from __future__ import annotations import logging from collections import defaultdict from dataclasses import dataclass, field from functools import singledispatchmethod from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type from dcs.unittype import FlyingType, VehicleType from gen.ato import Package from gen.flights.flightplan import FlightPlanBuilder from game.theater import ControlPoint, MissionTarget from game.theater.supplyroutes import 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: 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 create_package_for_airlift(self) -> None: for cp in self.game.theater.player_points(): inventory = self.game.aircraft_inventory.for_control_point(cp) for unit_type, available in inventory.all_aircraft: if unit_type.helicopter: while available and self.transfer.transport is None: flight_size = self.create_airlift_flight(unit_type, inventory) available -= flight_size 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 Convoy(MissionTarget, Transport): def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None: super().__init__(namegen.next_convoy_name(), origin.position) self.origin = origin self.destination = destination self.transfers: List[TransferOrder] = [] 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) 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: 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 @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]: return None def description(self) -> str: return f"In a convoy to {self.destination}" class ConvoyMap: def __init__(self) -> None: # Dict of origin -> destination -> convoy. self.convoys: Dict[ControlPoint, Dict[ControlPoint, Convoy]] = defaultdict(dict) def convoy_exists(self, origin: ControlPoint, destination: ControlPoint) -> bool: return destination in self.convoys[origin] def find_convoy( self, origin: ControlPoint, destination: ControlPoint ) -> Optional[Convoy]: return self.convoys[origin].get(destination) def find_or_create_convoy( self, origin: ControlPoint, destination: ControlPoint ) -> Convoy: convoy = self.find_convoy(origin, destination) if convoy is None: convoy = Convoy(origin, destination) self.convoys[origin][destination] = convoy return convoy def departing_from(self, origin: ControlPoint) -> Iterator[Convoy]: yield from self.convoys[origin].values() def travelling_to(self, destination: ControlPoint) -> Iterator[Convoy]: for destination_dict in self.convoys.values(): if destination in destination_dict: yield destination_dict[destination] def disband_convoy(self, convoy: Convoy) -> None: del self.convoys[convoy.origin][convoy.destination] @staticmethod def path_for(transfer: TransferOrder) -> List[ControlPoint]: supply_route = SupplyRoute.for_control_point(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_convoy(transfer.position, next_stop).add_units(transfer) def remove(self, convoy: Convoy, transfer: TransferOrder) -> None: convoy.remove_units(transfer) if not convoy.transfers: self.disband_convoy(convoy) def disband_all(self) -> None: self.convoys = defaultdict(dict) def __iter__(self) -> Iterator[Convoy]: for destination_dict in self.convoys.values(): yield from destination_dict.values() class PendingTransfers: def __init__(self, game: Game) -> None: self.game = game self.convoys = ConvoyMap() 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: supply_route = SupplyRoute.for_control_point(transfer.position) if transfer.destination in supply_route: self.convoys.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_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.rebuild_convoys() def rebuild_convoys(self) -> None: self.convoys.disband_all() for transfer in self.pending_transfers: self.arrange_transport(transfer)