package, self.for_player) planner.populate_flight_plan(flight) self.game.aircraft_inventory.claim_for_flight(flight) return flight_size class MultiGroupTransport(MissionTarget, Transport): def __init__( self, name: str, origin: ControlPoint, destination: ControlPoint ) -> None: super().__init__(name, origin.position) self.origin = origin self.destination = destination self.transfers: List[TransferOrder] = [] def is_friendly(self, to_player: bool) -> bool: return self.origin.captured def add_units(self, transfer: TransferOrder) -> None: self.transfers.append(transfer) transfer.transport = self def remove_units(self, transfer: TransferOrder) -> None: transfer.transport = None self.transfers.remove(transfer) def kill_unit(self, unit_type: Type[VehicleType]) -> None: for transfer in self.transfers: try: transfer.kill_unit(unit_type) return except KeyError: pass raise KeyError def kill_all(self) -> None: for transfer in self.transfers: transfer.kill_all() def disband(self) -> None: for transfer in list(self.transfers): self.remove_units(transfer) self.transfers.clear() @property def size(self) -> int: return sum(sum(t.units.values()) for t in self.transfers) @property def units(self) -> Dict[Type[VehicleType], int]: units: Dict[Type[VehicleType], int] = defaultdict(int) for transfer in self.transfers: for unit_type, count in transfer.units.items(): units[unit_type] += count return units @property def player_owned(self) -> bool: return self.origin.captured def find_escape_route(self) -> Optional[ControlPoint]: raise NotImplementedError def description(self) -> str: raise NotImplementedError class Convoy(MultiGroupTransport): def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None: super().__init__(namegen.next_convoy_name(), origin, destination) def mission_types(self, for_player: bool) -> Iterator[FlightType]: if self.is_friendly(for_player): return yield FlightType.BAI yield from super().mission_types(for_player) @property def route_start(self) -> Point: return self.origin.convoy_spawns[self.destination] @property def route_end(self) -> Point: return self.destination.convoy_spawns[self.origin] def description(self) -> str: return f"In a convoy to {self.destination}" def find_escape_route(self) -> Optional[ControlPoint]: return None class CargoShip(MultiGroupTransport): def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None: super().__init__(namegen.next_cargo_ship_name(), origin, destination) def mission_types(self, for_player: bool) -> Iterator[FlightType]: if self.is_friendly(for_player): return yield FlightType.ANTISHIP yield from super().mission_types(for_player) @property def route(self) -> List[Point]: return self.origin.shipping_lanes[self.destination] def description(self) -> str: return f"On a ship to {self.destination}" def find_escape_route(self) -> Optional[ControlPoint]: return None TransportType = TypeVar("TransportType", bound=MultiGroupTransport) class TransportMap(Generic[TransportType]): def __init__(self) -> None: # Dict of origin -> destination -> transport. self.transports: Dict[ ControlPoint, Dict[ControlPoint, TransportType] ] = defaultdict(dict) def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> TransportType: raise NotImplementedError def transport_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool: return destination in self.transports[origin] def find_transport( self, origin: ControlPoint, destination: ControlPoint ) -> Optional[TransportType]: return self.transports[origin].get(destination) def find_or_create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> TransportType: transport = self.find_transport(origin, destination) if transport is None: transport = self.create_transport(origin, destination) self.transports[origin][destination] = transport return transport def departing_from(self, origin: ControlPoint) -> Iterator[TransportType]: yield from self.transports[origin].values() def travelling_to(self, destination: ControlPoint) -> Iterator[TransportType]: for destination_dict in self.transports.values(): if destination in destination_dict: yield destination_dict[destination] def disband_transport(self, transport: TransportType) -> None: transport.disband() del self.transports[transport.origin][transport.destination] def network_for(self, control_point: ControlPoint) -> SupplyRoute: raise NotImplementedError def path_for(self, transfer: TransferOrder) -> List[ControlPoint]: supply_route = self.network_for(transfer.position) return supply_route.shortest_path_between( transfer.position, transfer.destination ) def next_stop_for(self, transfer: TransferOrder) -> ControlPoint: return self.path_for(transfer)[0] def add(self, transfer: TransferOrder) -> None: next_stop = self.next_stop_for(transfer) self.find_or_create_transport(transfer.position, next_stop).add_units(transfer) def