Add BAI planning against supply routes.

This currently is only supported for player flights. I have no idea how
to create an AI flight plan that won't just get them killed. AI-only BAI
missions against supply routes will warn the player on mission creation.
This commit is contained in:
Dan Albert 2021-04-19 23:09:39 -07:00
parent 2b06d8a096
commit 3f16c0378a
5 changed files with 238 additions and 2 deletions

View File

@ -6,6 +6,8 @@ from collections import defaultdict
from dataclasses import dataclass, field
from typing import Dict, Iterator, List, Optional
from dcs import Point
from game.theater import FlightType, MissionTarget
from game.theater.controlpoint import ControlPoint
@ -97,3 +99,25 @@ class SupplyRoute:
current = previous
path.reverse()
return path
class SupplyRouteLink(MissionTarget):
def __init__(self, a: ControlPoint, b: ControlPoint) -> None:
self.control_point_a = a
self.control_point_b = b
super().__init__(
f"Supply route between {a} and {b}",
Point((a.position.x + b.position.x) / 2, (a.position.y + b.position.y) / 2),
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.BAI,
# TODO: Escort
# TODO: SEAD
# TODO: Recon
# TODO: TARCAP
]
def is_friendly(self, to_player: bool) -> bool:
return self.control_point_a.captured

View File

@ -30,6 +30,7 @@ from game.theater import (
SamGroundObject,
TheaterGroundObject,
)
from game.theater.supplyroutes import SupplyRouteLink
from game.theater.theatergroundobject import EwrGroundObject
from game.utils import Distance, Speed, feet, meters, nautical_miles
from .closestairfields import ObjectiveDistanceCache
@ -466,6 +467,25 @@ class CasFlightPlan(PatrollingFlightPlan):
return self.patrol_end
@dataclass(frozen=True)
class ConvoyInterdictionFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.takeoff
yield from self.nav_to
yield from [
self.patrol_start,
self.patrol_end,
]
yield from self.nav_from
yield self.land
if self.divert is not None:
yield self.divert
@dataclass(frozen=True)
class TarCapFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
@ -1014,7 +1034,7 @@ class FlightPlanBuilder:
hold_duration=timedelta(hours=4),
)
def generate_bai(self, flight: Flight) -> StrikeFlightPlan:
def generate_bai(self, flight: Flight) -> FlightPlan:
"""Generates a BAI flight plan.
Args:
@ -1022,6 +1042,9 @@ class FlightPlanBuilder:
"""
location = self.package.target
if isinstance(location, SupplyRouteLink):
return self.generate_supply_route_bai(flight, location)
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
@ -1034,6 +1057,60 @@ class FlightPlanBuilder:
flight, location, FlightWaypointType.INGRESS_BAI, targets
)
def generate_supply_route_bai(
self, flight: Flight, location: SupplyRouteLink
) -> ConvoyInterdictionFlightPlan:
"""Generates a BAI flight plan for attacking a supply route.
These flight plans are extremely rough because we do not know where the roads
are. For now they're mostly only usable by players. The flight plan includes a
start and end patrol point matching the end points of the convoy's route and a
30 minute time on station. It is up to the player to find the target.
Args:
flight: The flight to generate the flight plan for.
location: The supply route link to attack.
"""
origin = self.package_airfield()
a_dist = origin.distance_to(location.control_point_a)
b_dist = origin.distance_to(location.control_point_b)
if a_dist < b_dist:
near = location.control_point_a
far = location.control_point_b
else:
near = location.control_point_b
far = location.control_point_a
patrol_alt = meters(
random.randint(
int(self.doctrine.min_patrol_altitude.meters),
int(self.doctrine.max_patrol_altitude.meters),
)
)
builder = WaypointBuilder(flight, self.game, self.is_player)
start, end = builder.convoy_search(near, far, patrol_alt)
return ConvoyInterdictionFlightPlan(
self.package,
flight,
takeoff=builder.takeoff(flight.departure),
nav_to=builder.nav_path(
flight.departure.position, near.position, patrol_alt
),
nav_from=builder.nav_path(
far.position, flight.arrival.position, patrol_alt
),
patrol_start=start,
patrol_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert),
# Not relevant because player only.
engagement_distance=meters(0),
patrol_duration=timedelta(minutes=30),
)
def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
"""Generates an anti-ship flight plan.

