mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Merge branch 'develop' into helipads
# Conflicts: # resources/campaigns/golan_heights_lite.miz
This commit is contained in:
@@ -3,7 +3,6 @@ import dcs
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DEFAULT_AVAILABLE_BUILDINGS = [
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"fuel",
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"ammo",
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"comms",
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"oil",
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"ware",
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@@ -22,14 +22,46 @@ from dcs.ships import (
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)
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from dcs.vehicles import AirDefence
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UNITS_WITH_RADAR = [
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# Radars
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TELARS = {
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AirDefence.SAM_SA_19_Tunguska_Grison,
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AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL,
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AirDefence.SAM_SA_8_Osa_Gecko_TEL,
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AirDefence.SAM_SA_15_Tor_Gauntlet,
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AirDefence.SAM_Roland_ADS,
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}
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TRACK_RADARS = {
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AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
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AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
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AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
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AirDefence.SAM_Hawk_TR__AN_MPQ_46,
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AirDefence.SAM_Patriot_STR,
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AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
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AirDefence.SAM_Rapier_Blindfire_TR,
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AirDefence.HQ_7_Self_Propelled_STR,
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}
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LAUNCHER_TRACKER_PAIRS = {
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AirDefence.SAM_SA_6_Kub_Gainful_TEL: AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
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AirDefence.SAM_SA_3_S_125_Goa_LN: AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
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AirDefence.SAM_SA_10_S_300_Grumble_TEL_D: AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
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AirDefence.SAM_SA_10_S_300_Grumble_TEL_C: AirDefence.SAM_SA_10_S_300_Grumble_Flap_Lid_TR,
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AirDefence.SAM_Hawk_LN_M192: AirDefence.SAM_Hawk_TR__AN_MPQ_46,
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AirDefence.SAM_Patriot_LN: AirDefence.SAM_Patriot_STR,
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AirDefence.SAM_SA_2_S_75_Guideline_LN: AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
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AirDefence.SAM_Rapier_LN: AirDefence.SAM_Rapier_Blindfire_TR,
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AirDefence.HQ_7_Self_Propelled_LN: AirDefence.HQ_7_Self_Propelled_STR,
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}
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UNITS_WITH_RADAR = {
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# Radars
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AirDefence.SAM_SA_19_Tunguska_Grison,
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AirDefence.SAM_SA_11_Buk_Gadfly_Fire_Dome_TEL,
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AirDefence.SAM_SA_8_Osa_Gecko_TEL,
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AirDefence.SAM_SA_15_Tor_Gauntlet,
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AirDefence.SAM_SA_11_Buk_Gadfly_C2,
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AirDefence.SAM_Patriot_CR__AMG_AN_MRC_137,
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AirDefence.SAM_Patriot_ECS,
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AirDefence.SPAAA_Gepard,
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AirDefence.SPAAA_Vulcan_M163,
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AirDefence.SAM_Roland_ADS,
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AirDefence.SPAAA_ZSU_23_4_Shilka_Gun_Dish,
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AirDefence.EWR_1L13,
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AirDefence.SAM_SA_6_Kub_Straight_Flush_STR,
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@@ -47,7 +79,11 @@ UNITS_WITH_RADAR = [
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AirDefence.SAM_Roland_EWR,
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AirDefence.SAM_SA_3_S_125_Low_Blow_TR,
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AirDefence.SAM_SA_2_S_75_Fan_Song_TR,
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AirDefence.SAM_Rapier_Blindfire_TR,
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AirDefence.HQ_7_Self_Propelled_LN,
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AirDefence.HQ_7_Self_Propelled_STR,
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AirDefence.EWR_FuMG_401_Freya_LZ,
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AirDefence.EWR_FuSe_65_Würzburg_Riese,
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# Ships
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CVN_70_Carl_Vinson,
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FFG_Oliver_Hazzard_Perry,
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@@ -69,4 +105,4 @@ UNITS_WITH_RADAR = [
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Type_052B_Destroyer,
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Type_054A_Frigate,
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Type_052C_Destroyer,
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]
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}
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43
game/db.py
43
game/db.py
@@ -1459,6 +1459,13 @@ def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
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return None
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def flying_type_from_name(name: str) -> Optional[Type[FlyingType]]:
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unit_type = plane_map.get(name)
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if unit_type is not None:
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return unit_type
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return helicopter_map.get(name)
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def unit_type_of(unit: Unit) -> UnitType:
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if isinstance(unit, Vehicle):
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return vehicle_map[unit.type]
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@@ -1603,3 +1610,39 @@ F_16C_50.Liveries = DefaultLiveries
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P_51D_30_NA.Liveries = DefaultLiveries
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Ju_88A4.Liveries = DefaultLiveries
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B_17G.Liveries = DefaultLiveries
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# List of airframes that rely on their gun as a primary weapon. We confiscate bullets
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# from most AI air-to-ground missions since they aren't smart enough to RTB when they're
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# out of everything other than bullets (DCS does not have an all-but-gun winchester
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# option) and we don't want to be attacking fully functional Tors with a Vulcan.
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#
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# These airframes are the exceptions. They probably should be using their gun regardless
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# of the mission type.
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GUN_RELIANT_AIRFRAMES: List[Type[FlyingType]] = [
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AH_1W,
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AH_64A,
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AH_64D,
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A_10A,
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A_10C,
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A_10C_2,
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A_20G,
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Bf_109K_4,
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FW_190A8,
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FW_190D9,
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F_86F_Sabre,
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Ju_88A4,
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Ka_50,
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MiG_15bis,
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MiG_19P,
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Mi_24V,
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Mi_28N,
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P_47D_30,
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P_47D_30bl1,
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P_47D_40,
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P_51D,
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P_51D_30_NA,
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SpitfireLFMkIX,
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SpitfireLFMkIXCW,
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Su_25,
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Su_25T,
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]
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@@ -30,6 +30,7 @@ from game.unitmap import (
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FrontLineUnit,
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GroundObjectUnit,
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UnitMap,
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FlyingUnit,
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)
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from gen.flights.flight import Flight
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@@ -41,24 +42,24 @@ DEBRIEFING_LOG_EXTENSION = "log"
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@dataclass(frozen=True)
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class AirLosses:
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player: List[Flight]
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enemy: List[Flight]
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player: List[FlyingUnit]
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enemy: List[FlyingUnit]
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@property
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def losses(self) -> Iterator[Flight]:
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def losses(self) -> Iterator[FlyingUnit]:
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return itertools.chain(self.player, self.enemy)
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def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
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losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
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losses = self.player if player else self.enemy
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for loss in losses:
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losses_by_type[loss.unit_type] += 1
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losses_by_type[loss.flight.unit_type] += 1
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return losses_by_type
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def surviving_flight_members(self, flight: Flight) -> int:
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losses = 0
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for loss in self.losses:
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if loss == flight:
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if loss.flight == flight:
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losses += 1
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return flight.count - losses
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@@ -239,14 +240,14 @@ class Debriefing:
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player_losses = []
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enemy_losses = []
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for unit_name in self.state_data.killed_aircraft:
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flight = self.unit_map.flight(unit_name)
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if flight is None:
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aircraft = self.unit_map.flight(unit_name)
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if aircraft is None:
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logging.error(f"Could not find Flight matching {unit_name}")
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continue
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if flight.departure.captured:
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player_losses.append(flight)
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if aircraft.flight.departure.captured:
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player_losses.append(aircraft)
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else:
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enemy_losses.append(flight)
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enemy_losses.append(aircraft)
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return AirLosses(player_losses, enemy_losses)
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def dead_ground_units(self) -> GroundLosses:
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@@ -120,11 +120,15 @@ class Event:
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self.game.red_ato, debriefing.air_losses, for_player=False
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)
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@staticmethod
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def commit_air_losses(debriefing: Debriefing) -> None:
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def commit_air_losses(self, debriefing: Debriefing) -> None:
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for loss in debriefing.air_losses.losses:
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aircraft = loss.unit_type
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cp = loss.departure
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if (
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not loss.pilot.player
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or not self.game.settings.invulnerable_player_pilots
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):
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loss.pilot.kill()
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aircraft = loss.flight.unit_type
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cp = loss.flight.departure
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available = cp.base.total_units_of_type(aircraft)
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if available <= 0:
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logging.error(
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@@ -136,6 +140,23 @@ class Event:
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logging.info(f"{aircraft} destroyed from {cp}")
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cp.base.aircraft[aircraft] -= 1
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@staticmethod
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def _commit_pilot_experience(ato: AirTaskingOrder) -> None:
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for package in ato.packages:
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for flight in package.flights:
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for idx, pilot in enumerate(flight.pilots):
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if pilot is None:
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logging.error(
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f"Cannot award experience to pilot #{idx} of {flight} "
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"because no pilot is assigned"
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)
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continue
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pilot.record.missions_flown += 1
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def commit_pilot_experience(self) -> None:
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self._commit_pilot_experience(self.game.blue_ato)
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self._commit_pilot_experience(self.game.red_ato)
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@staticmethod
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def commit_front_line_losses(debriefing: Debriefing) -> None:
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for loss in debriefing.front_line_losses:
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@@ -249,6 +270,7 @@ class Event:
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logging.info("Committing mission results")
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self.commit_air_losses(debriefing)
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self.commit_pilot_experience()
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self.commit_front_line_losses(debriefing)
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self.commit_convoy_losses(debriefing)
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self.commit_airlift_losses(debriefing)
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@@ -27,6 +27,9 @@ from pydcs_extensions.mod_units import MODDED_VEHICLES, MODDED_AIRPLANES
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@dataclass
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class Faction:
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#: List of locales to use when generating random names. If not set, Faker will
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#: choose the default locale.
