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https://github.com/dcs-liberation/dcs_liberation.git
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Unit composition is defined by the doctrine. The most understaffed CP will now get the most underrepresented unit type. Previously a random understaffed CP would get a random unit type. Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
245 lines
8.0 KiB
Python
245 lines
8.0 KiB
Python
import itertools
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import logging
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import math
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import typing
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from typing import Dict, Type
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from dcs.task import AWACS, CAP, CAS, Embarking, PinpointStrike, Task, Transport
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from dcs.unittype import FlyingType, UnitType, VehicleType
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from dcs.vehicles import AirDefence, Armor
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from game import db
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from game.db import PRICES
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STRENGTH_AA_ASSEMBLE_MIN = 0.2
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PLANES_SCRAMBLE_MIN_BASE = 2
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PLANES_SCRAMBLE_MAX_BASE = 8
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PLANES_SCRAMBLE_FACTOR = 0.3
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BASE_MAX_STRENGTH = 1
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BASE_MIN_STRENGTH = 0
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class Base:
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def __init__(self):
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self.aircraft: Dict[Type[FlyingType], int] = {}
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self.armor: Dict[Type[VehicleType], int] = {}
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# TODO: Appears unused.
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self.aa: Dict[AirDefence, int] = {}
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self.commision_points: Dict[Type, float] = {}
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self.strength = 1
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@property
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def total_aircraft(self) -> int:
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return sum(self.aircraft.values())
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@property
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def total_armor(self) -> int:
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return sum(self.armor.values())
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@property
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def total_armor_value(self) -> int:
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total = 0
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for unit_type, count in self.armor.items():
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try:
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total += PRICES[unit_type] * count
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except KeyError:
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logging.exception(f"No price found for {unit_type.id}")
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return total
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@property
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def total_aa(self) -> int:
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return sum(self.aa.values())
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def total_units(self, task: Task) -> int:
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return sum(
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[
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c
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for t, c in itertools.chain(
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self.aircraft.items(), self.armor.items(), self.aa.items()
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)
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if t in db.UNIT_BY_TASK[task]
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]
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)
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def total_units_of_type(self, unit_type) -> int:
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return sum(
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[
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c
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for t, c in itertools.chain(
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self.aircraft.items(), self.armor.items(), self.aa.items()
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)
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if t == unit_type
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]
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)
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@property
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def all_units(self):
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return itertools.chain(
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self.aircraft.items(), self.armor.items(), self.aa.items()
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)
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def _find_best_unit(
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self, available_units: Dict[UnitType, int], for_type: Task, count: int
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) -> Dict[UnitType, int]:
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if count <= 0:
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logging.warning("{}: no units for {}".format(self, for_type))
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return {}
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sorted_units = [
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key for key in available_units if key in db.UNIT_BY_TASK[for_type]
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]
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sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
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result: Dict[UnitType, int] = {}
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for unit_type in sorted_units:
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existing_count = available_units[unit_type] # type: int
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if not existing_count:
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continue
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if count <= 0:
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break
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result_unit_count = min(count, existing_count)
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count -= result_unit_count
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assert result_unit_count > 0
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result[unit_type] = result.get(unit_type, 0) + result_unit_count
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logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
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return result
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def _find_best_planes(
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self, for_type: Task, count: int
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) -> typing.Dict[FlyingType, int]:
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return self._find_best_unit(self.aircraft, for_type, count)
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def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
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return self._find_best_unit(self.armor, for_type, count)
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def append_commision_points(self, for_type, points: float) -> int:
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self.commision_points[for_type] = (
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self.commision_points.get(for_type, 0) + points
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)
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points = self.commision_points[for_type]
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if points >= 1:
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self.commision_points[for_type] = points - math.floor(points)
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return int(math.floor(points))
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return 0
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def filter_units(self, applicable_units: typing.Collection):
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self.aircraft = {
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k: v for k, v in self.aircraft.items() if k in applicable_units
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}
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self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
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def commision_units(self, units: typing.Dict[typing.Any, int]):
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for unit_type, unit_count in units.items():
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if unit_count <= 0:
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continue
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for_task = db.unit_task(unit_type)
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target_dict = None
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if (
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for_task == AWACS
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or for_task == CAS
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or for_task == CAP
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or for_task == Embarking
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or for_task == Transport
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):
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target_dict = self.aircraft
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elif for_task == PinpointStrike:
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target_dict = self.armor
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elif for_task == AirDefence:
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target_dict = self.aa
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if target_dict is not None:
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target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
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else:
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logging.error("Unable to determine target dict for " + str(unit_type))
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def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
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for unit_type, count in units_lost.items():
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if unit_type in self.aircraft:
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target_array = self.aircraft
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elif unit_type in self.armor:
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target_array = self.armor
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else:
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print("Base didn't find event type {}".format(unit_type))
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continue
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if unit_type not in target_array:
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print("Base didn't find event type {}".format(unit_type))
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continue
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target_array[unit_type] = max(target_array[unit_type] - count, 0)
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if target_array[unit_type] == 0:
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del target_array[unit_type]
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def affect_strength(self, amount):
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self.strength += amount
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if self.strength > BASE_MAX_STRENGTH:
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self.strength = BASE_MAX_STRENGTH
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elif self.strength <= 0:
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self.strength = BASE_MIN_STRENGTH
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def set_strength_to_minimum(self) -> None:
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self.strength = BASE_MIN_STRENGTH
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def scramble_count(self, multiplier: float, task: Task = None) -> int:
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if task:
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count = sum(
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[v for k, v in self.aircraft.items() if db.unit_task(k) == task]
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)
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else:
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count = self.total_aircraft
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count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
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return min(
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min(
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max(count, PLANES_SCRAMBLE_MIN_BASE),
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int(PLANES_SCRAMBLE_MAX_BASE * multiplier),
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),
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count,
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)
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def assemble_count(self):
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return int(self.total_armor * 0.5)
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def assemble_aa_count(self) -> int:
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# previous logic removed because we always want the full air defense capabilities.
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return self.total_aa
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def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
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def scramble_last_defense(self):
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# return as many CAP-capable aircraft as we can since this is the last defense of the base
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# (but not more than 20 - that's just nuts)
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return self._find_best_planes(CAP, min(self.total_aircraft, 20))
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def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
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def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
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return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
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def assemble_attack(self) -> typing.Dict[Armor, int]:
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return self._find_best_armor(PinpointStrike, self.assemble_count())
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def assemble_defense(self) -> typing.Dict[Armor, int]:
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count = int(self.total_armor * min(self.strength + 0.5, 1))
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return self._find_best_armor(PinpointStrike, count)
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def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
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return self._find_best_unit(
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self.aa,
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AirDefence,
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count and min(count, self.total_aa) or self.assemble_aa_count(),
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)
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