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

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@ -16,6 +16,7 @@ Saves from 5.x are not compatible with 6.0.
* **[UI]** Added options to the loadout editor for setting properties such as HMD choice. * **[UI]** Added options to the loadout editor for setting properties such as HMD choice.
* **[UI]** Added separate images for the different carrier types. * **[UI]** Added separate images for the different carrier types.
* **[Campaign]** Allow campaign designers to define default values for the economy settings (starting budget and multiplier). * **[Campaign]** Allow campaign designers to define default values for the economy settings (starting budget and multiplier).
* **[Plugins]** Allow full support of the SkynetIADS plugin with all advanced features (connection nodes, power sources, command centers) if campaign supports it.
## Fixes ## Fixes

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@ -198,6 +198,18 @@ const injectedRtkApi = api.injectEndpoints({
body: queryArg.leafletPoint, body: queryArg.leafletPoint,
}), }),
}), }),
getIadsNetwork: build.query<
GetIadsNetworkApiResponse,
GetIadsNetworkApiArg
>({
query: () => ({ url: `/iads-network/` }),
}),
getIadsConnectionsForTgo: build.query<
GetIadsConnectionsForTgoApiResponse,
GetIadsConnectionsForTgoApiArg
>({
query: (queryArg) => ({ url: `/iads-network/for-tgo/${queryArg.tgoId}` }),
}),
}), }),
overrideExisting: false, overrideExisting: false,
}); });
@ -330,6 +342,14 @@ export type SetWaypointPositionApiArg = {
waypointIdx: number; waypointIdx: number;
leafletPoint: LatLng; leafletPoint: LatLng;
}; };
export type GetIadsNetworkApiResponse =
/** status 200 Successful Response */ IadsNetwork;
export type GetIadsNetworkApiArg = void;
export type GetIadsConnectionsForTgoApiResponse =
/** status 200 Successful Response */ IadsConnection[];
export type GetIadsConnectionsForTgoApiArg = {
tgoId: string;
};
export type LatLng = { export type LatLng = {
lat: number; lat: number;
lng: number; lng: number;
@ -414,6 +434,19 @@ export type SupplyRoute = {
blue: boolean; blue: boolean;
active_transports: string[]; active_transports: string[];
}; };
export type IadsConnection = {
id: string;
points: LatLng[];
node: string;
connected: string;
active: boolean;
blue: boolean;
is_power: boolean;
};
export type IadsNetwork = {
advanced: boolean;
connections: IadsConnection[];
};
export type ThreatZones = { export type ThreatZones = {
full: LatLng[][]; full: LatLng[][];
aircraft: LatLng[][]; aircraft: LatLng[][];
@ -441,6 +474,7 @@ export type Game = {
supply_routes: SupplyRoute[]; supply_routes: SupplyRoute[];
front_lines: FrontLine[]; front_lines: FrontLine[];
flights: Flight[]; flights: Flight[];
iads_network: IadsNetwork;
threat_zones: ThreatZoneContainer; threat_zones: ThreatZoneContainer;
navmeshes: NavMeshes; navmeshes: NavMeshes;
map_center?: LatLng; map_center?: LatLng;
@ -483,4 +517,6 @@ export const {
useGetTgoByIdQuery, useGetTgoByIdQuery,
useListAllWaypointsForFlightQuery, useListAllWaypointsForFlightQuery,
useSetWaypointPositionMutation, useSetWaypointPositionMutation,
useGetIadsNetworkQuery,
useGetIadsConnectionsForTgoQuery,
} = injectedRtkApi; } = injectedRtkApi;

