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Merge branch 'ground_tasking' into develop_2_3_x
This commit is contained in:
commit
0371b62acb
@ -9,6 +9,9 @@ from itertools import tee
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from pathlib import Path
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from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
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from shapely import geometry
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from shapely import ops
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from dcs import Mission
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from dcs.countries import (
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CombinedJointTaskForcesBlue,
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@ -472,6 +475,32 @@ class ConflictTheater:
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return True
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def nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
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"""Returns the nearest point inside a land exclusion zone from point
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`extend_dist` determines how far inside the zone the point should be placed"""
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if self.is_on_land(point):
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return point
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point = geometry.Point(point.x, point.y)
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nearest_points = []
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for inclusion_zone in self.landmap[0]:
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nearest_pair = ops.nearest_points(point, inclusion_zone)
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nearest_points.append(nearest_pair[1])
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min_distance = None # type: Optional[geometry.Point]
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nearest_point = None # type: Optional[geometry.Point]
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for pt in nearest_points:
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distance = point.distance(pt)
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if not min_distance or distance < min_distance:
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min_distance = distance
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nearest_point = pt
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assert isinstance(nearest_point, geometry.Point)
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point = Point(point.x, point.y)
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nearest_point = Point(nearest_point.x, nearest_point.y)
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new_point = point.point_from_heading(
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point.heading_between_point(nearest_point),
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point.distance_to_point(nearest_point) + extend_dist
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)
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return new_point
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def player_points(self) -> List[ControlPoint]:
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return [point for point in self.controlpoints if point.captured]
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95
gen/armor.py
95
gen/armor.py
@ -177,7 +177,12 @@ class GroundConflictGenerator:
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forward_heading: int
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) -> None:
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infantry_position = group.points[0].position.random_point_within(250, 50)
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infantry_position = self.conflict.find_ground_position(
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group.points[0].position.random_point_within(250, 50),
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500,
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forward_heading,
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self.conflict.theater
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)
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if side == self.conflict.attackers_country:
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cp = self.conflict.from_cp
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@ -228,6 +233,17 @@ class GroundConflictGenerator:
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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def _set_reform_waypoint(
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self,
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dcs_group: VehicleGroup,
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forward_heading: int
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) -> None:
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"""Setting a waypoint close to the spawn position allows the group to reform gracefully
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rather than spin
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"""
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reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
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dcs_group.add_waypoint(reform_point)
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def _plan_artillery_action(
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self,
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stance: CombatStance,
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@ -240,6 +256,7 @@ class GroundConflictGenerator:
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Handles adding the DCS tasks for artillery groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance != CombatStance.RETREAT:
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hold_task = Hold()
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hold_task.number = 1
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@ -259,10 +276,10 @@ class GroundConflictGenerator:
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if stance != CombatStance.RETREAT:
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# Hold position
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dcs_group.points[0].tasks.append(Hold())
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retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
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dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
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dcs_group.points[1].tasks.append(Hold())
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retreat = self.find_retreat_point(dcs_group, heading_sum(forward_heading, 180), (int)(RETREAT_DISTANCE/3))
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dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
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dcs_group.points[2].tasks.append(Hold())
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dcs_group.add_waypoint(retreat, PointAction.OffRoad)
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artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
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@ -300,6 +317,7 @@ class GroundConflictGenerator:
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Handles adding the DCS tasks for tank and IFV groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance == CombatStance.AGGRESSIVE:
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# Attack nearest enemy if any
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# Then move forward OR Attack enemy base if it is not too far away
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@ -313,15 +331,20 @@ class GroundConflictGenerator:
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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)
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)
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dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
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dcs_group.points[1].tasks.append(AttackGroup(target.id))
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point)
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dcs_group.points[2].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<=
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AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = to_cp.position.random_point_within(500, 0)
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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attack_point = self.find_offensive_point(
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dcs_group,
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@ -334,7 +357,9 @@ class GroundConflictGenerator:
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# If the enemy base is close enough, the units will attack the base
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if to_cp.position.distance_to_point(
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dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
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attack_point = to_cp.position.random_point_within(500, 0)
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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@ -351,10 +376,15 @@ class GroundConflictGenerator:
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RANDOM_OFFSET_ATTACK
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)
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)
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dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
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dcs_group.points[i].tasks.append(AttackGroup(target.id))
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position+rand_offset
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)
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dcs_group.add_waypoint(target_point, PointAction.OffRoad)
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dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
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if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
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attack_point = to_cp.position.random_point_within(500, 0)
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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dcs_group.add_waypoint(attack_point)
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if stance != CombatStance.RETREAT:
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@ -373,10 +403,11 @@ class GroundConflictGenerator:
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Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
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# APC & ATGM will never move too much forward, but will follow along any offensive
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if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
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attack_point = to_cp.position.random_point_within(500, 0)
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attack_point = self.conflict.theater.nearest_land_pos(to_cp.position.random_point_within(500, 0))
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else:
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attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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@ -464,8 +495,8 @@ class GroundConflictGenerator:
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self.mission.triggerrules.triggers.append(fallback)
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@staticmethod
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def find_retreat_point(
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self,
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dcs_group: VehicleGroup,
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frontline_heading: int,
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distance: int = RETREAT_DISTANCE
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@ -476,10 +507,14 @@ class GroundConflictGenerator:
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:param frontline_heading: Heading of the frontline
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:return: dcs.mapping.Point object with the desired position
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"""
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return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
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desired_point = dcs_group.points[0].position.point_from_heading(heading_sum(frontline_heading, +180), distance)
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if self.conflict.theater.is_on_land(desired_point):
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return desired_point
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return self.conflict.theater.nearest_land_pos(desired_point)
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@staticmethod
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def find_offensive_point(
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self,
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dcs_group: VehicleGroup,
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frontline_heading: int,
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distance: int
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@ -491,7 +526,10 @@ class GroundConflictGenerator:
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:param distance: Distance of the offensive (how far unit should move)
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:return: dcs.mapping.Point object with the desired position
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"""
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return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
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desired_point = dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
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if self.conflict.theater.is_on_land(desired_point):
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return desired_point
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return self.conflict.theater.nearest_land_pos(desired_point)
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@staticmethod
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def find_n_nearest_enemy_groups(
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@ -562,10 +600,10 @@ class GroundConflictGenerator:
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For artilery group, decide the distance from frontline with the range of the unit
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"""
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rg = group.units[0].threat_range - 7500
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if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]:
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if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
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rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]
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if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]:
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rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK] + 100
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if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
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rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]
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return rg
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def get_valid_position_for_group(
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@ -576,16 +614,13 @@ class GroundConflictGenerator:
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heading: int,
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spawn_heading: int
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):
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i = 0
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while i < 1000:
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shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
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final_position = shifted.point_from_heading(spawn_heading, distance_from_frontline)
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shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
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desired_point = shifted.point_from_heading(
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spawn_heading,
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random.randint(distance_from_frontline[0], distance_from_frontline[1])
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)
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return Conflict.find_ground_position(desired_point, combat_width, heading, self.conflict.theater)
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if self.conflict.theater.is_on_land(final_position):
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return final_position
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i += 1
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continue
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return None
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def _generate_groups(
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self,
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@ -618,7 +653,7 @@ class GroundConflictGenerator:
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group.units[0],
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len(group.units),
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final_position,
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distance_from_frontline,
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random.randint(distance_from_frontline[0], distance_from_frontline[1]),
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heading=opposite_heading(spawn_heading),
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)
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if is_player:
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@ -657,7 +692,7 @@ class GroundConflictGenerator:
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group = self.mission.vehicle_group(
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side,
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namegen.next_unit_name(side, cp.id, unit), unit,
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position=self._group_point(at, distance_from_frontline),
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position=at,
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group_size=count,
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heading=heading,
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move_formation=move_formation)
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@ -91,8 +91,12 @@ class Conflict:
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return pos
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@classmethod
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def find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
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"""Finds the nearest valid ground position along a provided heading and it's inverse"""
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def find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater, coerce=True) -> Optional[Point]:
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"""
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Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.
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`coerce=True` will return the closest land position to `initial` regardless of heading or distance
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`coerce=False` will return None if a point isn't found
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"""
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pos = initial
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if theater.is_on_land(pos):
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return pos
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@ -101,5 +105,9 @@ class Conflict:
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if theater.is_on_land(pos):
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return pos
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pos = initial.point_from_heading(opposite_heading(heading), distance)
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if coerce:
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pos = theater.nearest_land_pos(initial)
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return pos
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logging.error("Didn't find ground position ({})!".format(initial))
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return initial
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return None
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@ -187,14 +187,14 @@ class CombatGroupRole(Enum):
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DISTANCE_FROM_FRONTLINE = {
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CombatGroupRole.TANK:3200,
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CombatGroupRole.APC:8000,
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CombatGroupRole.IFV:3700,
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CombatGroupRole.ARTILLERY:18000,
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CombatGroupRole.SHORAD:13000,
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CombatGroupRole.LOGI:20000,
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CombatGroupRole.INFANTRY:3000,
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CombatGroupRole.ATGM:6200
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CombatGroupRole.TANK: (2200, 3200),
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CombatGroupRole.APC: (7500, 8500),
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CombatGroupRole.IFV: (2700, 3700),
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CombatGroupRole.ARTILLERY: (16000, 18000),
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CombatGroupRole.SHORAD: (12000, 13000),
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CombatGroupRole.LOGI: (18000, 20000),
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CombatGroupRole.INFANTRY: (2800, 3300),
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CombatGroupRole.ATGM: (5200, 6200),
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}
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GROUP_SIZES_BY_COMBAT_STANCE = {
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