Implement advanced skynet functions

- factor out own class for the iadsnetwork within the conflicttheater
- This class will handle all Skynet related things - no specific group_name handling necessary in future
- make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached.
- added command center, connection node and power source as Ground objects which can be added by the campaign designer
- adjust lua generator to support new iads units
- parse the campaign yaml to get the iads network information
- use the range as fallback if no yaml information was found
- complete rewrite of the skynet lua script
- allow destruction of iads network to be persistent over all rounds
- modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit
- Implementation of the UI representation for the IADS Network
- Give user the option to enable or disable advanced iads
- Extended the layout system: Implement Sub task handling to support PD
This commit is contained in:
RndName
2021-07-04 10:23:12 +02:00
parent 138e48dc2d
commit 5cdfe62e2d
53 changed files with 1099 additions and 428 deletions

View File

@@ -14,6 +14,7 @@ from . import (
supplyroutes,
tgos,
waypoints,
iadsnetwork,
)
from .settings import ServerSettings
@@ -30,6 +31,7 @@ app.include_router(qt.router)
app.include_router(supplyroutes.router)
app.include_router(tgos.router)
app.include_router(waypoints.router)
app.include_router(iadsnetwork.router)
origins = []

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@@ -12,6 +12,7 @@ from game.server.mapzones.models import ThreatZoneContainerJs
from game.server.navmesh.models import NavMeshesJs
from game.server.supplyroutes.models import SupplyRouteJs
from game.server.tgos.models import TgoJs
from game.server.iadsnetwork.models import IadsConnectionJs, IadsNetworkJs
if TYPE_CHECKING:
from game import Game
@@ -23,6 +24,7 @@ class GameJs(BaseModel):
supply_routes: list[SupplyRouteJs]
front_lines: list[FrontLineJs]
flights: list[FlightJs]
iads_network: IadsNetworkJs
threat_zones: ThreatZoneContainerJs
navmeshes: NavMeshesJs
map_center: LeafletPoint | None
@@ -38,6 +40,7 @@ class GameJs(BaseModel):
supply_routes=SupplyRouteJs.all_in_game(game),
front_lines=FrontLineJs.all_in_game(game),
flights=FlightJs.all_in_game(game, with_waypoints=True),
iads_network=IadsNetworkJs.from_network(game.theater.iads_network),
threat_zones=ThreatZoneContainerJs.for_game(game),
navmeshes=NavMeshesJs.from_game(game),
map_center=game.theater.terrain.map_view_default.position.latlng(),

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@@ -0,0 +1 @@
from .routes import router

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@@ -0,0 +1,76 @@
from __future__ import annotations
from uuid import UUID
from pydantic import BaseModel
from game.server.leaflet import LeafletPoint
from game.theater.iadsnetwork.iadsnetwork import IadsNetworkNode, IadsNetwork
from game.theater.theatergroundobject import TheaterGroundObject
class IadsConnectionJs(BaseModel):
id: UUID
points: list[LeafletPoint]
node: UUID
connected: UUID
active: bool
blue: bool
is_power: bool
class Config:
title = "IadsConnection"
@staticmethod
def connections_for_tgo(
tgo_id: UUID, network: IadsNetwork
) -> list[IadsConnectionJs]:
for node in network.nodes:
if node.group.ground_object.id == tgo_id:
return IadsConnectionJs.connections_for_node(node)
return []
@staticmethod
def connections_for_node(network_node: IadsNetworkNode) -> list[IadsConnectionJs]:
iads_connections = []
tgo = network_node.group.ground_object
for id, connection in network_node.connections.items():
if connection.ground_object.is_friendly(True) != tgo.is_friendly(True):
continue # Skip connections which are not from same coalition
iads_connections.append(
IadsConnectionJs(
id=id,
points=[
tgo.position.latlng(),
connection.ground_object.position.latlng(),
],
node=tgo.id,
connected=connection.ground_object.id,
active=(
tgo.alive_unit_count > 0
and connection.ground_object.alive_unit_count > 0
),
blue=tgo.is_friendly(True),
is_power="power"
in [tgo.category, connection.ground_object.category],
)
)
return iads_connections
class IadsNetworkJs(BaseModel):
advanced: bool
connections: list[IadsConnectionJs]
class Config:
title = "IadsNetwork"
@staticmethod
def from_network(network: IadsNetwork) -> IadsNetworkJs:
iads_connections = []
for connection in network.nodes:
if not connection.group.iads_role.participate:
continue # Skip
iads_connections.extend(IadsConnectionJs.connections_for_node(connection))
return IadsNetworkJs(
advanced=network.advanced_iads, connections=iads_connections
)

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@@ -0,0 +1,26 @@
from uuid import UUID
from fastapi import APIRouter, Depends
from game import Game
from .models import IadsConnectionJs, IadsNetworkJs
from ..dependencies import GameContext
router: APIRouter = APIRouter(prefix="/iads-network")
@router.get("/", operation_id="get_iads_network", response_model=IadsNetworkJs)
def get_iads_network(
game: Game = Depends(GameContext.require),
) -> IadsNetworkJs:
return IadsNetworkJs.from_network(game.theater.iads_network)
@router.get(
"/for-tgo/{tgo_id}",
operation_id="get_iads_connections_for_tgo",
response_model=list[IadsConnectionJs],
)
def get_iads_connections_for_tgo(
tgo_id: UUID, game: Game = Depends(GameContext.require)
) -> list[IadsConnectionJs]:
return IadsConnectionJs.connections_for_tgo(tgo_id, game.theater.iads_network)