Dan Albert 1e041b6249 Perform coalition-wide mission planning.
Mission planning on a per-control point basis lacked the context it
needed to make good decisions, and the ability to make larger missions
that pulled aircraft from multiple airfields.

The per-CP planners have been replaced in favor of a global planner
per coalition. The planner generates a list of potential missions in
order of priority and then allocates aircraft to the proposed flights
until no missions remain.

Mission planning behavior has changed:

* CAP flights will now only be generated for airfields within a
  predefined threat range of an enemy airfield.
* CAS, SEAD, and strike missions get escorts. Strike missions get a
  SEAD flight.
* CAS, SEAD, and strike missions will not be planned unless
  they have an escort available.
* Missions may originate from multiple airfields.

There's more to do:

* The range limitations imposed on the mission planner should take
  aircraft range limitations into account.
* Air superiority aircraft like the F-15 should be preferred for CAP
  over multi-role aircraft like the F/A-18 since otherwise we run the
  risk of running out of ground attack capable aircraft even though
  there are still unused aircraft.
* Mission priorities may need tuning.
* Target areas could be analyzed for potential threats, allowing
  escort flights to be optional or omitted if there is no threat to
  defend against. For example, late game a SEAD flight for a strike
  mission probably is not necessary.
* SAM threat should be judged by how close the extent of the SAM's
  range is to friendly locations, not the distance to the site itself.
  An SA-10 30 nm away is more threatening than an SA-6 25 nm away.
* Much of the planning behavior should be factored out into the
  coalition's doctrine.

But as-is this is an improvement over the existing behavior, so those
things can be follow ups.

The potential regression in behavior here is that we're no longer
planning multiple cycles of missions. Each objective will get one CAP.
I think this fits better with the turn cycle of the game, as a CAP
flight should be able to remain on station for the duration of the
turn (especially with refueling).

Note that this does break save compatibility as the old planner was a
part of the game object, and since that class is now gone it can't be
unpickled.
2020-10-04 12:24:26 -07:00

107 lines
3.8 KiB
Python

import logging
from typing import Optional
from PySide2.QtCore import Qt, Signal
from PySide2.QtWidgets import (
QDialog,
QPushButton,
QVBoxLayout,
)
from dcs.planes import PlaneType
from game import Game
from gen.ato import Package
from gen.flights.flightplan import FlightPlanBuilder
from gen.flights.flight import Flight, FlightType
from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QFlightSizeSpinner import QFlightSizeSpinner
from qt_ui.widgets.QLabeledWidget import QLabeledWidget
from qt_ui.widgets.combos.QAircraftTypeSelector import QAircraftTypeSelector
from qt_ui.widgets.combos.QFlightTypeComboBox import QFlightTypeComboBox
from qt_ui.widgets.combos.QOriginAirfieldSelector import QOriginAirfieldSelector
from theater import ControlPoint, FrontLine, TheaterGroundObject
class QFlightCreator(QDialog):
created = Signal(Flight)
def __init__(self, game: Game, package: Package) -> None:
super().__init__()
self.game = game
self.package = package
self.planner = FlightPlanBuilder(self.game, is_player=True)
self.setWindowTitle("Create flight")
self.setWindowIcon(EVENT_ICONS["strike"])
layout = QVBoxLayout()
self.task_selector = QFlightTypeComboBox(
self.game.theater, self.package.target
)
self.task_selector.setCurrentIndex(0)
layout.addLayout(QLabeledWidget("Task:", self.task_selector))
self.aircraft_selector = QAircraftTypeSelector(
self.game.aircraft_inventory.available_types_for_player
)
self.aircraft_selector.setCurrentIndex(0)
self.aircraft_selector.currentIndexChanged.connect(
self.on_aircraft_changed)
layout.addLayout(QLabeledWidget("Aircraft:", self.aircraft_selector))
self.airfield_selector = QOriginAirfieldSelector(
self.game.aircraft_inventory,
[cp for cp in game.theater.controlpoints if cp.captured],
self.aircraft_selector.currentData()
)
layout.addLayout(QLabeledWidget("Airfield:", self.airfield_selector))
self.flight_size_spinner = QFlightSizeSpinner()
layout.addLayout(QLabeledWidget("Count:", self.flight_size_spinner))
layout.addStretch()
self.create_button = QPushButton("Create")
self.create_button.clicked.connect(self.create_flight)
layout.addWidget(self.create_button, alignment=Qt.AlignRight)
self.setLayout(layout)
def verify_form(self) -> Optional[str]:
aircraft: PlaneType = self.aircraft_selector.currentData()
origin: ControlPoint = self.airfield_selector.currentData()
size: int = self.flight_size_spinner.value()
if not origin.captured:
return f"{origin.name} is not owned by your coalition."
available = origin.base.aircraft.get(aircraft, 0)
if not available:
return f"{origin.name} has no {aircraft.id} available."
if size > available:
return f"{origin.name} has only {available} {aircraft.id} available."
return None
def create_flight(self) -> None:
error = self.verify_form()
if error is not None:
self.error_box("Could not create flight", error)
return
task = self.task_selector.currentData()
aircraft = self.aircraft_selector.currentData()
origin = self.airfield_selector.currentData()
size = self.flight_size_spinner.value()
flight = Flight(aircraft, size, origin, task)
self.planner.populate_flight_plan(flight, self.package.target)
# noinspection PyUnresolvedReferences
self.created.emit(flight)
self.close()
def on_aircraft_changed(self, index: int) -> None:
new_aircraft = self.aircraft_selector.itemData(index)
self.airfield_selector.change_aircraft(new_aircraft)