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locales: Optional[List[str]]
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# Country used by this faction
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country: str = field(default="")
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@@ -132,8 +135,7 @@ class Faction:
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@classmethod
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def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
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faction = Faction()
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faction = Faction(locales=json.get("locales"))
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faction.country = json.get("country", "/")
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if faction.country not in [c.name for c in country_dict.values()]:
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69
game/game.py
69
game/game.py
@@ -4,12 +4,13 @@ import random
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import sys
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from datetime import date, datetime, timedelta
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from enum import Enum
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from typing import Any, Dict, List
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from typing import Any, Dict, List, Iterator
|
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from dcs.action import Coalition
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from dcs.mapping import Point
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from dcs.task import CAP, CAS, PinpointStrike
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from dcs.vehicles import AirDefence
|
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from faker import Faker
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from game import db
|
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from game.inventory import GlobalAircraftInventory
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@@ -32,7 +33,8 @@ from .infos.information import Information
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from .navmesh import NavMesh
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from .procurement import AircraftProcurementRequest, ProcurementAi
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from .profiling import logged_duration
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from .settings import Settings
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from .settings import Settings, AutoAtoBehavior
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from .squadrons import Pilot, AirWing
|
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from .theater import ConflictTheater
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from .theater.bullseye import Bullseye
|
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from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
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@@ -140,6 +142,12 @@ class Game:
|
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|
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self.sanitize_sides()
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self.blue_faker = Faker(self.player_faction.locales)
|
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self.red_faker = Faker(self.enemy_faction.locales)
|
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|
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self.blue_air_wing = AirWing(self, player=True)
|
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self.red_air_wing = AirWing(self, player=False)
|
||||
|
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self.on_load()
|
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|
||||
def __getstate__(self) -> Dict[str, Any]:
|
||||
@@ -150,6 +158,8 @@ class Game:
|
||||
del state["red_threat_zone"]
|
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del state["blue_navmesh"]
|
||||
del state["red_navmesh"]
|
||||
del state["blue_faker"]
|
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del state["red_faker"]
|
||||
return state
|
||||
|
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def __setstate__(self, state: Dict[str, Any]) -> None:
|
||||
@@ -205,6 +215,21 @@ class Game:
|
||||
return self.player_faction
|
||||
return self.enemy_faction
|
||||
|
||||
def faker_for(self, player: bool) -> Faker:
|
||||
if player:
|
||||
return self.blue_faker
|
||||
return self.red_faker
|
||||
|
||||
def air_wing_for(self, player: bool) -> AirWing:
|
||||
if player:
|
||||
return self.blue_air_wing
|
||||
return self.red_air_wing
|
||||
|
||||
def country_for(self, player: bool) -> str:
|
||||
if player:
|
||||
return self.player_country
|
||||
return self.enemy_country
|
||||
|
||||
def bullseye_for(self, player: bool) -> Bullseye:
|
||||
if player:
|
||||
return self.blue_bullseye
|
||||
@@ -281,6 +306,8 @@ class Game:
|
||||
ObjectiveDistanceCache.set_theater(self.theater)
|
||||
self.compute_conflicts_position()
|
||||
self.compute_threat_zones()
|
||||
self.blue_faker = Faker(self.faction_for(player=True).locales)
|
||||
self.red_faker = Faker(self.faction_for(player=False).locales)
|
||||
|
||||
def reset_ato(self) -> None:
|
||||
self.blue_ato.clear()
|
||||
@@ -325,8 +352,10 @@ class Game:
|
||||
|
||||
def pass_turn(self, no_action: bool = False) -> None:
|
||||
logging.info("Pass turn")
|
||||
self.finish_turn(no_action)
|
||||
self.initialize_turn()
|
||||
with logged_duration("Turn finalization"):
|
||||
self.finish_turn(no_action)
|
||||
with logged_duration("Turn initialization"):
|
||||
self.initialize_turn()
|
||||
|
||||
# Autosave progress
|
||||
persistency.autosave(self)
|
||||
@@ -360,6 +389,8 @@ class Game:
|
||||
# Update statistics
|
||||
self.game_stats.update(self)
|
||||
|
||||
self.blue_air_wing.reset()
|
||||
self.red_air_wing.reset()
|
||||
self.aircraft_inventory.reset()
|
||||
for cp in self.theater.controlpoints:
|
||||
self.aircraft_inventory.set_from_control_point(cp)
|
||||
@@ -370,18 +401,28 @@ class Game:
|
||||
return self.process_win_loss(turn_state)
|
||||
|
||||
# Plan flights & combat for next turn
|
||||
self.compute_conflicts_position()
|
||||
self.compute_threat_zones()
|
||||
self.compute_transit_networks()
|
||||
with logged_duration("Computing conflict positions"):
|
||||
self.compute_conflicts_position()
|
||||
with logged_duration("Threat zone computation"):
|
||||
self.compute_threat_zones()
|
||||
with logged_duration("Transit network identification"):
|
||||
self.compute_transit_networks()
|
||||
self.ground_planners = {}
|
||||
|
||||
self.transfers.order_airlift_assets()
|
||||
self.transfers.plan_transports()
|
||||
self.blue_procurement_requests.clear()
|
||||
self.red_procurement_requests.clear()
|
||||
|
||||
with logged_duration("Mission planning"):
|
||||
blue_planner = CoalitionMissionPlanner(self, is_player=True)
|
||||
blue_planner.plan_missions()
|
||||
with logged_duration("Procurement of airlift assets"):
|
||||
self.transfers.order_airlift_assets()
|
||||
with logged_duration("Transport planning"):
|
||||
self.transfers.plan_transports()
|
||||
|
||||
with logged_duration("Blue mission planning"):
|
||||
if self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled:
|
||||
blue_planner = CoalitionMissionPlanner(self, is_player=True)
|
||||
blue_planner.plan_missions()
|
||||
|
||||
with logged_duration("Red mission planning"):
|
||||
red_planner = CoalitionMissionPlanner(self, is_player=False)
|
||||
red_planner.plan_missions()
|
||||
|
||||
@@ -408,7 +449,7 @@ class Game:
|
||||
manage_front_line=self.settings.automate_front_line_reinforcements,
|
||||
manage_aircraft=self.settings.automate_aircraft_reinforcements,
|
||||
front_line_budget_share=ground_portion,
|
||||
).spend_budget(self.budget, self.blue_procurement_requests)
|
||||
).spend_budget(self.budget)
|
||||
|
||||
self.enemy_budget = ProcurementAi(
|
||||
self,
|
||||
@@ -418,7 +459,7 @@ class Game:
|
||||
manage_front_line=True,
|
||||
manage_aircraft=True,
|
||||
front_line_budget_share=ground_portion,
|
||||
).spend_budget(self.enemy_budget, self.red_procurement_requests)
|
||||
).spend_budget(self.enemy_budget)
|
||||
|
||||
def message(self, text: str) -> None:
|
||||
self.informations.append(Information(text, turn=self.turn))
|
||||
|
||||
@@ -103,7 +103,7 @@ class NavMesh:
|
||||
# currently.
|
||||
p = ShapelyPoint(point.x, point.y)
|
||||
for navpoly in self.polys:
|
||||
if navpoly.poly.contains(p):
|
||||
if navpoly.poly.intersects(p):
|
||||
return navpoly
|
||||
return None
|
||||
|
||||
|
||||
@@ -50,6 +50,7 @@ class ProcurementAi:
|
||||
|
||||
self.game = game
|
||||
self.is_player = for_player
|
||||
self.air_wing = game.air_wing_for(for_player)
|
||||
self.faction = faction
|
||||
self.manage_runways = manage_runways
|
||||
self.manage_front_line = manage_front_line
|
||||
@@ -57,9 +58,7 @@ class ProcurementAi:
|
||||
self.front_line_budget_share = front_line_budget_share
|
||||
self.threat_zones = self.game.threat_zone_for(not self.is_player)
|
||||
|
||||
def spend_budget(
|
||||
self, budget: float, aircraft_requests: List[AircraftProcurementRequest]
|
||||
) -> float:
|
||||
def spend_budget(self, budget: float) -> float:
|
||||
if self.manage_runways:
|
||||
budget = self.repair_runways(budget)
|
||||
if self.manage_front_line:
|
||||
@@ -163,23 +162,31 @@ class ProcurementAi:
|
||||
|
||||
return budget
|
||||
|
||||
def _affordable_aircraft_of_types(
|
||||
def _affordable_aircraft_for_task(
|
||||
self,
|
||||
types: List[Type[FlyingType]],
|
||||
task: FlightType,
|
||||
airbase: ControlPoint,
|
||||
number: int,
|
||||
max_price: float,
|
||||
) -> Optional[Type[FlyingType]]:
|
||||
best_choice: Optional[Type[FlyingType]] = None
|
||||
for unit in [u for u in types if u in self.faction.aircrafts]:
|
||||
for unit in aircraft_for_task(task):
|
||||
if unit not in self.faction.aircrafts:
|
||||
continue
|
||||
if db.PRICES[unit] * number > max_price:
|
||||
continue
|
||||
if not airbase.can_operate(unit):
|
||||
continue
|
||||
|
||||
# Affordable and compatible. To keep some variety, skip with a 50/50
|
||||
# chance. Might be a good idea to have the chance to skip based on
|
||||
# the price compared to the rest of the choices.
|
||||
for squadron in self.air_wing.squadrons_for(unit):
|
||||
if task in squadron.mission_types:
|
||||
break
|
||||
else:
|
||||
continue
|
||||
|
||||
# Affordable, compatible, and we have a squadron capable of the task. To
|
||||
# keep some variety, skip with a 50/50 chance. Might be a good idea to have
|
||||
# the chance to skip based on the price compared to the rest of the choices.
|
||||
best_choice = unit
|
||||
if random.choice([True, False]):
|
||||
break
|
||||
@@ -188,8 +195,8 @@ class ProcurementAi:
|
||||
def affordable_aircraft_for(
|
||||
self, request: AircraftProcurementRequest, airbase: ControlPoint, budget: float
|
||||
) -> Optional[Type[FlyingType]]:
|
||||
return self._affordable_aircraft_of_types(
|
||||
aircraft_for_task(request.task_capability), airbase, request.number, budget
|
||||
return self._affordable_aircraft_for_task(
|
||||
request.task_capability, airbase, request.number, budget
|
||||
)
|
||||
|
||||
def fulfill_aircraft_request(
|
||||
@@ -255,10 +262,19 @@ class ProcurementAi:
|
||||
# Prefer to buy front line units at active front lines that are not
|
||||
# already overloaded.
|
||||
for cp in self.owned_points:
|
||||
|
||||
total_ground_units_allocated_to_this_control_point = (
|
||||
self.total_ground_units_allocated_to(cp)
|
||||
)
|
||||
|
||||
if not cp.has_ground_unit_source(self.game):
|
||||
continue
|
||||
|
||||
if self.total_ground_units_allocated_to(cp) >= 50:
|
||||
if (
|
||||
total_ground_units_allocated_to_this_control_point >= 50
|
||||
or total_ground_units_allocated_to_this_control_point
|
||||
>= cp.frontline_unit_count_limit
|
||||
):
|
||||
# Control point is already sufficiently defended.
|
||||
continue
|
||||
for connected in cp.connected_points:
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import timeit
|
||||
from collections import defaultdict
|
||||
from contextlib import contextmanager
|
||||
from datetime import timedelta
|
||||
from typing import Iterator
|
||||
@@ -11,3 +14,22 @@ def logged_duration(event: str) -> Iterator[None]:
|
||||
yield
|
||||
end = timeit.default_timer()
|
||||
logging.debug("%s took %s", event, timedelta(seconds=end - start))
|
||||
|
||||
|
||||
class MultiEventTracer:
|
||||
def __init__(self) -> None:
|
||||
self.events: dict[str, timedelta] = defaultdict(timedelta)
|
||||
|
||||
def __enter__(self) -> MultiEventTracer:
|
||||
return self
|
||||
|
||||
def __exit__(self, exc_type, exc_val, exc_tb) -> None:
|
||||
for event, duration in self.events.items():
|
||||
logging.debug("%s took %s", event, duration)
|
||||
|
||||
@contextmanager
|
||||
def trace(self, event: str) -> Iterator[None]:
|
||||
start = timeit.default_timer()
|
||||
yield
|
||||
end = timeit.default_timer()
|
||||
self.events[event] += timedelta(seconds=end - start)
|
||||
|
||||
@@ -1,10 +1,19 @@
|
||||
from dataclasses import dataclass, field
|
||||
from datetime import timedelta
|
||||
from enum import Enum, unique
|
||||
from typing import Dict, Optional
|
||||
|
||||
from dcs.forcedoptions import ForcedOptions
|
||||
|
||||
|
||||
@unique
|
||||
class AutoAtoBehavior(Enum):
|
||||
Disabled = "Disabled"
|
||||
Never = "Never assign player pilots"
|
||||
Default = "No preference"
|
||||
Prefer = "Prefer player pilots"
|
||||
|
||||
|
||||
@dataclass
|
||||
class Settings:
|
||||
|
||||
@@ -27,7 +36,7 @@ class Settings:
|
||||
default_start_type: str = "Cold"
|
||||
|
||||
# Mission specific
|
||||
desired_player_mission_duration: timedelta = timedelta(minutes=90)
|
||||
desired_player_mission_duration: timedelta = timedelta(minutes=60)
|
||||
|
||||
# Campaign management
|
||||
automate_runway_repair: bool = False
|
||||
@@ -36,6 +45,9 @@ class Settings:
|
||||
restrict_weapons_by_date: bool = False
|
||||
disable_legacy_aewc: bool = False
|
||||
generate_dark_kneeboard: bool = False
|
||||
invulnerable_player_pilots: bool = True
|
||||
auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
|
||||
auto_ato_player_missions_asap: bool = False
|
||||
|
||||
# Performance oriented
|
||||
perf_red_alert_state: bool = True
|
||||
|
||||
354
game/squadrons.py
Normal file
354
game/squadrons.py
Normal file
@@ -0,0 +1,354 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
import logging
|
||||
import random
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from enum import unique, Enum
|
||||
from pathlib import Path
|
||||
from typing import (
|
||||
Type,
|
||||
Tuple,
|
||||
List,
|
||||
TYPE_CHECKING,
|
||||
Optional,
|
||||
Iterable,
|
||||
Iterator,
|
||||
Sequence,
|
||||
)
|
||||
|
||||
import yaml
|
||||
from dcs.unittype import FlyingType
|
||||
from faker import Faker
|
||||
|
||||
from game.db import flying_type_from_name
|
||||
from game.settings import AutoAtoBehavior
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
|
||||
@dataclass
|
||||
class PilotRecord:
|
||||
missions_flown: int = field(default=0)
|
||||
|
||||
|
||||
@unique
|
||||
class PilotStatus(Enum):
|
||||
Active = "Active"
|
||||
OnLeave = "On leave"
|
||||
Dead = "Dead"
|
||||
|
||||
|
||||
@dataclass
|
||||
class Pilot:
|
||||
name: str
|
||||
player: bool = field(default=False)
|
||||
status: PilotStatus = field(default=PilotStatus.Active)
|
||||
record: PilotRecord = field(default_factory=PilotRecord)
|
||||
|
||||
@property
|
||||
def alive(self) -> bool:
|
||||
return self.status is not PilotStatus.Dead
|
||||
|
||||
@property
|
||||
def on_leave(self) -> bool:
|
||||
return self.status is PilotStatus.OnLeave
|
||||
|
||||
def send_on_leave(self) -> None:
|
||||
if self.status is not PilotStatus.Active:
|
||||
raise RuntimeError("Only active pilots may be sent on leave")
|
||||
self.status = PilotStatus.OnLeave
|
||||
|
||||
def return_from_leave(self) -> None:
|
||||
if self.status is not PilotStatus.OnLeave:
|
||||
raise RuntimeError("Only pilots on leave may be returned from leave")
|
||||
self.status = PilotStatus.Active
|
||||
|
||||
def kill(self) -> None:
|
||||
self.status = PilotStatus.Dead
|
||||
|
||||
@classmethod
|
||||
def random(cls, faker: Faker) -> Pilot:
|
||||
return Pilot(faker.name())
|
||||
|
||||
|
||||
@dataclass
|
||||
class Squadron:
|
||||
name: str
|
||||
nickname: str
|
||||
country: str
|
||||
role: str
|
||||
aircraft: Type[FlyingType]
|
||||
livery: Optional[str]
|
||||
mission_types: Tuple[FlightType, ...]
