Differentiate required long and medium range SAMs.

To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.

Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.

Base defenses and random SAM locations continue to use either type of
SAM.
This commit is contained in:
Dan Albert
2020-11-26 19:42:20 -08:00
parent 3ad57d995b
commit 0e807d84c2
5 changed files with 88 additions and 52 deletions

View File

@@ -7,7 +7,7 @@ from dataclasses import dataclass
from functools import cached_property
from itertools import tee
from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Tuple, Union, cast
from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
from dcs import Mission
from dcs.countries import (
@@ -96,17 +96,17 @@ class MizCampaignLoader:
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.SS_N_2_Silkworm.id
# Multiple options for the required SAMs so campaign designers can more
# easily see the coverage of their IADS. Designers focused on campaigns that
# will primarily use SA-2s can place SA-2 launchers to ensure that they will
# have adequate coverage, and designers focused on campaigns that will
# primarily use SA-10s can do the same.
REQUIRED_SAM_UNIT_TYPES = {
AirDefence.SAM_Hawk_LN_M192,
AirDefence.SAM_Patriot_LN_M901,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
# accurately see the coverage of their IADS for the expected type.
REQUIRED_LONG_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Patriot_LN_M901.id,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C.id,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D.id,
}
REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Hawk_LN_M192.id,
AirDefence.SAM_SA_2_LN_SM_90.id,
AirDefence.SAM_SA_3_S_125_LN_5P73.id,
}
BASE_DEFENSE_RADIUS = nm_to_meter(2)
@@ -221,9 +221,15 @@ class MizCampaignLoader:
yield group
@property
def required_sams(self) -> Iterator[VehicleGroup]:
def required_long_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type == self.REQUIRED_SAM_UNIT_TYPES:
if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
yield group
@property
def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
yield group
@cached_property
@@ -335,9 +341,17 @@ class MizCampaignLoader:
closest, distance = self.objective_info(group)
closest.preset_locations.coastal_defenses.append(group.position)
for group in self.required_sams:
for group in self.required_long_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_sams.append(group.position)
closest.preset_locations.required_long_range_sams.append(
group.position
)
for group in self.required_medium_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_medium_range_sams.append(
group.position
)
def populate_theater(self) -> None:
for control_point in self.control_points.values():

View File

@@ -95,8 +95,11 @@ class PresetLocations:
#: Locations used by missile sites like scuds and V-2s.
missile_sites: List[Point] = field(default_factory=list)
#: Locations of SAMs which should always be spawned.
required_sams: List[Point] = field(default_factory=list)
#: Locations of long range SAMs which should always be spawned.
required_long_range_sams: List[Point] = field(default_factory=list)
#: Locations of medium range SAMs which should always be spawned.
required_medium_range_sams: List[Point] = field(default_factory=list)
@staticmethod
def _random_from(points: List[Point]) -> Optional[Point]:

View File

@@ -4,7 +4,7 @@ import logging
import math
import pickle
import random
from typing import Any, Dict, Optional
from typing import Any, Dict, List, Optional
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
@@ -36,7 +36,7 @@ from gen.fleet.ship_group_generator import (
from gen.locations.preset_location_finder import MizDataLocationFinder
from gen.missiles.missiles_group_generator import generate_missile_group
from gen.sam.sam_group_generator import (
generate_anti_air_group,
LONG_RANGE_SAMS, MEDIUM_RANGE_SAMS, generate_anti_air_group,
generate_ewr_group, generate_shorad_group,
)
from . import (
@@ -268,7 +268,6 @@ class LocationFinder:
Find a valid ground object location
:param on_ground: Whether it should be on ground or on sea (True = on
ground)
:param theater: Theater object
:param min_range: Minimal range from point
:param max_range: Max range from point
:param is_base_defense: True if the location is for base defense.
@@ -459,7 +458,7 @@ class BaseDefenseGenerator:
g = EwrGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point)
group = generate_ewr_group(self.game, g, self.faction_name)
group = generate_ewr_group(self.game, g, self.faction)
if group is None:
return
@@ -507,7 +506,7 @@ class BaseDefenseGenerator:
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
group = generate_anti_air_group(self.game, g, self.faction_name)
group = generate_anti_air_group(self.game, g, self.faction)
if group is not None:
g.groups.append(group)
self.control_point.base_defenses.append(g)
@@ -523,7 +522,7 @@ class BaseDefenseGenerator:
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
group = generate_shorad_group(self.game, g, self.faction_name)
group = generate_shorad_group(self.game, g, self.faction)
if group is not None:
g.groups.append(group)
self.control_point.base_defenses.append(g)
@@ -575,10 +574,13 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
Returns:
The number of AA sites that were generated.
"""
sams = self.control_point.preset_locations.required_sams
for position in sams:
self.generate_aa_at(position)
return len(sams)
presets = self.control_point.preset_locations
for position in presets.required_long_range_sams:
self.generate_aa_at(position, filter_names=LONG_RANGE_SAMS)
for position in presets.required_medium_range_sams:
self.generate_aa_at(position, filter_names=MEDIUM_RANGE_SAMS)
return (len(presets.required_long_range_sams) +
len(presets.required_medium_range_sams))
def generate_ground_point(self) -> None:
try:
@@ -620,12 +622,14 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
return
self.generate_aa_at(position)
def generate_aa_at(self, position: Point) -> None:
def generate_aa_at(self, position: Point,
filter_names: Optional[List[str]] = None) -> None:
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=False)
group = generate_anti_air_group(self.game, g, self.faction_name)
group = generate_anti_air_group(self.game, g, self.faction,
filter_names)
if group is not None:
g.groups = [group]
self.control_point.connected_objectives.append(g)