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@ -29,6 +29,8 @@ import { navMeshUpdated } from "./navMeshSlice";
import { updateTgo } from "./tgosSlice"; import { updateTgo } from "./tgosSlice";
import { threatZonesUpdated } from "./threatZonesSlice"; import { threatZonesUpdated } from "./threatZonesSlice";
import { LatLng } from "leaflet"; import { LatLng } from "leaflet";
import { updateIadsConnection } from "./iadsNetworkSlice";
import { IadsConnection } from "./_liberationApi";
interface GameUpdateEvents { interface GameUpdateEvents {
updated_flight_positions: { [id: string]: LatLng }; updated_flight_positions: { [id: string]: LatLng };
@ -138,6 +140,11 @@ export const handleStreamedEvents = (
const tgo = response.data as Tgo; const tgo = response.data as Tgo;
dispatch(updateTgo(tgo)); dispatch(updateTgo(tgo));
}); });
backend.get(`/iads-network/for-tgo/${id}`).then((response) => {
for (const connection of response.data) {
dispatch(updateIadsConnection(connection as IadsConnection));
}
});
} }
for (const id of events.updated_control_points) { for (const id of events.updated_control_points) {

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@ -0,0 +1,43 @@
import { RootState } from "../app/store";
import { gameLoaded, gameUnloaded } from "./actions";
import { createSlice, PayloadAction } from "@reduxjs/toolkit";
import { IadsConnection} from "./_liberationApi";
interface IadsNetworkState {
connections: {[key: string]: IadsConnection}
}
const initialState: IadsNetworkState = {
connections: {},
};
export const IadsNetworkSlice = createSlice({
name: "iadsNetwork",
initialState,
reducers: {
updateIadsConnection: (state, action: PayloadAction<IadsConnection>) => {
const connection = action.payload;
state.connections[connection.id] = connection
},
},
extraReducers: (builder) => {
builder.addCase(gameLoaded, (state, action) => {
state.connections = action.payload.iads_network.connections.reduce(
(acc: { [key: string]: IadsConnection }, curr) => {
acc[curr.id] = curr;
return acc;
},
{}
);
});
builder.addCase(gameUnloaded, (state) => {
state.connections = {};
});
},
});
export const { updateIadsConnection } = IadsNetworkSlice.actions;
export const selectIadsNetwork = (state: RootState) => state.iadsNetwork;
export default IadsNetworkSlice.reducer;

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@ -7,6 +7,7 @@ import mapReducer from "../api/mapSlice";
import navMeshReducer from "../api/navMeshSlice"; import navMeshReducer from "../api/navMeshSlice";
import supplyRoutesReducer from "../api/supplyRoutesSlice"; import supplyRoutesReducer from "../api/supplyRoutesSlice";
import tgosReducer from "../api/tgosSlice"; import tgosReducer from "../api/tgosSlice";
import iadsNetworkReducer from "../api/iadsNetworkSlice";
import threatZonesReducer from "../api/threatZonesSlice"; import threatZonesReducer from "../api/threatZonesSlice";
import { Action, ThunkAction, configureStore } from "@reduxjs/toolkit"; import { Action, ThunkAction, configureStore } from "@reduxjs/toolkit";
@ -19,6 +20,7 @@ export const store = configureStore({
map: mapReducer, map: mapReducer,
navmeshes: navMeshReducer, navmeshes: navMeshReducer,
supplyRoutes: supplyRoutesReducer, supplyRoutes: supplyRoutesReducer,
iadsNetwork: iadsNetworkReducer,
tgos: tgosReducer, tgos: tgosReducer,
threatZones: threatZonesReducer, threatZones: threatZonesReducer,
[baseApi.reducerPath]: baseApi.reducer, [baseApi.reducerPath]: baseApi.reducer,