|
||||
pilots: List[Pilot]
|
||||
available_pilots: List[Pilot] = field(init=False, hash=False, compare=False)
|
||||
|
||||
# We need a reference to the Game so that we can access the Faker without needing to
|
||||
# persist it to the save game, or having to reconstruct it (it's not cheap) each
|
||||
# time we create or load a squadron.
|
||||
game: Game = field(hash=False, compare=False)
|
||||
player: bool
|
||||
|
||||
def __post_init__(self) -> None:
|
||||
self.available_pilots = list(self.active_pilots)
|
||||
|
||||
def __str__(self) -> str:
|
||||
return f'{self.name} "{self.nickname}"'
|
||||
|
||||
def claim_available_pilot(self) -> Optional[Pilot]:
|
||||
# No pilots available, so the preference is irrelevant. Create a new pilot and
|
||||
# return it.
|
||||
if not self.available_pilots:
|
||||
self.enlist_new_pilots(1)
|
||||
return self.available_pilots.pop()
|
||||
|
||||
# For opfor, so player/AI option is irrelevant.
|
||||
if not self.player:
|
||||
return self.available_pilots.pop()
|
||||
|
||||
preference = self.game.settings.auto_ato_behavior
|
||||
|
||||
# No preference, so the first pilot is fine.
|
||||
if preference is AutoAtoBehavior.Default:
|
||||
return self.available_pilots.pop()
|
||||
|
||||
prefer_players = preference is AutoAtoBehavior.Prefer
|
||||
for pilot in self.available_pilots:
|
||||
if pilot.player == prefer_players:
|
||||
self.available_pilots.remove(pilot)
|
||||
return pilot
|
||||
|
||||
# No pilot was found that matched the user's preference.
|
||||
#
|
||||
# If they chose to *never* assign players and only players remain in the pool,
|
||||
# we cannot fill the slot with the available pilots. Recruit a new one.
|
||||
#
|
||||
# If they prefer players and we're out of players, just return an AI pilot.
|
||||
if not prefer_players:
|
||||
self.enlist_new_pilots(1)
|
||||
return self.available_pilots.pop()
|
||||
|
||||
def claim_pilot(self, pilot: Pilot) -> None:
|
||||
if pilot not in self.available_pilots:
|
||||
raise ValueError(
|
||||
f"Cannot assign {pilot} to {self} because they are not available"
|
||||
)
|
||||
self.available_pilots.remove(pilot)
|
||||
|
||||
def return_pilot(self, pilot: Pilot) -> None:
|
||||
self.available_pilots.append(pilot)
|
||||
|
||||
def return_pilots(self, pilots: Iterable[Pilot]) -> None:
|
||||
self.available_pilots.extend(pilots)
|
||||
|
||||
def enlist_new_pilots(self, count: int) -> None:
|
||||
new_pilots = [Pilot(self.faker.name()) for _ in range(count)]
|
||||
self.pilots.extend(new_pilots)
|
||||
self.available_pilots.extend(new_pilots)
|
||||
|
||||
def return_all_pilots(self) -> None:
|
||||
self.available_pilots = list(self.active_pilots)
|
||||
|
||||
@property
|
||||
def faker(self) -> Faker:
|
||||
return self.game.faker_for(self.player)
|
||||
|
||||
def _pilots_with_status(self, status: PilotStatus) -> list[Pilot]:
|
||||
return [p for p in self.pilots if p.status == status]
|
||||
|
||||
@property
|
||||
def active_pilots(self) -> list[Pilot]:
|
||||
return self._pilots_with_status(PilotStatus.Active)
|
||||
|
||||
@property
|
||||
def pilots_on_leave(self) -> list[Pilot]:
|
||||
return self._pilots_with_status(PilotStatus.OnLeave)
|
||||
|
||||
@property
|
||||
def size(self) -> int:
|
||||
return len(self.active_pilots) + len(self.pilots_on_leave)
|
||||
|
||||
def pilot_at_index(self, index: int) -> Pilot:
|
||||
return self.pilots[index]
|
||||
|
||||
@classmethod
|
||||
def from_yaml(cls, path: Path, game: Game, player: bool) -> Squadron:
|
||||
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
with path.open() as squadron_file:
|
||||
data = yaml.safe_load(squadron_file)
|
||||
|
||||
unit_type = flying_type_from_name(data["aircraft"])
|
||||
if unit_type is None:
|
||||
raise KeyError(f"Could not find any aircraft with the ID {unit_type}")
|
||||
|
||||
pilots = [Pilot(n, player=False) for n in data.get("pilots", [])]
|
||||
pilots.extend([Pilot(n, player=True) for n in data.get("players", [])])
|
||||
|
||||
mission_types = [FlightType.from_name(n) for n in data["mission_types"]]
|
||||
tasks = tasks_for_aircraft(unit_type)
|
||||
for mission_type in list(mission_types):
|
||||
if mission_type not in tasks:
|
||||
logging.error(
|
||||
f"Squadron has mission type {mission_type} but {unit_type} is not "
|
||||
f"capable of that task: {path}"
|
||||
)
|
||||
mission_types.remove(mission_type)
|
||||
|
||||
return Squadron(
|
||||
name=data["name"],
|
||||
nickname=data["nickname"],
|
||||
country=data["country"],
|
||||
role=data["role"],
|
||||
aircraft=unit_type,
|
||||
livery=data.get("livery"),
|
||||
mission_types=tuple(mission_types),
|
||||
pilots=pilots,
|
||||
game=game,
|
||||
player=player,
|
||||
)
|
||||
|
||||
|
||||
class SquadronLoader:
|
||||
def __init__(self, game: Game, player: bool) -> None:
|
||||
self.game = game
|
||||
self.player = player
|
||||
|
||||
@staticmethod
|
||||
def squadron_directories() -> Iterator[Path]:
|
||||
from game import persistency
|
||||
|
||||
yield Path(persistency.base_path()) / "Liberation/Squadrons"
|
||||
yield Path("resources/squadrons")
|
||||
|
||||
def load(self) -> dict[Type[FlyingType], list[Squadron]]:
|
||||
squadrons: dict[Type[FlyingType], list[Squadron]] = defaultdict(list)
|
||||
country = self.game.country_for(self.player)
|
||||
faction = self.game.faction_for(self.player)
|
||||
any_country = country.startswith("Combined Joint Task Forces ")
|
||||
for directory in self.squadron_directories():
|
||||
for path, squadron in self.load_squadrons_from(directory):
|
||||
if not any_country and squadron.country != country:
|
||||
logging.debug(
|
||||
"Not using squadron for non-matching country (is "
|
||||
f"{squadron.country}, need {country}: {path}"
|
||||
)
|
||||
continue
|
||||
if squadron.aircraft not in faction.aircrafts:
|
||||
logging.debug(
|
||||
f"Not using squadron because {faction.name} cannot use "
|
||||
f"{squadron.aircraft}: {path}"
|
||||
)
|
||||
continue
|
||||
logging.debug(
|
||||
f"Found {squadron.name} {squadron.aircraft} {squadron.role} "
|
||||
f"compatible with {faction.name}"
|
||||
)
|
||||
squadrons[squadron.aircraft].append(squadron)
|
||||
# Convert away from defaultdict because defaultdict doesn't unpickle so we don't
|
||||
# want it in the save state.
|
||||
return dict(squadrons)
|
||||
|
||||
def load_squadrons_from(self, directory: Path) -> Iterator[Tuple[Path, Squadron]]:
|
||||
logging.debug(f"Looking for factions in {directory}")
