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https://github.com/dcs-liberation/dcs_liberation.git
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Since the theater commander runs once per campaign action, missions that do not have aircraft available may be checked more than once a turn. Without deduping requests this can lead to cases where the AI buys dozens of tankers on turn 0. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1470
373 lines
14 KiB
Python
373 lines
14 KiB
Python
from __future__ import annotations
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import math
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import random
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from dataclasses import dataclass, field
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from typing import Iterator, List, Optional, TYPE_CHECKING, Tuple
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from game import db
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from game.data.groundunitclass import GroundUnitClass
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.factions.faction import Faction
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from game.theater import ControlPoint, MissionTarget
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from game.utils import meters
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from gen.flights.ai_flight_planner_db import aircraft_for_task
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from gen.flights.closestairfields import ObjectiveDistanceCache
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from gen.flights.flight import FlightType
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if TYPE_CHECKING:
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from game import Game
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FRONTLINE_RESERVES_FACTOR = 1.3
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@dataclass(frozen=True)
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class AircraftProcurementRequest:
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near: MissionTarget
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task_capability: FlightType
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number: int
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def __str__(self) -> str:
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task = self.task_capability.value
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target = self.near.name
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return f"{self.number} ship {task} near {target}"
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class ProcurementAi:
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def __init__(
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self,
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game: Game,
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for_player: bool,
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faction: Faction,
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manage_runways: bool,
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manage_front_line: bool,
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manage_aircraft: bool,
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) -> None:
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self.game = game
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self.is_player = for_player
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self.air_wing = game.air_wing_for(for_player)
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self.faction = faction
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self.manage_runways = manage_runways
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self.manage_front_line = manage_front_line
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self.manage_aircraft = manage_aircraft
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self.threat_zones = self.game.threat_zone_for(not self.is_player)
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def calculate_ground_unit_budget_share(self) -> float:
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armor_investment = 0
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aircraft_investment = 0
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# faction has no ground units
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if (
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len(self.faction.artillery_units) == 0
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and len(self.faction.frontline_units) == 0
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):
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return 0
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# faction has no planes
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if len(self.faction.aircrafts) == 0:
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return 1
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for cp in self.owned_points:
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cp_ground_units = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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armor_investment += cp_ground_units.total_value
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cp_aircraft = cp.allocated_aircraft(self.game)
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aircraft_investment += cp_aircraft.total_value
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total_investment = aircraft_investment + armor_investment
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if total_investment == 0:
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# Turn 0 or all units were destroyed. Either way, split 30/70.
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return 0.3
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# the more planes we have, the more ground units we want and vice versa
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ground_unit_share = aircraft_investment / total_investment
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if ground_unit_share > 1.0:
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raise ValueError
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return ground_unit_share
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def spend_budget(self, budget: float) -> float:
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if self.manage_runways:
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budget = self.repair_runways(budget)
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if self.manage_front_line:
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armor_budget = budget * self.calculate_ground_unit_budget_share()
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budget -= armor_budget
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budget += self.reinforce_front_line(armor_budget)
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# Don't sell overstock aircraft until after we've bought runways and
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# front lines. Any budget we free up should be earmarked for aircraft.
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if not self.is_player:
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budget += self.sell_incomplete_squadrons()
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if self.manage_aircraft:
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budget = self.purchase_aircraft(budget)
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return budget
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def sell_incomplete_squadrons(self) -> float:
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# Selling incomplete squadrons gives us more money to spend on the next
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# turn. This serves as a short term fix for
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# https://github.com/dcs-liberation/dcs_liberation/issues/41.
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#
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# Only incomplete squadrons which are unlikely to get used will be sold
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# rather than all unused aircraft because the unused aircraft are what
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# make OCA strikes worthwhile.
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#
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# This option is only used by the AI since players cannot cancel sales
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# (https://github.com/dcs-liberation/dcs_liberation/issues/365).