View File

@ -349,6 +349,63 @@ class WaypointBuilder:
self.race_track_end(end, altitude),
)
@staticmethod
def convoy_search_start(
control_point: ControlPoint, altitude: Distance
) -> FlightWaypoint:
"""Creates a convoy search start waypoint.
Args:
control_point: Control point for the beginning of the search.
altitude: Altitude of the racetrack.
"""
waypoint = FlightWaypoint(
FlightWaypointType.INGRESS_BAI,
control_point.position.x,
control_point.position.y,
altitude,
)
waypoint.name = control_point.name
waypoint.description = "Beginning of convoy search area"
waypoint.pretty_name = "Search start"
return waypoint
@staticmethod
def convoy_search_end(
control_point: ControlPoint, altitude: Distance
) -> FlightWaypoint:
"""Creates a convoy search start waypoint.
Args:
control_point: Control point for the beginning of the search.
altitude: Altitude of the racetrack.
"""
waypoint = FlightWaypoint(
FlightWaypointType.EGRESS,
control_point.position.x,
control_point.position.y,
altitude,
)
waypoint.name = control_point.name
waypoint.description = "End of convoy search area"
waypoint.pretty_name = "Search end"
return waypoint
def convoy_search(
self, start: ControlPoint, end: ControlPoint, altitude: Distance
) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a convoy search path.
Args:
start: The beginning convoy search waypoint.
end: The ending convoy search waypoint.
altitude: The convoy search altitude.
"""
return (
self.convoy_search_start(start, altitude),
self.convoy_search_end(end, altitude),
)
@staticmethod
def orbit(start: Point, altitude: Distance) -> FlightWaypoint:
"""Creates an circular orbit point.

View File

@ -16,6 +16,8 @@ import qt_ui.uiconstants as CONST
from game import Game
from game.event.airwar import AirWarEvent
from gen.ato import Package
from gen.flights.flight import FlightType
from gen.flights.flightplan import ConvoyInterdictionFlightPlan
from gen.flights.traveltime import TotEstimator
from qt_ui.models import GameModel
from qt_ui.widgets.QBudgetBox import QBudgetBox
@ -199,6 +201,36 @@ class QTopPanel(QFrame):
)
return result == QMessageBox.Yes
def ato_has_ai_convoy_interdiction(self) -> bool:
for package in self.game.blue_ato.packages:
for flight in package.flights:
if (
isinstance(flight.flight_plan, ConvoyInterdictionFlightPlan)
and not flight.client_count
):
return True
return False
def confirm_ai_convoy_interdiction_launch(self) -> bool:
result = QMessageBox.question(
self,
"Continue with AI convoy interdiction missions?",
(
"AI only convoy interdiction missions were planned. AI behavior for "
"these missions has not been developed so they will probably get "
"themselves killed. Continuing is not recommended.<br />"
"<br />"
"To remove AI convoy interdiction missions, delete any BAI flights "
"that are planned against supply route objectives.<br />"
"<br />"
"Click 'Yes' to continue with AI only convoy interdiction missions."
"<br /><br />Click 'No' to cancel and revise your flight planning."
),
QMessageBox.No,
QMessageBox.Yes,
)
return result == QMessageBox.Yes
def confirm_negative_start_time(self, negative_starts: List[Package]) -> bool:
formatted = "<br />".join(
[f"{p.primary_task} {p.target.name}" for p in negative_starts]
@ -241,6 +273,12 @@ class QTopPanel(QFrame):
if not self.ato_has_clients() and not self.confirm_no_client_launch():
return
if (
self.ato_has_ai_convoy_interdiction()
and not self.confirm_ai_convoy_interdiction_launch()
):
return
negative_starts = self.negative_start_packages()
if negative_starts:
if not self.confirm_negative_start_time(negative_starts):

View File

@ -3,10 +3,19 @@ from typing import List, Optional
from PySide2.QtCore import Qt
from PySide2.QtGui import QColor, QPen
from PySide2.QtWidgets import QGraphicsItem, QGraphicsLineItem
from PySide2.QtWidgets import (
QAction,
QGraphicsItem,
QGraphicsLineItem,
QGraphicsSceneContextMenuEvent,
QGraphicsSceneHoverEvent,
QMenu,
)
from game.theater import ControlPoint
from game.theater.supplyroutes import SupplyRouteLink
from game.transfers import RoadTransferOrder
from qt_ui.dialogs import Dialog
from qt_ui.uiconstants import COLORS
@ -28,6 +37,7 @@ class SupplyRouteSegment(QGraphicsLineItem):
self.convoys = convoys
self.setPen(self.make_pen())
self.setToolTip(self.make_tooltip())
self.setAcceptHoverEvents(True)
@cached_property
def convoy_size(self) -> int:
@ -71,3 +81,33 @@ class SupplyRouteSegment(QGraphicsLineItem):
@property
def has_convoys(self) -> bool:
return bool(self.convoys)
@property
def targetable(self) -> bool:
return self.convoys and not self.control_point_a.captured
def contextMenuEvent(self, event: QGraphicsSceneContextMenuEvent) -> None:
# Can only plan missions against enemy supply routes that have convoys.
if not self.targetable:
super().contextMenuEvent(event)
return
menu = QMenu("Menu")
new_package_action = QAction(f"New package")
new_package_action.triggered.connect(self.open_new_package_dialog)
menu.addAction(new_package_action)
menu.exec_(event.screenPos())
def open_new_package_dialog(self) -> None:
"""Opens the dialog for planning a new mission package."""
Dialog.open_new_package_dialog(
SupplyRouteLink(self.control_point_a, self.control_point_b)
)
def hoverEnterEvent(self, event: QGraphicsSceneHoverEvent):
if self.targetable:
self.setCursor(Qt.PointingHandCursor)
else:
super().hoverEnterEvent(event)