|
||||
# First directory level is the aircraft type so that historical squadrons that
|
||||
# have flown multiple airframes can be defined as many times as needed. The main
|
||||
# load() method is responsible for filtering out squadrons that aren't
|
||||
# compatible with the faction.
|
||||
for squadron_path in directory.glob("*/*.yaml"):
|
||||
try:
|
||||
yield squadron_path, Squadron.from_yaml(
|
||||
squadron_path, self.game, self.player
|
||||
)
|
||||
except Exception as ex:
|
||||
raise RuntimeError(
|
||||
f"Failed to load squadron defined by {squadron_path}"
|
||||
) from ex
|
||||
|
||||
|
||||
class AirWing:
|
||||
def __init__(self, game: Game, player: bool) -> None:
|
||||
from gen.flights.ai_flight_planner_db import tasks_for_aircraft
|
||||
|
||||
self.game = game
|
||||
self.player = player
|
||||
self.squadrons = SquadronLoader(game, player).load()
|
||||
|
||||
count = itertools.count(1)
|
||||
for aircraft in game.faction_for(player).aircrafts:
|
||||
if aircraft in self.squadrons:
|
||||
continue
|
||||
self.squadrons[aircraft] = [
|
||||
Squadron(
|
||||
name=f"Squadron {next(count):03}",
|
||||
nickname=self.random_nickname(),
|
||||
country=game.country_for(player),
|
||||
role="Flying Squadron",
|
||||
aircraft=aircraft,
|
||||
livery=None,
|
||||
mission_types=tuple(tasks_for_aircraft(aircraft)),
|
||||
pilots=[],
|
||||
game=game,
|
||||
player=player,
|
||||
)
|
||||
]
|
||||
|
||||
def squadrons_for(self, aircraft: Type[FlyingType]) -> Sequence[Squadron]:
|
||||
return self.squadrons[aircraft]
|
||||
|
||||
def squadrons_for_task(self, task: FlightType) -> Iterator[Squadron]:
|
||||
for squadron in self.iter_squadrons():
|
||||
if task in squadron.mission_types:
|
||||
yield squadron
|
||||
|
||||
def squadron_for(self, aircraft: Type[FlyingType]) -> Squadron:
|
||||
return self.squadrons_for(aircraft)[0]
|
||||
|
||||
def iter_squadrons(self) -> Iterator[Squadron]:
|
||||
return itertools.chain.from_iterable(self.squadrons.values())
|
||||
|
||||
def squadron_at_index(self, index: int) -> Squadron:
|
||||
return list(self.iter_squadrons())[index]
|
||||
|
||||
def reset(self) -> None:
|
||||
for squadron in self.iter_squadrons():
|
||||
squadron.return_all_pilots()
|
||||
|
||||
@property
|
||||
def size(self) -> int:
|
||||
return sum(len(s) for s in self.squadrons.values())
|
||||
|
||||
@staticmethod
|
||||
def _make_random_nickname() -> str:
|
||||
from gen.naming import ANIMALS
|
||||
|
||||
animal = random.choice(ANIMALS)
|
||||
adjective = random.choice(
|
||||
(
|
||||
None,
|
||||
"Red",
|
||||
"Blue",
|
||||
"Green",
|
||||
"Golden",
|
||||
"Black",
|
||||
"Fighting",
|
||||
"Flying",
|
||||
)
|
||||
)
|
||||
if adjective is None:
|
||||
return animal.title()
|
||||
return f"{adjective} {animal}".title()
|
||||
|
||||
def random_nickname(self) -> str:
|
||||
while True:
|
||||
nickname = self._make_random_nickname()
|
||||
for squadron in self.iter_squadrons():
|
||||
if squadron.nickname == nickname:
|
||||
break
|
||||
else:
|
||||
return nickname
|
||||
@@ -22,7 +22,7 @@ from dcs.ships import (
|
||||
DDG_Arleigh_Burke_IIa,
|
||||
LHA_1_Tarawa,
|
||||
)
|
||||
from dcs.statics import Fortification
|
||||
from dcs.statics import Fortification, Warehouse
|
||||
from dcs.terrain import (
|
||||
caucasus,
|
||||
nevada,
|
||||
@@ -129,6 +129,8 @@ class MizCampaignLoader:
|
||||
|
||||
FACTORY_UNIT_TYPE = Fortification.Workshop_A.id
|
||||
|
||||
AMMUNITION_DEPOT_UNIT_TYPE = Warehouse.Ammunition_depot.id
|
||||
|
||||
REQUIRED_STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
|
||||
|
||||
BASE_DEFENSE_RADIUS = nautical_miles(2)
|
||||
@@ -321,6 +323,12 @@ class MizCampaignLoader:
|
||||
if group.units[0].type in self.FACTORY_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def ammunition_depots(self) -> Iterator[StaticGroup]:
|
||||
for group in itertools.chain(self.blue.static_group, self.red.static_group):
|
||||
if group.units[0].type in self.AMMUNITION_DEPOT_UNIT_TYPE:
|
||||
yield group
|
||||
|
||||
@property
|
||||
def required_strike_targets(self) -> Iterator[StaticGroup]:
|
||||
for group in itertools.chain(self.blue.static_group, self.red.static_group):
|
||||
@@ -560,6 +568,12 @@ class MizCampaignLoader:
|
||||
PointWithHeading.from_point(group.position, group.units[0].heading)
|
||||
)
|
||||
|
||||
for group in self.ammunition_depots:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.ammunition_depots.append(
|
||||
PointWithHeading.from_point(group.position, group.units[0].heading)
|
||||
)
|
||||
|
||||
for group in self.required_strike_targets:
|
||||
closest, distance = self.objective_info(group)
|
||||
closest.preset_locations.required_strike_locations.append(
|
||||
|
||||
@@ -8,7 +8,20 @@ from abc import ABC, abstractmethod
|
||||
from dataclasses import dataclass, field
|
||||
from enum import Enum
|
||||
from functools import total_ordering
|
||||
from typing import Any, Dict, Iterator, List, Optional, Set, TYPE_CHECKING, Type, Union
|
||||
from typing import (
|
||||
Any,
|
||||
Dict,
|
||||
Iterator,
|
||||
List,
|
||||
Optional,
|
||||
Set,
|
||||
TYPE_CHECKING,
|
||||
Type,
|
||||
Union,
|
||||
Sequence,
|
||||
Iterable,
|
||||
Tuple,
|
||||
)
|
||||
|
||||
from dcs import helicopters
|
||||
from dcs.mapping import Point
|
||||
@@ -48,6 +61,9 @@ if TYPE_CHECKING:
|
||||
from game import Game
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
FREE_FRONTLINE_UNIT_SUPPLY: int = 15
|
||||
AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION: int = 12
|
||||
|
||||
|
||||
class ControlPointType(Enum):
|
||||
#: An airbase with slots for everything.
|
||||
@@ -150,6 +166,9 @@ class PresetLocations:
|
||||
#: Locations of factories for producing ground units. These will always be spawned.
|
||||
factories: List[PointWithHeading] = field(default_factory=list)
|
||||
|
||||
#: Locations of ammo depots for controlling number of units on the front line at a control point.
|
||||
ammunition_depots: List[PointWithHeading] = field(default_factory=list)
|
||||
|
||||
#: Locations of stationary armor groups. These will always be spawned.
|
||||
armor_groups: List[PointWithHeading] = field(default_factory=list)
|
||||
|
||||
@@ -308,8 +327,8 @@ class ControlPoint(MissionTarget, ABC):
|
||||
# TODO: Should be Airbase specific.
|
||||
self.has_frontline = has_frontline
|
||||
self.connected_points: List[ControlPoint] = []
|
||||
self.convoy_routes: Dict[ControlPoint, List[Point]] = {}
|
||||
self.shipping_lanes: Dict[ControlPoint, List[Point]] = {}
|
||||
self.convoy_routes: Dict[ControlPoint, Tuple[Point, ...]] = {}
|
||||
self.shipping_lanes: Dict[ControlPoint, Tuple[Point, ...]] = {}
|
||||
self.base: Base = Base()
|
||||
self.cptype = cptype
|
||||
# TODO: Should be Airbase specific.
|
||||
@@ -467,24 +486,21 @@ class ControlPoint(MissionTarget, ABC):
|
||||
"""
|
||||
...
|
||||
|
||||
# TODO: Should be Airbase specific.
|
||||
def connect(self, to: ControlPoint) -> None:
|
||||
self.connected_points.append(to)
|
||||
self.stances[to.id] = CombatStance.DEFENSIVE
|
||||
|
||||
def convoy_origin_for(self, destination: ControlPoint) -> Point:
|
||||
return self.convoy_route_to(destination)[0]
|
||||
|
||||
def convoy_route_to(self, destination: ControlPoint) -> List[Point]:
|
||||
def convoy_route_to(self, destination: ControlPoint) -> Sequence[Point]:
|
||||
return self.convoy_routes[destination]
|
||||
|
||||
def create_convoy_route(self, to: ControlPoint, waypoints: List[Point]) -> None:
|
||||
def create_convoy_route(self, to: ControlPoint, waypoints: Iterable[Point]) -> None:
|
||||
self.connected_points.append(to)
|
||||
self.stances[to.id] = CombatStance.DEFENSIVE
|
||||
self.convoy_routes[to] = waypoints
|
||||
self.convoy_routes[to] = tuple(waypoints)
|
||||
|
||||
def create_shipping_lane(self, to: ControlPoint, waypoints: List[Point]) -> None:
|
||||
self.shipping_lanes[to] = waypoints
|
||||
def create_shipping_lane(
|
||||
self, to: ControlPoint, waypoints: Iterable[Point]
|
||||
) -> None:
|
||||
self.shipping_lanes[to] = tuple(waypoints)
|
||||
|
||||
@abstractmethod
|
||||
def runway_is_operational(self) -> bool:
|
||||
@@ -788,15 +804,6 @@ class ControlPoint(MissionTarget, ABC):
|
||||
def income_per_turn(self) -> int:
|
||||
return 0
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
FlightType.AEWC,
|
||||
]
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def has_active_frontline(self) -> bool:
|
||||
return any(not c.is_friendly(self.captured) for c in self.connected_points)
|
||||
@@ -807,10 +814,29 @@ class ControlPoint(MissionTarget, ABC):
|
||||
|
||||
return self.captured != other.captured
|
||||
|
||||
@property
|
||||
def frontline_unit_count_limit(self) -> int:
|
||||
|
||||
tally_connected_ammo_depots = 0
|
||||
|
||||
for cp_objective in self.connected_objectives:
|
||||
if cp_objective.category == "ammo" and not cp_objective.is_dead:
|
||||
tally_connected_ammo_depots += 1
|
||||
|
||||
return (
|
||||
FREE_FRONTLINE_UNIT_SUPPLY
|
||||
+ tally_connected_ammo_depots * AMMO_DEPOT_FRONTLINE_UNIT_CONTRIBUTION
|
||||
)
|
||||
|
||||
@property
|
||||
def strike_targets(self) -> List[Union[MissionTarget, Unit]]:
|
||||
return []
|
||||
|
||||
@property
|
||||
@abstractmethod
|
||||
def category(self) -> str:
|
||||
...