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total = 0.0
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for cp in self.game.theater.control_points_for(self.is_player):
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inventory = self.game.aircraft_inventory.for_control_point(cp)
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for aircraft, available in inventory.all_aircraft:
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# We only ever plan even groups, so the odd aircraft is unlikely
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# to get used.
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if available % 2 == 0:
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continue
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inventory.remove_aircraft(aircraft, 1)
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total += aircraft.price
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return total
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def repair_runways(self, budget: float) -> float:
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for control_point in self.owned_points:
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if budget < db.RUNWAY_REPAIR_COST:
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break
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if control_point.runway_can_be_repaired:
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control_point.begin_runway_repair()
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budget -= db.RUNWAY_REPAIR_COST
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if self.is_player:
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self.game.message(
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"OPFOR has begun repairing the runway at " f"{control_point}"
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)
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else:
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self.game.message(
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"We have begun repairing the runway at " f"{control_point}"
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)
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return budget
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def affordable_ground_unit_of_class(
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self, budget: float, unit_class: GroundUnitClass
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) -> Optional[GroundUnitType]:
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faction_units = set(self.faction.frontline_units) | set(
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self.faction.artillery_units
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)
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of_class = {u for u in faction_units if u.unit_class is unit_class}
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# faction has no access to needed unit type, take a random unit
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if not of_class:
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of_class = faction_units
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affordable_units = [u for u in of_class if u.price <= budget]
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if not affordable_units:
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return None
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return random.choice(affordable_units)
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def reinforce_front_line(self, budget: float) -> float:
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if not self.faction.frontline_units and not self.faction.artillery_units:
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return budget
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# TODO: Attempt to transfer from reserves.
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while budget > 0:
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cp = self.ground_reinforcement_candidate()
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if cp is None:
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break
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most_needed_type = self.most_needed_unit_class(cp)
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unit = self.affordable_ground_unit_of_class(budget, most_needed_type)
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if unit is None:
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# Can't afford any more units.
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break
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budget -= unit.price
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cp.pending_unit_deliveries.order({unit: 1})
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return budget
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def most_needed_unit_class(self, cp: ControlPoint) -> GroundUnitClass:
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worst_balanced: Optional[GroundUnitClass] = None
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worst_fulfillment = math.inf
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for unit_class in GroundUnitClass:
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if not self.faction.has_access_to_unittype(unit_class):
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continue
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current_ratio = self.cost_ratio_of_ground_unit(cp, unit_class)
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desired_ratio = (
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self.faction.doctrine.ground_unit_procurement_ratios.for_unit_class(
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unit_class
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)
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)
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if not desired_ratio:
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continue
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if current_ratio >= desired_ratio:
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continue
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fulfillment = current_ratio / desired_ratio
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if fulfillment < worst_fulfillment:
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worst_fulfillment = fulfillment
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worst_balanced = unit_class
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if worst_balanced is None:
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return GroundUnitClass.Tank
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return worst_balanced
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def affordable_aircraft_for(
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self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
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) -> Optional[AircraftType]:
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best_choice: Optional[AircraftType] = None
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for unit in aircraft_for_task(request.task_capability):
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if unit not in self.faction.aircrafts:
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continue
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if unit.price * request.number > budget:
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continue
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if not airbase.can_operate(unit):
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continue
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distance_to_target = meters(request.near.distance_to(airbase))
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if distance_to_target > unit.max_mission_range:
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continue
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for squadron in self.air_wing.squadrons_for(unit):
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if (
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squadron.operates_from(airbase)
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and request.task_capability
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in squadron.auto_assignable_mission_types
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):
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break
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else:
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continue
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# Affordable, compatible, and we have a squadron capable of the task. To
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# keep some variety, skip with a 50/50 chance. Might be a good idea to have
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# the chance to skip based on the price compared to the rest of the choices.
