dcs_liberation/game/transfers.py
Dan Albert c258409a8d Add AI planning for airlifts.
Downside to the current implementation is that whether or not transports
that were purchased last turn will be available for airlift this turn is
arbitrary. This is because transfers are created at the same time as
units are delivered, and units are delivered in an arbitrary order per
CP. If the helicopters are delivered before the ground units they'll
have access to the transports, otherwise they'll be refunded. This will
be fixed later when I rework the transfer requests to not require
immediate fulfillment.

https://github.com/Khopa/dcs_liberation/issues/825
2021-04-23 01:10:03 -07:00

423 lines
14 KiB
Python

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
# TODO: Remove base classes.
# Eventually we'll want multi-mode transfers (convoy from factory to port, onto a ship,
# then airlifted to the final destination, etc). To do this we'll need to make the
# transfer *order* represent the full journey and let classes like Convoy handle the
# individual hops.
@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
#: True if the transfer order belongs to the player.
player: bool
#: The units being transferred.
units: Dict[Type[VehicleType], int]
@property
def description(self) -> str:
raise NotImplementedError
@dataclass
class RoadTransferOrder(TransferOrder):
"""A transfer order that moves units by road."""
#: The current position of the group being transferred. Groups move one control
#: point a turn through the supply line.
position: ControlPoint = field(init=False)
def __post_init__(self) -> None:
self.position = self.origin
def path(self) -> List[ControlPoint]:
supply_route = SupplyRoute.for_control_point(self.position)
return supply_route.shortest_path_between(self.position, self.destination)
def next_stop(self) -> ControlPoint:
return self.path()[0]
@property
def description(self) -> str:
path = self.path()
if len(path) == 1:
turns = "1 turn"
else:
turns = f"{len(path)} turns"
return f"Currently at {self.position}. Arrives at destination in {turns}."
@dataclass
class AirliftOrder(TransferOrder):
"""A transfer order that moves units by cargo planes and helicopters."""
flight: Flight
@property
def description(self) -> str:
return "Airlift"
def iter_units(self) -> Iterator[Type[VehicleType]]:
for unit_type, count in self.units.items():
for _ in range(count):
yield unit_type
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
if unit_type in self.units:
self.units[unit_type] -= 1
return
raise KeyError
class AirliftPlanner:
def __init__(
self,
game: Game,
pickup: ControlPoint,
drop_off: ControlPoint,
units: Dict[Type[VehicleType], int],
) -> None:
self.game = game
self.pickup = pickup
self.drop_off = drop_off
self.units = units
self.for_player = drop_off.captured
self.package = Package(target=drop_off, auto_asap=True)
def create_package_for_airlift(self) -> Dict[Type[VehicleType], int]:
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.needed_capacity:
flight_size = self.create_airlift_flight(unit_type, inventory)
available -= flight_size
self.game.ato_for(self.for_player).add_package(self.package)
return self.units
def take_units(self, count: int) -> Dict[Type[VehicleType], int]:
taken = {}
for unit_type, remaining in self.units.items():
take = min(remaining, count)
count -= take
self.units[unit_type] -= take
taken[unit_type] = take
if not count:
break
return taken
@property
def needed_capacity(self) -> int:
return sum(c for c in self.units.values())
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.needed_capacity, available, 4)
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,
)
transfer = AirliftOrder(
player=True,
origin=self.pickup,
destination=self.drop_off,
units=self.take_units(flight_size),
flight=flight,
)
flight.cargo = transfer
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)
self.game.transfers.new_transfer(transfer)
return flight_size
class Convoy(MissionTarget):
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[RoadTransferOrder] = []
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: RoadTransferOrder) -> None:
self.transfers.append(transfer)
def remove_units(self, transfer: RoadTransferOrder) -> None:
self.transfers.remove(transfer)
def kill_unit(self, unit_type: Type[VehicleType]) -> None:
for transfer in self.transfers:
if unit_type in transfer.units:
transfer.units[unit_type] -= 1
return
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
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]
def add(self, transfer: RoadTransferOrder) -> None:
next_stop = transfer.next_stop()
self.find_or_create_convoy(transfer.position, next_stop).add_units(transfer)
def remove(self, transfer: RoadTransferOrder) -> None:
next_stop = transfer.next_stop()
convoy = self.find_convoy(transfer.position, next_stop)
if convoy is None:
logging.error(
f"Attempting to remove {transfer} from convoy but it is in no convoy."
)
return
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)
# TODO: Move airlift arrangements here?
@singledispatchmethod
def arrange_transport(self, transfer) -> None:
pass
@arrange_transport.register
def _arrange_transport_road(self, transfer: RoadTransferOrder) -> None:
self.convoys.add(transfer)
def new_transfer(self, transfer: TransferOrder) -> None:
transfer.origin.base.commit_losses(transfer.units)
self.pending_transfers.append(transfer)
self.arrange_transport(transfer)
@singledispatchmethod
def cancel_transport(self, transfer) -> None:
pass
@cancel_transport.register
def _cancel_transport_air(self, transfer: AirliftOrder) -> None:
flight = transfer.flight
flight.package.remove_flight(flight)
self.game.aircraft_inventory.return_from_flight(flight)
@cancel_transport.register
def _cancel_transport_road(self, transfer: RoadTransferOrder) -> None:
self.convoys.remove(transfer)
def cancel_transfer(self, transfer: TransferOrder) -> None:
self.cancel_transport(transfer)
self.pending_transfers.remove(transfer)
transfer.origin.base.commision_units(transfer.units)
def perform_transfers(self) -> None:
incomplete = []
for transfer in self.pending_transfers:
if not self.perform_transfer(transfer):
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)
@singledispatchmethod
def perform_transfer(self, transfer) -> bool:
raise NotImplementedError
@perform_transfer.register
def _perform_transfer_air(self, transfer: AirliftOrder) -> bool:
if transfer.player != transfer.destination.captured:
logging.info(
f"Transfer destination {transfer.destination} was captured. Cancelling "
"transport."
)
transfer.origin.base.commision_units(transfer.units)
return True
transfer.destination.base.commision_units(transfer.units)
return True
@perform_transfer.register
def _perform_transfer_road(self, transfer: RoadTransferOrder) -> bool:
# TODO: Can be improved to use the convoy map.
# The convoy map already has a lot of the data that we're recomputing here.
if transfer.player != transfer.destination.captured:
logging.info(
f"Transfer destination {transfer.destination.name} was captured."
)
self.handle_route_interrupted(transfer)
return True
supply_route = SupplyRoute.for_control_point(transfer.destination)
if transfer.position not in supply_route:
logging.info(
f"Route from {transfer.position.name} to {transfer.destination.name} "
"was cut off."
)
self.handle_route_interrupted(transfer)
return True
path = transfer.path()
next_hop = path[0]
if next_hop == transfer.destination:
logging.info(
f"Units transferred from {transfer.origin.name} to "
f"{transfer.destination.name}"
)
transfer.destination.base.commision_units(transfer.units)
return True
logging.info(
f"Units transferring from {transfer.origin.name} to "
f"{transfer.destination.name} arrived at {next_hop.name}. {len(path) - 1} "
"turns remaining."
)
transfer.position = next_hop
return False
@staticmethod
def handle_route_interrupted(transfer: RoadTransferOrder):
# Halt the transfer in place if safe.
if transfer.player == transfer.position.captured:
logging.info(f"Transferring units are halting at {transfer.position.name}.")
transfer.position.base.commision_units(transfer.units)
return
# If the current position was captured attempt to divert to a neighboring
# friendly CP.
for connected in transfer.position.connected_points:
if connected.captured == transfer.player:
logging.info(f"Transferring units are re-routing to {connected.name}.")
connected.base.commision_units(transfer.units)
return
# If the units are cutoff they are destroyed.
logging.info(
f"Both {transfer.position.name} and {transfer.destination.name} were "
"captured. Units were surrounded and destroyed during transfer."
)