|
||||
|
||||
|
||||
class Airfield(ControlPoint):
|
||||
def __init__(
|
||||
@@ -840,18 +866,21 @@ class Airfield(ControlPoint):
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
# TODO: FlightType.INTERCEPTION
|
||||
# TODO: FlightType.LOGISTICS
|
||||
]
|
||||
else:
|
||||
if not self.is_friendly(for_player):
|
||||
yield from [
|
||||
FlightType.OCA_AIRCRAFT,
|
||||
FlightType.OCA_RUNWAY,
|
||||
]
|
||||
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
FlightType.AEWC,
|
||||
# TODO: FlightType.INTERCEPTION
|
||||
# TODO: FlightType.LOGISTICS
|
||||
]
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return len(self.airport.parking_slots)
|
||||
@@ -888,6 +917,10 @@ class Airfield(ControlPoint):
|
||||
def income_per_turn(self) -> int:
|
||||
return 20
|
||||
|
||||
@property
|
||||
def category(self) -> str:
|
||||
return "airfield"
|
||||
|
||||
|
||||
class NavalControlPoint(ControlPoint, ABC):
|
||||
@property
|
||||
@@ -967,6 +1000,13 @@ class Carrier(NavalControlPoint):
|
||||
cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP,
|
||||
)
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
yield from super().mission_types(for_player)
|
||||
if self.is_friendly(for_player):
|
||||
yield FlightType.AEWC
|
||||
|
||||
def capture(self, game: Game, for_player: bool) -> None:
|
||||
raise RuntimeError("Carriers cannot be captured")
|
||||
|
||||
@@ -981,6 +1021,10 @@ class Carrier(NavalControlPoint):
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 90
|
||||
|
||||
@property
|
||||
def category(self) -> str:
|
||||
return "cv"
|
||||
|
||||
|
||||
class Lha(NavalControlPoint):
|
||||
def __init__(self, name: str, at: Point, cp_id: int):
|
||||
@@ -1011,6 +1055,10 @@ class Lha(NavalControlPoint):
|
||||
def total_aircraft_parking(self) -> int:
|
||||
return 20
|
||||
|
||||
@property
|
||||
def category(self) -> str:
|
||||
return "lha"
|
||||
|
||||
|
||||
class OffMapSpawn(ControlPoint):
|
||||
def runway_is_operational(self) -> bool:
|
||||
@@ -1061,6 +1109,10 @@ class OffMapSpawn(ControlPoint):
|
||||
def can_deploy_ground_units(self) -> bool:
|
||||
return False
|
||||
|
||||
@property
|
||||
def category(self) -> str:
|
||||
return "offmap"
|
||||
|
||||
|
||||
class Fob(ControlPoint):
|
||||
def __init__(self, name: str, at: Point, cp_id: int):
|
||||
@@ -1094,18 +1146,10 @@ class Fob(ControlPoint):
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
if self.is_friendly(for_player):
|
||||
yield from [
|
||||
FlightType.BARCAP,
|
||||
# TODO: FlightType.LOGISTICS
|
||||
]
|
||||
else:
|
||||
yield from [
|
||||
FlightType.STRIKE,
|
||||
FlightType.SWEEP,
|
||||
FlightType.ESCORT,
|
||||
FlightType.SEAD,
|
||||
]
|
||||
if not self.is_friendly(for_player):
|
||||
yield FlightType.STRIKE
|
||||
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def total_aircraft_parking(self) -> int:
|
||||
@@ -1128,3 +1172,7 @@ class Fob(ControlPoint):
|
||||
@property
|
||||
def income_per_turn(self) -> int:
|
||||
return 10
|
||||
|
||||
@property
|
||||
def category(self) -> str:
|
||||
return "fob"
|
||||
|
||||
@@ -52,7 +52,7 @@ class FrontLine(MissionTarget):
|
||||
self.blue_cp = blue_point
|
||||
self.red_cp = red_point
|
||||
try:
|
||||
route = blue_point.convoy_route_to(red_point)
|
||||
route = list(blue_point.convoy_route_to(red_point))
|
||||
except KeyError:
|
||||
# Some campaigns are air only and the mission generator currently relies on
|
||||
# *some* "front line" being drawn between these two. In this case there will
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
from dataclasses import dataclass
|
||||
from typing import List
|
||||
from typing import List, Tuple
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
@@ -9,3 +9,26 @@ class LatLon:
|
||||
|
||||
def as_list(self) -> List[float]:
|
||||
return [self.latitude, self.longitude]
|
||||
|
||||
@staticmethod
|
||||
def _components(dimension: float) -> Tuple[int, int, float]:
|
||||
degrees = int(dimension)
|
||||
minutes = int(dimension * 60 % 60)
|
||||
seconds = dimension * 3600 % 60
|
||||
return degrees, minutes, seconds
|
||||
|
||||
def _format_component(
|
||||
self, dimension: float, hemispheres: Tuple[str, str], seconds_precision: int
|
||||
) -> str:
|
||||
hemisphere = hemispheres[0] if dimension >= 0 else hemispheres[1]
|
||||
degrees, minutes, seconds = self._components(dimension)
|
||||
return f"{degrees}°{minutes:02}'{seconds:02.{seconds_precision}f}\"{hemisphere}"
|
||||
|
||||
def format_dms(self, include_decimal_seconds: bool = False) -> str:
|
||||
precision = 2 if include_decimal_seconds else 0
|
||||
return " ".join(
|
||||
[
|
||||
self._format_component(self.latitude, ("N", "S"), precision),
|
||||
self._format_component(self.longitude, ("E", "W"), precision),
|
||||
]
|
||||
)
|
||||
|
||||
@@ -37,7 +37,7 @@ class MissionTarget:
|
||||
yield from [
|
||||
FlightType.ESCORT,
|
||||
FlightType.TARCAP,
|
||||
FlightType.SEAD,
|
||||
FlightType.SEAD_ESCORT,
|
||||
FlightType.SWEEP,
|
||||
# TODO: FlightType.ELINT,
|
||||
# TODO: FlightType.EWAR,
|
||||
|
||||
@@ -471,6 +471,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
self.generate_strike_targets()
|
||||
self.generate_offshore_strike_targets()
|
||||
self.generate_factories()
|
||||
self.generate_ammunition_depots()
|
||||
|
||||
if self.faction.missiles:
|
||||
self.generate_missile_sites()
|
||||
@@ -629,6 +630,10 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def generate_ammunition_depots(self) -> None:
|
||||
for position in self.control_point.preset_locations.ammunition_depots:
|
||||
self.generate_strike_target_at(category="ammo", position=position)
|
||||
|
||||
def generate_factories(self) -> None:
|
||||
"""Generates the factories that are required by the campaign."""
|
||||
for position in self.control_point.preset_locations.factories:
|
||||
@@ -828,6 +833,7 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
|
||||
FobDefenseGenerator(self.game, self.control_point).generate()
|
||||
self.generate_armor_groups()
|
||||
self.generate_factories()
|
||||
self.generate_ammunition_depots()
|
||||
self.generate_required_aa()
|
||||
self.generate_required_ewr()
|
||||
self.generate_scenery_sites()
|
||||
|
||||
@@ -8,9 +8,15 @@ from dcs.mapping import Point
|
||||
from dcs.triggers import TriggerZone
|
||||
from dcs.unit import Unit
|
||||
from dcs.unitgroup import Group
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
from .. import db
|
||||
from ..data.radar_db import UNITS_WITH_RADAR
|
||||
from ..data.radar_db import (
|
||||
UNITS_WITH_RADAR,
|
||||
TRACK_RADARS,
|
||||
TELARS,
|
||||
LAUNCHER_TRACKER_PAIRS,
|
||||
)
|
||||
from ..utils import Distance, meters
|
||||
|
||||
if TYPE_CHECKING:
|
||||
@@ -137,12 +143,11 @@ class TheaterGroundObject(MissionTarget):
|
||||
return False
|
||||
|
||||
@property
|
||||
def has_radar(self) -> bool:
|
||||
"""Returns True if the ground object contains a unit with radar."""