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best_choice = unit
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if random.choice([True, False]):
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break
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return best_choice
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def fulfill_aircraft_request(
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self, request: AircraftProcurementRequest, budget: float
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) -> Tuple[float, bool]:
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for airbase in self.best_airbases_for(request):
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unit = self.affordable_aircraft_for(request, airbase, budget)
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if unit is None:
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# Can't afford any aircraft capable of performing the
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# required mission that can operate from this airbase. We
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# might be able to afford aircraft at other airbases though,
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# in the case where the airbase we attempted to use is only
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# able to operate expensive aircraft.
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continue
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budget -= unit.price * request.number
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airbase.pending_unit_deliveries.order({unit: request.number})
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return budget, True
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return budget, False
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def purchase_aircraft(self, budget: float) -> float:
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for request in self.game.coalition_for(self.is_player).procurement_requests:
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if not list(self.best_airbases_for(request)):
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# No airbases in range of this request. Skip it.
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continue
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budget, fulfilled = self.fulfill_aircraft_request(request, budget)
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if not fulfilled:
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# The request was not fulfilled because we could not afford any suitable
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# aircraft. Rather than continuing, which could proceed to buy tons of
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# cheap escorts that will never allow us to plan a strike package, stop
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# buying so we can save the budget until a turn where we *can* afford to
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# fill the package.
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break
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return budget
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@property
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def owned_points(self) -> List[ControlPoint]:
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if self.is_player:
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return self.game.theater.player_points()
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else:
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return self.game.theater.enemy_points()
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def best_airbases_for(
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self, request: AircraftProcurementRequest
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) -> Iterator[ControlPoint]:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
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threatened = []
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for cp in distance_cache.operational_airfields:
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if not cp.is_friendly(self.is_player):
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continue
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if cp.unclaimed_parking(self.game) < request.number:
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continue
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if self.threat_zones.threatened(cp.position):
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threatened.append(cp)
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yield cp
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yield from threatened
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def ground_reinforcement_candidate(self) -> Optional[ControlPoint]:
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worst_supply = math.inf
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understaffed: Optional[ControlPoint] = None
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# Prefer to buy front line units at active front lines that are not
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# already overloaded.
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for cp in self.owned_points:
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if not cp.has_active_frontline:
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continue
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if not cp.has_ground_unit_source(self.game):
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# No source of ground units, so can't buy anything.
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continue
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purchase_target = cp.frontline_unit_count_limit * FRONTLINE_RESERVES_FACTOR
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allocated = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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if allocated.total >= purchase_target:
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# Control point is already sufficiently defended.
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continue
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if allocated.total < worst_supply:
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worst_supply = allocated.total
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understaffed = cp
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if understaffed is not None:
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return understaffed
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# Otherwise buy reserves, but don't exceed the amount defined in the settings.
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# These units do not exist in the world until the CP becomes
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# connected to an active front line, at which point all these units
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# will suddenly appear at the gates of the newly captured CP.
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#
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# To avoid sudden overwhelming numbers of units we avoid buying
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# many.
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#
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# Also, do not bother buying units at bases that will never connect
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# to a front line.
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for cp in self.owned_points:
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if cp.is_global:
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continue
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if not cp.can_recruit_ground_units(self.game):
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continue
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allocated = cp.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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if allocated.total >= self.game.settings.reserves_procurement_target:
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continue
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if allocated.total < worst_supply:
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worst_supply = allocated.total
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understaffed = cp
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return understaffed
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def cost_ratio_of_ground_unit(
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self, control_point: ControlPoint, unit_class: GroundUnitClass
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) -> float:
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allocations = control_point.allocated_ground_units(
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self.game.coalition_for(self.is_player).transfers
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)
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class_cost = 0
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total_cost = 0
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for unit_type, count in allocations.all.items():
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cost = unit_type.price * count
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total_cost += cost
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if unit_type.unit_class is unit_class:
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class_cost += cost
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if not total_cost:
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return 0
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return class_cost / total_cost
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