dcs_liberation/game/theater/transitnetwork.py
zhexu14 5d0ddea753
Issue 3154 (#3447)
This PR addresses #3154 by removing LHAs, CVNs and off map spawn control
points from the transit network.
2024-10-06 23:22:19 +00:00

204 lines
7.1 KiB
Python

from __future__ import annotations
import heapq
import math
from collections import defaultdict
from dataclasses import dataclass, field
from enum import Enum, auto
from typing import Dict, Iterator, List, Optional, Set, Tuple
from .conflicttheater import ConflictTheater
from .controlpoint import ControlPoint, ControlPointType
class NoPathError(RuntimeError):
def __init__(self, origin: ControlPoint, destination: ControlPoint) -> None:
super().__init__(f"Could not reconstruct path to {destination} from {origin}")
@dataclass(frozen=True, order=True)
class FrontierNode:
cost: float
point: ControlPoint = field(compare=False)
class Frontier:
def __init__(self) -> None:
self.nodes: List[FrontierNode] = []
def push(self, poly: ControlPoint, cost: float) -> None:
heapq.heappush(self.nodes, FrontierNode(cost, poly))
def pop(self) -> Optional[FrontierNode]:
try:
return heapq.heappop(self.nodes)
except IndexError:
return None
def __bool__(self) -> bool:
return bool(self.nodes)
class TransitConnection(Enum):
Road = auto()
Shipping = auto()
Airlift = auto()
class TransitNetwork:
def __init__(self) -> None:
self.nodes: Dict[ControlPoint, Dict[ControlPoint, TransitConnection]] = (
defaultdict(dict)
)
def has_destinations(self, control_point: ControlPoint) -> bool:
return bool(self.nodes[control_point])
def has_link(self, a: ControlPoint, b: ControlPoint) -> bool:
return b in self.nodes[a]
def link_type(self, a: ControlPoint, b: ControlPoint) -> TransitConnection:
return self.nodes[a][b]
def link_with(
self, a: ControlPoint, b: ControlPoint, link_type: TransitConnection
) -> None:
self.nodes[a][b] = link_type
self.nodes[b][a] = link_type
def link_road(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Road)
def link_shipping(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Shipping)
def link_airport(self, a: ControlPoint, b: ControlPoint) -> None:
self.link_with(a, b, TransitConnection.Airlift)
def connections_from(self, control_point: ControlPoint) -> Iterator[ControlPoint]:
yield from self.nodes[control_point]
def cost(self, a: ControlPoint, b: ControlPoint) -> float:
return {
TransitConnection.Road: 1,
TransitConnection.Shipping: 3,
# Set arbitrarily high so that other methods are preferred, but still scaled
# by distance so that when we do need it we still pick the closest airfield.
# The units of distance are meters so there's no risk of these
TransitConnection.Airlift: a.position.distance_to_point(b.position),
}[self.link_type(a, b)]
def has_path_between(
self,
origin: ControlPoint,
destination: ControlPoint,
seen: Optional[set[ControlPoint]] = None,
) -> bool:
if seen is None:
seen = set()
seen.add(origin)
for connection in self.connections_from(origin):
if connection in seen:
continue
if connection == destination:
return True
if self.has_path_between(connection, destination, seen):
return True
return False
def shortest_path_between(
self, origin: ControlPoint, destination: ControlPoint
) -> list[ControlPoint]:
return self.shortest_path_with_cost(origin, destination)[0]
def shortest_path_with_cost(
self, origin: ControlPoint, destination: ControlPoint
) -> Tuple[List[ControlPoint], float]:
if origin not in self.nodes:
raise ValueError(f"{origin} is not in the transit network.")
if destination not in self.nodes:
raise ValueError(f"{destination} is not in the transit network.")
frontier = Frontier()
frontier.push(origin, 0)
came_from: Dict[ControlPoint, Optional[ControlPoint]] = {origin: None}
best_known: Dict[ControlPoint, float] = defaultdict(lambda: math.inf)
best_known[origin] = 0.0
while (node := frontier.pop()) is not None:
cost = node.cost
current = node.point
if cost > best_known[current]:
continue
for neighbor in self.connections_from(current):
new_cost = cost + self.cost(node.point, neighbor)
if new_cost < best_known[neighbor]:
best_known[neighbor] = new_cost
frontier.push(neighbor, new_cost)
came_from[neighbor] = current
# Reconstruct and reverse the path.
current = destination
path: List[ControlPoint] = []
while current != origin:
path.append(current)
previous = came_from.get(current)
if previous is None:
raise NoPathError(origin, destination)
current = previous
path.reverse()
return path, best_known[destination]
class TransitNetworkBuilder:
def __init__(self, theater: ConflictTheater, for_player: bool) -> None:
self.control_points = list(theater.control_points_for(for_player))
self.network = TransitNetwork()
self.airports: Set[ControlPoint] = {
cp
for cp in self.control_points
if cp.is_friendly(for_player)
and cp.runway_is_operational()
and cp.cptype
not in [
ControlPointType.LHA_GROUP,
ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.OFF_MAP,
] # TransitNetwork is for ground units, so do not consider LHAs, CVNs or off map spawns.
}
def build(self) -> TransitNetwork:
seen = set()
for control_point in self.control_points:
if control_point not in seen:
seen.add(control_point)
self.add_transit_links(control_point)
return self.network
def add_transit_links(self, control_point: ControlPoint) -> None:
# Prefer road connections.
for road_connection in control_point.connected_points:
if road_connection.is_friendly_to(control_point):
self.network.link_road(control_point, road_connection)
# Use sea connections if there's no road or rail connection.
for sea_connection in control_point.shipping_lanes:
if self.network.has_link(control_point, sea_connection):
continue
if sea_connection.is_friendly_to(control_point):
self.network.link_shipping(control_point, sea_connection)
# And use airports as a last resort.
if control_point in self.airports:
for airport in self.airports:
if control_point == airport:
continue
if self.network.has_link(control_point, airport):
continue
if not airport.is_friendly_to(control_point):
continue
self.network.link_airport(control_point, airport)