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@ -0,0 +1,39 @@
import { IadsConnection as IadsConnectionModel } from "../../api/liberationApi";
import { Polyline as LPolyline } from "leaflet";
import { useRef } from "react";
import { Polyline, Tooltip } from "react-leaflet";
interface IadsConnectionProps {
iads_connection: IadsConnectionModel;
}
function IadsConnectionTooltip(props: IadsConnectionProps) {
var status = props.iads_connection.active ? "Active" : "Inactive";
if (props.iads_connection.is_power) {
return <Tooltip>Power Connection ({status})</Tooltip>;
} else {
return <Tooltip>Communication Connection ({status})</Tooltip>;
}
}
export default function IadsConnection(props: IadsConnectionProps) {
const color = props.iads_connection.is_power ? "#FFD580" : "#87CEEB";
const path = useRef<LPolyline | null>();
const weight = 1
var opacity = props.iads_connection.active ? 1.0 : 0.5
var dashArray = props.iads_connection.active ? "" : "20"
return (
<Polyline
positions={props.iads_connection.points}
color={color}
weight={weight}
opacity={opacity}
dashArray={dashArray}
ref={(ref) => (path.current = ref)}
>
<IadsConnectionTooltip {...props} />
</Polyline>
);
}

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@ -0,0 +1 @@
export { default } from "./IadsNetwork";

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@ -0,0 +1,26 @@
import { useAppSelector } from "../../app/hooks";
import { LayerGroup } from "react-leaflet";
import IadsConnection from "../iadsnetwork/IadsNetwork";
import { selectIadsNetwork } from "../../api/iadsNetworkSlice";
interface IadsNetworkLayerProps {
blue: boolean;
}
export const IadsNetworkLayer = (props: IadsNetworkLayerProps) => {
const connections = Object.values(useAppSelector(selectIadsNetwork).connections);
var iadsConnectionsForSide = connections.filter((connection) => connection.blue === props.blue);
return (
<LayerGroup>
{iadsConnectionsForSide.map((connection) => {
return (
<IadsConnection key={connection.id} iads_connection={connection} />
);
})}
</LayerGroup>
);
};
export default IadsNetworkLayer;

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@ -0,0 +1 @@
export { default } from "./IadsNetworkLayer";

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@ -17,6 +17,7 @@ import { Map } from "leaflet";
import { useEffect, useRef } from "react"; import { useEffect, useRef } from "react";
import { BasemapLayer } from "react-esri-leaflet"; import { BasemapLayer } from "react-esri-leaflet";
import { LayersControl, MapContainer, ScaleControl } from "react-leaflet"; import { LayersControl, MapContainer, ScaleControl } from "react-leaflet";
import Iadsnetworklayer from "../iadsnetworklayer";
export default function LiberationMap() { export default function LiberationMap() {
const map = useRef<Map>(); const map = useRef<Map>();
@ -74,12 +75,18 @@ export default function LiberationMap() {
<LayersControl.Overlay name="Enemy SAM detection range"> <LayersControl.Overlay name="Enemy SAM detection range">
<AirDefenseRangeLayer blue={false} detection /> <AirDefenseRangeLayer blue={false} detection />
</LayersControl.Overlay> </LayersControl.Overlay>
<LayersControl.Overlay name="Enemy IADS Network">
<Iadsnetworklayer blue={false} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Allied SAM threat range"> <LayersControl.Overlay name="Allied SAM threat range">
<AirDefenseRangeLayer blue={true} /> <AirDefenseRangeLayer blue={true} />
</LayersControl.Overlay> </LayersControl.Overlay>
<LayersControl.Overlay name="Allied SAM detection range"> <LayersControl.Overlay name="Allied SAM detection range">
<AirDefenseRangeLayer blue={true} detection /> <AirDefenseRangeLayer blue={true} detection />
</LayersControl.Overlay> </LayersControl.Overlay>
<LayersControl.Overlay name="Allied IADS Network">
<Iadsnetworklayer blue={true} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Selected blue flight plan"> <LayersControl.Overlay name="Selected blue flight plan">
<FlightPlansLayer blue={true} selectedOnly /> <FlightPlansLayer blue={true} selectedOnly />
</LayersControl.Overlay> </LayersControl.Overlay>