|
||||
def has_live_radar_sam(self) -> bool:
|
||||
"""Returns True if the ground object contains a unit with working radar SAM."""
|
||||
for group in self.groups:
|
||||
for unit in group.units:
|
||||
if db.unit_type_from_name(unit.type) in UNITS_WITH_RADAR:
|
||||
return True
|
||||
if self.threat_range(group, radar_only=True):
|
||||
return True
|
||||
return False
|
||||
|
||||
def _max_range_of_type(self, group: Group, range_type: str) -> Distance:
|
||||
@@ -163,17 +168,16 @@ class TheaterGroundObject(MissionTarget):
|
||||
max_range = max(max_range, meters(unit_range))
|
||||
return max_range
|
||||
|
||||
def max_detection_range(self) -> Distance:
|
||||
return max(self.detection_range(g) for g in self.groups)
|
||||
|
||||
def detection_range(self, group: Group) -> Distance:
|
||||
return self._max_range_of_type(group, "detection_range")
|
||||
|
||||
def threat_range(self, group: Group) -> Distance:
|
||||
if not self.detection_range(group):
|
||||
# For simple SAMs like shilkas, the unit has both a threat and
|
||||
# detection range. For complex sites like SA-2s, the launcher has a
|
||||
# threat range and the search/track radars have detection ranges. If
|
||||
# the site has no detection range it has no radars and can't fire,
|
||||
# so it's not actually a threat even if it still has launchers.
|
||||
return meters(0)
|
||||
def max_threat_range(self) -> Distance:
|
||||
return max(self.threat_range(g) for g in self.groups)
|
||||
|
||||
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
|
||||
return self._max_range_of_type(group, "threat_range")
|
||||
|
||||
@property
|
||||
@@ -452,12 +456,45 @@ class SamGroundObject(BaseDefenseGroundObject):
|
||||
|
||||
if not self.is_friendly(for_player):
|
||||
yield FlightType.DEAD
|
||||
yield FlightType.SEAD
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def might_have_aa(self) -> bool:
|
||||
return True
|
||||
|
||||
def threat_range(self, group: Group, radar_only: bool = False) -> Distance:
|
||||
max_non_radar = meters(0)
|
||||
live_trs = set()
|
||||
max_telar_range = meters(0)
|
||||
launchers = set()
|
||||
for unit in group.units:
|
||||
unit_type = db.unit_type_from_name(unit.type)
|
||||
if unit_type is None or not issubclass(unit_type, VehicleType):
|
||||
continue
|
||||
if unit_type in TRACK_RADARS:
|
||||
live_trs.add(unit_type)
|
||||
elif unit_type in TELARS:
|
||||
max_telar_range = max(
|
||||
max_telar_range, meters(getattr(unit_type, "threat_range", 0))
|
||||
)
|
||||
elif unit_type in LAUNCHER_TRACKER_PAIRS:
|
||||
launchers.add(unit_type)
|
||||
else:
|
||||
max_non_radar = max(
|
||||
max_non_radar, meters(getattr(unit_type, "threat_range", 0))
|
||||
)
|
||||
max_tel_range = meters(0)
|
||||
for launcher in launchers:
|
||||
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
|
||||
max_tel_range = max(
|
||||
max_tel_range, meters(getattr(launcher, "threat_range"))
|
||||
)
|
||||
if radar_only:
|
||||
return max(max_tel_range, max_telar_range)
|
||||
else:
|
||||
return max(max_tel_range, max_telar_range, max_non_radar)
|
||||
|
||||
|
||||
class VehicleGroupGroundObject(BaseDefenseGroundObject):
|
||||
def __init__(
|
||||
|
||||
@@ -88,9 +88,27 @@ class TransitNetwork:
|
||||
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]:
|
||||
) -> list[ControlPoint]:
|
||||
return self.shortest_path_with_cost(origin, destination)[0]
|
||||
|
||||
def shortest_path_with_cost(
|
||||
@@ -127,7 +145,7 @@ class TransitNetwork:
|
||||
path: List[ControlPoint] = []
|
||||
while current != origin:
|
||||
path.append(current)
|
||||
previous = came_from[current]
|
||||
previous = came_from.get(current)
|
||||
if previous is None:
|
||||
raise NoPathError(origin, destination)
|
||||
current = previous
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from functools import singledispatchmethod
|
||||
from typing import Optional, TYPE_CHECKING, Union
|
||||
from typing import Optional, TYPE_CHECKING, Union, Iterable
|
||||
|
||||
from dcs.mapping import Point as DcsPoint
|
||||
from shapely.geometry import (
|
||||
@@ -13,11 +13,10 @@ from shapely.geometry import (
|
||||
from shapely.geometry.base import BaseGeometry
|
||||
from shapely.ops import nearest_points, unary_union
|
||||
|
||||
from game.theater import ControlPoint
|
||||
from game.theater import ControlPoint, MissionTarget
|
||||
from game.utils import Distance, meters, nautical_miles
|
||||
from gen import Conflict
|
||||
from gen.flights.closestairfields import ObjectiveDistanceCache
|
||||
from gen.flights.flight import Flight
|
||||
from gen.flights.flight import Flight, FlightWaypoint
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
@@ -27,9 +26,12 @@ ThreatPoly = Union[MultiPolygon, Polygon]
|
||||
|
||||
|
||||
class ThreatZones:
|
||||
def __init__(self, airbases: ThreatPoly, air_defenses: ThreatPoly) -> None:
|
||||
def __init__(
|
||||
self, airbases: ThreatPoly, air_defenses: ThreatPoly, radar_sam_threats
|
||||
) -> None:
|
||||
self.airbases = airbases
|
||||
self.air_defenses = air_defenses
|
||||
self.radar_sam_threats = radar_sam_threats
|
||||
self.all = unary_union([airbases, air_defenses])
|
||||
|
||||
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
|
||||
@@ -69,6 +71,13 @@ class ThreatZones:
|
||||
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
|
||||
)
|
||||
|
||||
def waypoints_threatened_by_aircraft(
|
||||
self, waypoints: Iterable[FlightWaypoint]
|
||||
) -> bool:
|
||||
return self.threatened_by_aircraft(
|
||||
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
|
||||
)
|
||||
|
||||
@singledispatchmethod
|
||||
def threatened_by_air_defense(self, target) -> bool:
|
||||
raise NotImplementedError
|
||||
@@ -83,6 +92,33 @@ class ThreatZones:
|
||||
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
|
||||
)
|
||||
|
||||
@threatened_by_air_defense.register
|
||||
def _threatened_by_air_defense_mission_target(self, target: MissionTarget) -> bool:
|
||||
return self.threatened_by_air_defense(
|
||||
self.dcs_to_shapely_point(target.position)
|
||||
)
|
||||
|
||||
@singledispatchmethod
|
||||
def threatened_by_radar_sam(self, target) -> bool:
|
||||
raise NotImplementedError
|
||||
|
||||
@threatened_by_radar_sam.register
|
||||
def _threatened_by_radar_sam_geom(self, position: BaseGeometry) -> bool:
|
||||
return self.radar_sam_threats.intersects(position)
|
||||
|
||||
@threatened_by_radar_sam.register
|
||||
def _threatened_by_radar_sam_flight(self, flight: Flight) -> bool:
|
||||
return self.threatened_by_radar_sam(
|
||||
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
|
||||
)
|
||||
|
||||
def waypoints_threatened_by_radar_sam(
|
||||
self, waypoints: Iterable[FlightWaypoint]
|
||||
) -> bool:
|
||||
return self.threatened_by_radar_sam(
|
||||
LineString((self.dcs_to_shapely_point(p.position) for p in waypoints))
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def closest_enemy_airbase(
|
||||
cls, location: ControlPoint, max_distance: Distance
|
||||
@@ -134,6 +170,7 @@ class ThreatZones:
|
||||
"""
|
||||
air_threats = []
|
||||
air_defenses = []
|
||||
radar_sam_threats = []
|
||||
for control_point in game.theater.controlpoints:
|
||||
if control_point.captured != player:
|
||||
continue
|
||||
@@ -151,9 +188,16 @@ class ThreatZones:
|
||||
point = ShapelyPoint(tgo.position.x, tgo.position.y)
|
||||
threat_zone = point.buffer(threat_range.meters)
|
||||
air_defenses.append(threat_zone)
|
||||
radar_threat_range = tgo.threat_range(group, radar_only=True)
|
||||
if radar_threat_range > nautical_miles(3):
|
||||