remove(self, transport: TransportType, transfer: TransferOrder) -> None: transport.remove_units(transfer) if not transport.transfers: self.disband_transport(transport) def disband_all(self) -> None: for transport in list(self): self.disband_transport(transport) def __iter__(self) -> Iterator[TransportType]: for destination_dict in self.transports.values(): yield from destination_dict.values() class ConvoyMap(TransportMap): def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> Convoy: return Convoy(origin, destination) def network_for(self, control_point: ControlPoint) -> RoadNetwork: return RoadNetwork.for_control_point(control_point) class CargoShipMap(TransportMap): def create_transport( self, origin: ControlPoint, destination: ControlPoint ) -> CargoShip: return CargoShip(origin, destination) def network_for(self, control_point: ControlPoint) -> ShippingNetwork: return ShippingNetwork.for_control_point(control_point) class PendingTransfers: def __init__(self, game: Game) -> None: self.game = game self.convoys = ConvoyMap() self.cargo_ships = CargoShipMap() self.pending_transfers: List[TransferOrder] = [] def __iter__(self) -> Iterator[TransferOrder]: yield from self.pending_transfers @property def pending_transfer_count(self) -> int: return len(self.pending_transfers) def transfer_at_index(self, index: int) -> TransferOrder: return self.pending_transfers[index] def index_of_transfer(self, transfer: TransferOrder) -> int: return self.pending_transfers.index(transfer) def arrange_transport(self, transfer: TransferOrder) -> None: if transfer.destination in RoadNetwork.for_control_point(transfer.position): self.convoys.add(transfer) elif transfer.destination in ShippingNetwork.for_control_point( transfer.position ): self.cargo_ships.add(transfer) else: AirliftPlanner(self.game, transfer).create_package_for_airlift() def new_transfer(self, transfer: TransferOrder) -> None: transfer.origin.base.commit_losses(transfer.units) self.pending_transfers.append(transfer) self.arrange_transport(transfer) def split_transfer(self, transfer: TransferOrder, size: int) -> TransferOrder: """Creates a smaller transfer that is a subset of the original.""" if transfer.size <= size: raise ValueError units = {} for unit_type, remaining in transfer.units.items(): take = min(remaining, size) size -= take transfer.units[unit_type] -= take units[unit_type] = take if not size: break new_transfer = TransferOrder(transfer.origin, transfer.destination, units) self.pending_transfers.append(new_transfer) return new_transfer @singledispatchmethod def cancel_transport(self, transfer: TransferOrder, transport) -> None: pass @cancel_transport.register def _cancel_transport_air( self, _transfer: TransferOrder, transport: Airlift ) -> None: flight = transport.flight flight.package.remove_flight(flight) self.game.aircraft_inventory.return_from_flight(flight) def _cancel_transport_convoy( self, transfer: TransferOrder, transport: Convoy ) -> None: self.convoys.remove(transport, transfer) def _cancel_transport_cargo_ship( self, transfer: TransferOrder, transport: CargoShip ) -> None: self.cargo_ships.remove(transport, transfer) def cancel_transfer(self, transfer: TransferOrder) -> None: if transfer.transport is not None: self.cancel_transport(transfer, transfer.transport) self.pending_transfers.remove(transfer) transfer.origin.base.commision_units(transfer.units) def perform_transfers(self) -> None: incomplete = [] for transfer in self.pending_transfers: transfer.proceed() if not transfer.completed: incomplete.append(transfer) self.pending_transfers = incomplete self.convoys.disband_all() self.cargo_ships.disband_all() def plan_transports(self) -> None: for transfer in self.pending_transfers: if transfer.transport is None: self.arrange_transport(transfer) def order_airlift_assets(self) -> None: for control_point in self.game.theater.controlpoints: self.order_airlift_assets_at(control_point) @staticmethod def desired_airlift_capacity(control_point: ControlPoint) -> int: return 4 if control_point.has_factory else 0 def current_airlift_capacity(self, control_point: ControlPoint) -> int: inventory = self.game.aircraft_inventory.for_control_point(control_point) return sum( count for unit_type, count in inventory.all_aircraft if unit_type in TRANSPORT_CAPABLE ) def order_airlift_assets_at(self, control_point: ControlPoint) -> None: gap = self.desired_airlift_capacity( control_point ) - self.current_airlift_capacity(control_point) if gap <= 0: return if gap % 2: # Always buy in pairs since we're not trying to fill odd squadrons. Purely # aesthetic. gap += 1 self.game.procurement_requests_for(player=control_point.captured).append( AircraftProcurementRequest( control_point, nautical_miles(200), FlightType.TRANSPORT, gap ) )