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@ -1,166 +0,0 @@
# The Layout System
The Layout System is a new way of defining how ground objects like SAM Sites or other Vehicle / Ship Groups will be generated (which type of units, how many units, alignment and orientation). It is a complete rework of the previous generator-based logic which was written in python code. The new system allows to define layouts with easy to write yaml code and the use of the DCS Mission Editor for easier placement of the units. The layout system also introduced a new logical grouping of Units and layouts for them, the Armed Forces, which will allow major improvements to the Ground Warfare in upcoming features.
**Armed Forces**\
The Armed Forces is a new system introduced with the layout system which will allow to identitfy and group possible units from the faction together with available layouts for these groups. It is comparable to the AirWing and Squadron implementation but just for Ground and Naval Forces. All possible Force Groups (grouping of 1 or more units and and the available layouts for them) will be generated during campaign initialization and will be used later by many different systems. A Force Group can also include static objects which was not possible before the introduction of the layout system. It is also possible to define presets of these Force Groups within the faction file which is handy for more complex groups like a SA-10 Battery or similar. Example: [SA-10/S-300PS](/resources/groups/SA-10.yaml) which includes all the units like SR, TR, LN and has the layout of a [S-300 Battery](/resources/layouts/anti_air/S-300_Site.yaml)
**The Layout System**\
In the previous system the generator which created the ground object was written in python which made modifications and reusability very complicated. To allow easier handling of the layouts and decoupling of alignment of units and the actual unit type (for example Ural-375) the layout system was introduced. Previously we had a generator for every different SAM Site, now we can just reuse the alignemnt (e.g. 6 Launchers in a circle alignment) for multiple SAM Systems and introduce more variety.
This new System allows Users and Designers to easily create or modify layouts as the new alginment and orientation of units is defined with the DCS Mission editor. An additional .yaml file allows the configuration of the layout with settings like allow unit types or random amounts of units. In total the new system reduces the complexity and allows to precisely align / orient units as needed and create realistic looking ground units.
As the whole ground unit generation and handling was reworked it is now also possible to add static units to a ground object, so even Fortifcation or similar can be added to templates in the future.
### General Concept
![Overview](layouts.png)
All possible Force Groups will be generated during campaign initialization by checking all possible units for the specific faction and all available layouts. The code will automatically match general layouts with available units. It is also possible to define preset groups within the faction files which group many units and the prefered layouts for the group. This is especially handy for unique layouts which are not defined as `global`. For example complex sam sites like the S-300 or Patriot which have very specific alignment of the different units.
Layouts will be matched to units based on the special definition given in the corresponding yaml file. For example a layout which is defined as global and allows the unit_class SHORAD will automatically be used for all available SHORAD units which are defined in the faction file.
TODO Describe the optional flag.
All these generated ForceGroups will be managed by the ArmedForces class of the specific coalition. This class will be used by other parts of the system like the start_generator or the BuyMenu. The ArmedForces class will then generate the TheaterGroundObject which will be used by liberation.
Example for a customized Ground Object Buy Menu which makes use of Templates and UnitGroups:
![ground_object_buy_menu.png](ground_object_buy_menu.png)
## How to modify or add layouts
A layout consists of two special files:
- layout.miz which defines the actual positioning and alignment of the groups / units
