dcs_liberation/game/procurement.py
RndName 2c17a9a52e Refactor Templates to Layouts, Review and Cleanup
- Fix tgogenerator
- Fix UI for ForceGroup and Layouts
- Fix ammo depot handling
- Split bigger files in smaller meaningful files (TGO, layouts, forces)
- Renamed Template to Layout
- Renamed GroundGroup to TheaterGroup and GroundUnit to TheaterUnit
- Reorganize Layouts and UnitGroups to a ArmedForces class and ForceGroup similar to the AirWing and Squadron
- Reworded the UnitClass, GroupRole, GroupTask (adopted to PEP8) and reworked the connection from Role and Task
- added comments
- added missing unit classes
- added temp workaround for missing classes
- add repariable property to TheaterUnit
- Review and Cleanup

Added serialization for loaded templates

Loading the templates from the .miz files takes a lot of computation time and in the future there will be more templates added to the system. Therefore a local pickle serialization for the loaded templates was re-added:
- The pickle will be created the first time the TemplateLoader will be accessed
- Pickle is stored in Liberation SaveDir
- Added UI option to (re-)import templates
2022-02-21 20:45:41 +01:00

318 lines
11 KiB
Python

from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
from game.config import RUNWAY_REPAIR_COST
from game.data.units import UnitClass
from game.dcs.groundunittype import GroundUnitType
from game.theater import ControlPoint, MissionTarget
if TYPE_CHECKING:
from game import Game
from game.ato import FlightType
from game.factions.faction import Faction
from game.squadrons import Squadron
FRONTLINE_RESERVES_FACTOR = 1.3
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
task_capability: FlightType
number: int
def __str__(self) -> str:
task = self.task_capability.value
target = self.near.name
return f"{self.number} ship {task} near {target}"
class ProcurementAi:
def __init__(
self,
game: Game,
for_player: bool,
faction: Faction,
manage_runways: bool,
manage_front_line: bool,
manage_aircraft: bool,
) -> None:
self.game = game
self.is_player = for_player
self.air_wing = game.air_wing_for(for_player)
self.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def calculate_ground_unit_budget_share(self) -> float:
armor_investment = 0
aircraft_investment = 0
# faction has no ground units
if (
len(self.faction.artillery_units) == 0
and len(self.faction.frontline_units) == 0
):
return 0
# faction has no planes
if len(self.faction.aircrafts) == 0:
return 1
for cp in self.owned_points:
cp_ground_units = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
armor_investment += cp_ground_units.total_value
cp_aircraft = cp.allocated_aircraft()
aircraft_investment += cp_aircraft.total_value
total_investment = aircraft_investment + armor_investment
if total_investment == 0:
# Turn 0 or all units were destroyed. Either way, split 30/70.
return 0.3
# the more planes we have, the more ground units we want and vice versa
ground_unit_share = aircraft_investment / total_investment
if ground_unit_share > 1.0:
raise ValueError
return ground_unit_share
def spend_budget(self, budget: float) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = budget * self.calculate_ground_unit_budget_share()
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
if self.manage_aircraft:
budget = self.purchase_aircraft(budget)
return budget
def repair_runways(self, budget: float) -> float:
for control_point in self.owned_points:
if budget < RUNWAY_REPAIR_COST:
break
if control_point.runway_can_be_repaired:
control_point.begin_runway_repair()
budget -= RUNWAY_REPAIR_COST
if self.is_player:
self.game.message(
"OPFOR has begun repairing the runway at " f"{control_point}"
)
else:
self.game.message(
"We have begun repairing the runway at " f"{control_point}"
)
return budget
def affordable_ground_unit_of_class(
self, budget: float, unit_class: UnitClass
) -> Optional[GroundUnitType]:
faction_units = set(self.faction.frontline_units) | set(
self.faction.artillery_units
)
of_class = {u for u in faction_units if u.unit_class is unit_class}
# faction has no access to needed unit type, take a random unit
if not of_class:
of_class = faction_units
affordable_units = [u for u in of_class if u.price <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: float) -> float:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
# TODO: Attempt to transfer from reserves.
while budget > 0:
cp = self.ground_reinforcement_candidate()
if cp is None:
break
most_needed_type = self.most_needed_unit_class(cp)
unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
if unit is None:
# Can't afford any more units.
break
budget -= unit.price
cp.ground_unit_orders.order({unit: 1})
return budget
def most_needed_unit_class(self, cp: ControlPoint) -> UnitClass:
worst_balanced: Optional[UnitClass] = None
worst_fulfillment = math.inf
for unit_class in UnitClass:
if not self.faction.has_access_to_unit_class(unit_class):
continue
current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
desired_ratio = (
self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
unit_class
)
)
if not desired_ratio:
continue
if current_ratio >= desired_ratio:
continue
fulfillment = current_ratio / desired_ratio
if fulfillment < worst_fulfillment:
worst_fulfillment = fulfillment
worst_balanced = unit_class
if worst_balanced is None:
return UnitClass.TANK
return worst_balanced
@staticmethod
def fulfill_aircraft_request(
squadrons: list[Squadron], quantity: int, budget: float
) -> Tuple[float, bool]:
for squadron in squadrons:
price = squadron.aircraft.price * quantity
# Final check to make sure the number of aircraft won't exceed the number of available pilots
# after fulfilling this aircraft request.
if (
squadron.pilot_limits_enabled
and squadron.expected_size_next_turn + quantity
> squadron.expected_pilots_next_turn
):
continue
if price > budget:
continue
squadron.pending_deliveries += quantity
budget -= price
return budget, True
return budget, False
def purchase_aircraft(self, budget: float) -> float:
for request in self.game.coalition_for(self.is_player).procurement_requests:
squadrons = list(self.best_squadrons_for(request))
if not squadrons:
# No airbases in range of this request. Skip it.
continue
budget, fulfilled = self.fulfill_aircraft_request(
squadrons, request.number, budget
)
if not fulfilled:
# The request was not fulfilled because we could not afford any suitable
# aircraft. Rather than continuing, which could proceed to buy tons of
# cheap escorts that will never allow us to plan a strike package, stop
# buying so we can save the budget until a turn where we *can* afford to
# fill the package.
break
return budget
@property
def owned_points(self) -> List[ControlPoint]:
if self.is_player:
return self.game.theater.player_points()
else:
return self.game.theater.enemy_points()
def best_squadrons_for(
self, request: AircraftProcurementRequest
) -> Iterator[Squadron]:
threatened = []
for squadron in self.air_wing.best_squadrons_for(
request.near, request.task_capability, request.number, this_turn=False
):
if not squadron.can_provide_pilots(request.number):
continue
if squadron.location.unclaimed_parking() < request.number:
continue
if self.threat_zones.threatened(squadron.location.position):
threatened.append(squadron)
continue
yield squadron
yield from threatened
def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
worst_supply = math.inf
understaffed: Optional[ControlPoint] = None
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if not cp.has_active_frontline:
continue
if not cp.has_ground_unit_source(self.game):
# No source of ground units, so can't buy anything.
continue
purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
allocated = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
if allocated.total >= purchase_target:
# Control point is already sufficiently defended.
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
if understaffed is not None:
return understaffed
# Otherwise buy reserves, but don't exceed the amount defined in the settings.
# These units do not exist in the world until the CP becomes
# connected to an active front line, at which point all these units
# will suddenly appear at the gates of the newly captured CP.
#
# To avoid sudden overwhelming numbers of units we avoid buying
# many.
#
# Also, do not bother buying units at bases that will never connect
# to a front line.
for cp in self.owned_points:
if cp.is_global:
continue
if not cp.can_recruit_ground_units(self.game):
continue
allocated = cp.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
if allocated.total >= self.game.settings.reserves_procurement_target:
continue
if allocated.total < worst_supply:
worst_supply = allocated.total
understaffed = cp
return understaffed
def cost_ratio_of_ground_unit(
self, control_point: ControlPoint, unit_class: UnitClass
) -> float:
allocations = control_point.allocated_ground_units(
self.game.coalition_for(self.is_player).transfers
)
class_cost = 0
total_cost = 0
for unit_type, count in allocations.all.items():
cost = unit_type.price * count
total_cost += cost
if unit_type.unit_class is unit_class:
class_cost += cost
if not total_cost:
return 0
return class_cost / total_cost