point = ShapelyPoint(tgo.position.x, tgo.position.y)
|
||||
threat_zone = point.buffer(threat_range.meters)
|
||||
radar_sam_threats.append(threat_zone)
|
||||
|
||||
return cls(
|
||||
airbases=unary_union(air_threats), air_defenses=unary_union(air_defenses)
|
||||
airbases=unary_union(air_threats),
|
||||
air_defenses=unary_union(air_defenses),
|
||||
radar_sam_threats=unary_union(radar_sam_threats),
|
||||
)
|
||||
|
||||
@staticmethod
|
||||
|
||||
@@ -4,12 +4,23 @@ import logging
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass, field
|
||||
from functools import singledispatchmethod
|
||||
from typing import Dict, Generic, Iterator, List, Optional, TYPE_CHECKING, Type, TypeVar
|
||||
from typing import (
|
||||
Dict,
|
||||
Generic,
|
||||
Iterator,
|
||||
List,
|
||||
Optional,
|
||||
TYPE_CHECKING,
|
||||
Type,
|
||||
TypeVar,
|
||||
Sequence,
|
||||
)
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.unittype import FlyingType, VehicleType
|
||||
|
||||
from game.procurement import AircraftProcurementRequest
|
||||
from game.squadrons import Squadron
|
||||
from game.theater import ControlPoint, MissionTarget
|
||||
from game.theater.transitnetwork import (
|
||||
TransitConnection,
|
||||
@@ -222,17 +233,27 @@ class AirliftPlanner:
|
||||
|
||||
inventory = self.game.aircraft_inventory.for_control_point(cp)
|
||||
for unit_type, available in inventory.all_aircraft:
|
||||
squadrons = [
|
||||
s
|
||||
for s in self.game.air_wing_for(self.for_player).squadrons_for(
|
||||
unit_type
|
||||
)
|
||||
if FlightType.TRANSPORT in s.mission_types
|
||||
]
|
||||
if not squadrons:
|
||||
continue
|
||||
squadron = squadrons[0]
|
||||
if self.compatible_with_mission(unit_type, cp):
|
||||
while available and self.transfer.transport is None:
|
||||
flight_size = self.create_airlift_flight(unit_type, inventory)
|
||||
flight_size = self.create_airlift_flight(squadron, inventory)
|
||||
available -= flight_size
|
||||
if self.package.flights:
|
||||
self.game.ato_for(self.for_player).add_package(self.package)
|
||||
|
||||
def create_airlift_flight(
|
||||
self, unit_type: Type[FlyingType], inventory: ControlPointAircraftInventory
|
||||
self, squadron: Squadron, inventory: ControlPointAircraftInventory
|
||||
) -> int:
|
||||
available = inventory.available(unit_type)
|
||||
available = inventory.available(squadron.aircraft)
|
||||
# 4 is the max flight size in DCS.
|
||||
flight_size = min(self.transfer.size, available, 4)
|
||||
|
||||
@@ -241,10 +262,11 @@ class AirliftPlanner:
|
||||
else:
|
||||
transfer = self.transfer
|
||||
|
||||
player = inventory.control_point.captured
|
||||
flight = Flight(
|
||||
self.package,
|
||||
self.game.player_country,
|
||||
unit_type,
|
||||
self.game.country_for(player),
|
||||
squadron,
|
||||
flight_size,
|
||||
FlightType.TRANSPORT,
|
||||
self.game.settings.default_start_type,
|
||||
@@ -363,7 +385,7 @@ class CargoShip(MultiGroupTransport):
|
||||
yield from super().mission_types(for_player)
|
||||
|
||||
@property
|
||||
def route(self) -> List[Point]:
|
||||
def route(self) -> Sequence[Point]:
|
||||
return self.origin.shipping_lanes[self.destination]
|
||||
|
||||
def description(self) -> str:
|
||||
@@ -518,6 +540,7 @@ class PendingTransfers:
|
||||
flight = transport.flight
|
||||
flight.package.remove_flight(flight)
|
||||
self.game.aircraft_inventory.return_from_flight(flight)
|
||||
flight.clear_roster()
|
||||
|
||||
@cancel_transport.register
|
||||
def _cancel_transport_convoy(
|
||||
@@ -562,10 +585,14 @@ class PendingTransfers:
|
||||
|
||||
def current_airlift_capacity(self, control_point: ControlPoint) -> int:
|
||||
inventory = self.game.aircraft_inventory.for_control_point(control_point)
|
||||
squadrons = self.game.air_wing_for(control_point.captured).squadrons_for_task(
|
||||
FlightType.TRANSPORT
|
||||
)
|
||||
unit_types = {s.aircraft for s in squadrons}.intersection(TRANSPORT_CAPABLE)
|
||||
return sum(
|
||||
count
|
||||
for unit_type, count in inventory.all_aircraft
|
||||
if unit_type in TRANSPORT_CAPABLE
|
||||
if unit_type in unit_types
|
||||
)
|
||||
|
||||
def order_airlift_assets_at(self, control_point: ControlPoint) -> None:
|
||||
|
||||
@@ -139,7 +139,9 @@ class PendingUnitDeliveries:
|
||||
) -> Optional[ControlPoint]:
|
||||
sources = []
|
||||
for control_point in game.theater.control_points_for(self.destination.captured):
|
||||
if control_point.can_recruit_ground_units(game):
|
||||
if control_point.can_recruit_ground_units(
|
||||
game
|
||||
) and network.has_path_between(self.destination, control_point):
|
||||
sources.append(control_point)
|
||||
|
||||
if not sources:
|
||||
|
||||
@@ -7,12 +7,19 @@ from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
|
||||
from dcs.unittype import VehicleType
|
||||
|
||||
from game import db
|
||||
from game.squadrons import Pilot
|
||||
from game.theater import Airfield, ControlPoint, TheaterGroundObject
|
||||
from game.theater.theatergroundobject import BuildingGroundObject, SceneryGroundObject
|
||||
from game.transfers import CargoShip, Convoy, TransferOrder
|
||||
from gen.flights.flight import Flight
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class FlyingUnit:
|
||||
flight: Flight
|
||||
pilot: Pilot
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class FrontLineUnit:
|
||||
unit_type: Type[VehicleType]
|
||||
@@ -45,7 +52,7 @@ class Building:
|
||||
|
||||
class UnitMap:
|
||||
def __init__(self) -> None:
|
||||
self.aircraft: Dict[str, Flight] = {}
|
||||
self.aircraft: Dict[str, FlyingUnit] = {}
|
||||
self.airfields: Dict[str, Airfield] = {}
|
||||
self.front_line_units: Dict[str, FrontLineUnit] = {}
|
||||
self.ground_object_units: Dict[str, GroundObjectUnit] = {}
|
||||
@@ -55,17 +62,19 @@ class UnitMap:
|
||||
self.airlifts: Dict[str, AirliftUnit] = {}
|
||||
|
||||
def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
|
||||
for unit in group.units:
|
||||
for pilot, unit in zip(flight.pilots, group.units):
|
||||
# The actual name is a String (the pydcs translatable string), which
|
||||
# doesn't define __eq__.
|
||||
name = str(unit.name)
|
||||
if name in self.aircraft:
|
||||
raise RuntimeError(f"Duplicate unit name: {name}")
|
||||
self.aircraft[name] = flight
|
||||
if pilot is None:
|
||||
raise ValueError(f"{name} has no pilot assigned")
|
||||
self.aircraft[name] = FlyingUnit(flight, pilot)
|
||||
if flight.cargo is not None:
|
||||
self.add_airlift_units(group, flight.cargo)
|
||||
|
||||
def flight(self, unit_name: str) -> Optional[Flight]:
|
||||
def flight(self, unit_name: str) -> Optional[FlyingUnit]:
|
||||
return self.aircraft.get(unit_name, None)
|
||||
|
||||
def add_airfield(self, airfield: Airfield) -> None:
|
||||
|
||||
@@ -73,4 +73,12 @@ VERSION = _build_version_string()
|
||||
#: * AAA_8_8cm_Flak_18,
|
||||
#: * SPAAA_Vulcan_M163,
|
||||
#: * SPAAA_ZSU_23_4_Shilka_Gun_Dish,
|
||||
CAMPAIGN_FORMAT_VERSION = (4, 2)
|
||||
#:
|
||||
#: Version 5.0
|
||||
#: * Ammunition Depots objective locations are now predetermined using the "Ammunition Depot"
|
||||
#: Warehouse object, and through trigger zone based scenery objects.
|
||||
#: * The number of alive Ammunition Depot objective buildings connected to a control point
|
||||
#: directly influences how many ground units can be supported on the front line.
|
||||
#: * The number of supported ground units at any control point is artificially capped at 50,
|
||||
#: even if the number of alive Ammunition Depot objectives can support more.
|
||||
CAMPAIGN_FORMAT_VERSION = (5, 0)
|
||||
|
||||
Reference in New Issue
Block a user