- layout.yaml which defines the necessary information like amount of units, possible types or classes.
To add a new template a new yaml has to be created as every yaml can only define exact one template. Best practice is to copy paste an existing template which is similar to the one to be created as starting point. The next step is to create a new .miz file and align Units and statics to the wishes. Even if existing ones can be reused, best practice is to always create a fresh one to prevent side effects.
The most important part is to use a new Group for every different Unit Type. It is not possible to mix Unit Types in one group within a template. For example it is not possible to have a logistic truck and a AAA in the same group. The miz file will only be used to get the exact position and orientation of the units, therefore it is irrelevant which type of unit will be used. The unit type will be later defined inside the yaml file.
For the next step all Group names have to be added to the yaml file. Take care to that these names match exactly! Assign the unit_types or unit_classes properties to math the needs.
**Important**: Whenever changes were made to layouts they have to be re-imported into Liberation. See below.
### The Layout miz
The miz file is used to define the positioning and orientation of the different units for the template. The actual unit which is used is irrelevant. It is important to use a unique and meaningful name for the groups as this will be used in the yaml file as well. The information which will be extracted from the miz file are just the coordinates and heading of the units.
*Important*: Every different unit type has to be in a separate Group for the template to work. You can not add units of different types to the same group. They can get merged back together during generation by setting the group property. In the example below both groups `AAA Site 0` and `AAA Site 1` have the group = 1 which means that they will be in the same dcs group during generation.
TODO max amount of possible units is defined from the miz. Example if later the group should have 6 units than there have to be 6 defined in the miz.
![template_miz_example.png](layout_miz_example.png)
### The Layout configuration file
TODO Description about the layout yaml file.\
Possible Information:
| Property | Type | Required | Description | Example |
|---------------|-----------------------|----------|----------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------|
| Name | (str) | Yes | A name to identify the template | `name: Armor Group` |
| Tasks | (list of GroupTask) | Yes | A list of tasks which the template can fullfill | `tasks: - AAA - SHORAD` |
| Generic | (bool, default False) | No | If this is true this template will be used to create general unitGroups | |
| Description | (str) | No | Short description of the template | |
| Groups | (list of Groups) | Yes | see below for definition of a group | |
| layout_file | (str) | No | the .miz file which has the groups / units of the layout included. Only needed if the file has a different name than the yaml file | `layout_file: resources/layouts/naval/legacy_naval_templates.miz` |
TODO Group and SubGroup
A group has 1..N sub groups. The name of the Group will be used later within the DCS group name.
All SubGroups will be merged into one DCS Group
Every unit type has to be defined as a sub group as following:
| Property | Type | Required | Description | Example |
|--------------|------------------------|----------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|---------|
| name | (str) | Yes | The group name used in the .miz. Must match exactly! | |
| optional | (bool, default: False) | No | Defines wether the template can be used without this group if the faction has no access to the unit type or the user wants to disable this group | |
| unit_count | (list of int) | No | Amount of units to be generated for this group. Can be fixed or a range where it will be picked randomly | |
| unit_types | (list dcs unit types) | No | Specific unit_types for ground units. Complete list from pydcs: [Vehicles.py](https://github.com/pydcs/dcs/blob/master/dcs/vehicles.py). This list is extended by all supported mods! | |
| unit_classes | (list unit classes) | No | Unit_classes of supported units. Defined in [UnitClass](/game/data/units.py) | |
| statics | (list static types) | No | Specific unit_types of statics. Complete list from pydcs: [Statics.py](https://github.com/pydcs/dcs/blob/master/dcs/statics.py) | |
Complete example of a generic template for an Aircraft Carrier group:
```
name: Carrier Group
generic: true
tasks:
- AircraftCarrier
groups:
- Carrier: # Group Name of the DCS Group
- name: Carrier Group 0 # Sub Group used in the layout.miz
unit_count:
- 1
unit_classes:
- AircraftCarrier
- Escort: # Group name of the 2nd Group
- name: Carrier Group 1
unit_count:
- 4
unit_classes:
- Destroyer
layout_file: resources/layouts/naval/legacy_naval_templates.miz
```
### Import Layouts into Liberation
For performance improvements all layouts are serialized to a so called pickle file inside the save folder defined in the liberation preferences. Every time changes are made to the layouts this file has to be recreated. It can be recreated by either deleting the layouts.p file manually or using the special option in the Liberation Toolbar (Developer Tools -> Import Layouts). It will also be recreated after each Liberation update as it will check the Version Number and recreate it when changes are recognized.
## Migration from Generators
The previous generators were migrated using a script which build a group using the generator. All of these groups were save into one .miz file [original_generator_layouts.miz](/resources/layouts/original_generator_layouts.miz).
This miz file can be used to verify the templates and to generalize similar templates to decouple the layout from the actual units. As this is a time-consuming and sphisticated task this will be done over time.
With the first step the technical requirements will be fulfilled so that the generalization can happen afterwards the technical pr gets merged.
### Updates for Factions
With the rework there were also some changes to the faction file definitions. Older faction files can not be loaded anymore and have to be adopted to the new changes.
During migration all default factions were automatically updated, so they will work out of the box.
What was changed:
- Removed the `ewrs` list. All EWRs are now defined in the list "air_defense_units".
- Added the `air_defense_units` list. All units with the Role AntiAir can be defined here as [GroundUnitType](/game/dcs/groundunittype.py). All possible units are defined in [/resources/units/ground_units](/resources/units/ground_units)
- Added `preset_groups`. This list allows to define Preset Groups (described above) like SAM Systems consisting of Launcher, SR, TR and so on instead of adding them each to "air_defense_units". The presets are defined in [/resources/groups](/resources/groups)
- Migrated `air_defenses` to air_defense_units and preset_sets.
- `Missiles` are migrated to GroundUnitTypes instead of Generator names (see air_defense_units for how to use)
- Removed `cruisers`, `destroyers` and `naval_generators`. Migrated them to naval_units and preset_groups
- added `naval_units` with the correct ship name found here [/resources/units/ships](/resources/units/ships)
- `aircraft_carrier` and `helicopter_carrier` were moved to `naval_units` as well.
## Preset Groups
Instead of adding the exact name of the previous generator to add complex groups like SAM sites or similar to the faction it is now possible to add preset groups to the faction file. As described earlier such a preset group (Force Group) can be defined very easy with a yaml file. This file allows to define the name, tasking, units, statics and the prefered layouts. The first task defines the primary role of the ForceGroup which gets generated from the preset.
Example:
```
name: SA-10/S-300PS # The name of the group
tasks: # Define at least 1 task
- LORAD # The task(s) the Group can fulfill
units: # Define at least 1 unit
- SAM SA-10 S-300 "Grumble" Clam Shell SR
- SAM SA-10 S-300 "Grumble" Big Bird SR
- SAM SA-10 S-300 "Grumble" C2
- SAM SA-10 S-300 "Grumble" Flap Lid TR
- SAM SA-10 S-300 "Grumble" TEL D
- SAM SA-10 S-300 "Grumble" TEL C
statics: # Optional
- # Add some statics here
layouts: # Define at least one layout
- S-300 Site # prefered layouts for these groups
```
Resources:
- A list of all available preset groups can be found here: [/resources/groups](/resources/groups)
- All possible tasks can be found in the [/game/data/groups.py](/game/data/groups.py)
- Units are defined with the variant name found in [/resources/units](/resources/units)

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@ -15,16 +15,21 @@ from game.dcs.groundunittype import GroundUnitType
from game.dcs.helpers import static_type_from_name from game.dcs.helpers import static_type_from_name
from game.dcs.shipunittype import ShipUnitType from game.dcs.shipunittype import ShipUnitType
from game.dcs.unittype import UnitType from game.dcs.unittype import UnitType
from game.theater.theatergroundobject import (
IadsGroundObject,
IadsBuildingGroundObject,
NavalGroundObject,
)
from game.layout import LAYOUTS from game.layout import LAYOUTS
from game.layout.layout import TgoLayout, TgoLayoutGroup from game.layout.layout import TgoLayout, TgoLayoutGroup
from game.point_with_heading import PointWithHeading from game.point_with_heading import PointWithHeading
from game.theater.theatergroup import TheaterGroup from game.theater.theatergroup import IadsGroundGroup, IadsRole, TheaterGroup
from game.utils import escape_string_for_lua from game.utils import escape_string_for_lua
if TYPE_CHECKING: if TYPE_CHECKING:
from game import Game from game import Game
from game.factions.faction import Faction from game.factions.faction import Faction
from game.theater import TheaterGroundObject, ControlPoint from game.theater import TheaterGroundObject, ControlPoint, PresetLocation
@dataclass @dataclass
@ -170,26 +175,26 @@ class ForceGroup:
def generate( def generate(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
game: Game, game: Game,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
"""Create a random TheaterGroundObject from the available templates""" """Create a random TheaterGroundObject from the available templates"""
layout = random.choice(self.layouts) layout = random.choice(self.layouts)
return self.create_ground_object_for_layout( return self.create_ground_object_for_layout(
layout, name, position, control_point, game layout, name, location, control_point, game
) )
def create_ground_object_for_layout( def create_ground_object_for_layout(
self, self,
layout: TgoLayout, layout: TgoLayout,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
game: Game, game: Game,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
"""Create a TheaterGroundObject for the given template""" """Create a TheaterGroundObject for the given template"""
go = layout.create_ground_object(name, position, control_point) go = layout.create_ground_object(name, location, control_point)
# Generate all groups using the randomization if it defined # Generate all groups using the randomization if it defined
for group_name, groups in layout.groups.items(): for group_name, groups in layout.groups.items():
for group in groups: for group in groups:
@ -223,7 +228,11 @@ class ForceGroup:
"""Create a TheaterGroup and add it to the given TGO""" """Create a TheaterGroup and add it to the given TGO"""
# Random UnitCounter if not forced # Random UnitCounter if not forced
if unit_count is None: if unit_count is None:
# Choose a random group_size based on the layouts unit_count
unit_count = group.group_size unit_count = group.group_size
if unit_count == 0:
# No units to be created so dont create a theater group for them
return
# Generate Units # Generate Units
units = group.generate_units(ground_object, unit_type, unit_count) units = group.generate_units(ground_object, unit_type, unit_count)
# Get or create the TheaterGroup # Get or create the TheaterGroup
@ -233,16 +242,27 @@ class ForceGroup:
ground_group.units.extend(units) ground_group.units.extend(units)
else: else:
# TheaterGroup with the name was not created yet # TheaterGroup with the name was not created yet
ground_object.groups.append( ground_group = TheaterGroup.from_template(
TheaterGroup.from_template( game.next_group_id(), group_name, units, ground_object
game.next_group_id(),
group_name,
units,
ground_object,
unit_type,
unit_count,
)
) )
# Special handling when part of the IADS (SAM, EWR, IADS Building, Navy)
if (
isinstance(ground_object, IadsGroundObject)
or isinstance(ground_object, IadsBuildingGroundObject)
or isinstance(ground_object, NavalGroundObject)
):
# Recreate the TheaterGroup as IadsGroundGroup
ground_group = IadsGroundGroup.from_group(ground_group)
if group.sub_task is not None:
# Use the special sub_task of the TheaterGroup
iads_task = group.sub_task
else:
# Use the primary task of the ForceGroup
iads_task = self.tasks[0]
# Set the iads_role according the the task for the group
ground_group.iads_role = IadsRole.for_task(iads_task)
ground_object.groups.append(ground_group)
# A layout has to be created with an orientation of 0 deg. # A layout has to be created with an orientation of 0 deg.
# Therefore the the clockwise rotation angle is always the heading of the # Therefore the the clockwise rotation angle is always the heading of the

View File

@ -22,6 +22,7 @@ from game.theater import (
SyriaTheater, SyriaTheater,
TheChannelTheater, TheChannelTheater,
) )
from game.theater.iadsnetwork.iadsnetwork import IadsNetwork
from game.version import CAMPAIGN_FORMAT_VERSION from game.version import CAMPAIGN_FORMAT_VERSION
from .campaignairwingconfig import CampaignAirWingConfig from .campaignairwingconfig import CampaignAirWingConfig
from .mizcampaignloader import MizCampaignLoader from .mizcampaignloader import MizCampaignLoader
@ -58,6 +59,7 @@ class Campaign:
performance: int performance: int
data: Dict[str, Any] data: Dict[str, Any]
path: Path path: Path
advanced_iads: bool
@classmethod @classmethod
def from_file(cls, path: Path) -> Campaign: def from_file(cls, path: Path) -> Campaign:
@ -109,9 +111,10 @@ class Campaign:
data.get("performance", 0), data.get("performance", 0),
data, data,
path, path,
data.get("advanced_iads", False),
) )
def load_theater(self) -> ConflictTheater: def load_theater(self, advanced_iads: bool) -> ConflictTheater:
theaters = { theaters = {
"Caucasus": CaucasusTheater, "Caucasus": CaucasusTheater,
"Nevada": NevadaTheater, "Nevada": NevadaTheater,
@ -133,6 +136,10 @@ class Campaign:
with logged_duration("Importing miz data"): with logged_duration("Importing miz data"):
MizCampaignLoader(self.path.parent / miz, t).populate_theater() MizCampaignLoader(self.path.parent / miz, t).populate_theater()
# Load IADS Config from campaign yaml
iads_data = self.data.get("iads_config", [])
t.iads_network = IadsNetwork(advanced_iads, iads_data)
return t return t
def load_air_wing_config(self, theater: ConflictTheater) -> CampaignAirWingConfig: def load_air_wing_config(self, theater: ConflictTheater) -> CampaignAirWingConfig:

View File

@ -16,10 +16,11 @@ from dcs.terrain import Airport
from dcs.unitgroup import PlaneGroup, ShipGroup, StaticGroup, VehicleGroup from dcs.unitgroup import PlaneGroup, ShipGroup, StaticGroup, VehicleGroup
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from game.point_with_heading import PointWithHeading
from game.positioned import Positioned from game.positioned import Positioned
from game.profiling import logged_duration from game.profiling import logged_duration
from game.scenery_group import SceneryGroup from game.scenery_group import SceneryGroup
from game.theater.presetlocation import PresetLocation
from game.utils import Distance, meters
from game.theater.controlpoint import ( from game.theater.controlpoint import (
Airfield, Airfield,
Carrier, Carrier,
@ -53,6 +54,10 @@ class MizCampaignLoader:
MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id
COMMAND_CENTER_UNIT_TYPE = Fortification._Command_Center.id
CONNECTION_NODE_UNIT_TYPE = Fortification.Comms_tower_M.id
POWER_SOURCE_UNIT_TYPE = Fortification.GeneratorF.id
# Multiple options for air defenses so campaign designers can more accurately see # Multiple options for air defenses so campaign designers can more accurately see
# the coverage of their IADS for the expected type. # the coverage of their IADS for the expected type.
LONG_RANGE_SAM_UNIT_TYPES = { LONG_RANGE_SAM_UNIT_TYPES = {
@ -279,6 +284,24 @@ class MizCampaignLoader:
if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE: if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE:
yield group yield group
@property
def iads_command_centers(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.COMMAND_CENTER_UNIT_TYPE:
yield group
@property
def iads_connection_nodes(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.CONNECTION_NODE_UNIT_TYPE:
yield group
@property
def iads_power_sources(self) -> Iterator[StaticGroup]:
for group in itertools.chain(self.blue.static_group, self.red.static_group):
if group.units[0].type in self.POWER_SOURCE_UNIT_TYPE:
yield group
def add_supply_routes(self) -> None: def add_supply_routes(self) -> None:
for group in self.front_line_path_groups: for group in self.front_line_path_groups:
# The unit will have its first waypoint at the source CP and the final # The unit will have its first waypoint at the source CP and the final
@ -334,113 +357,93 @@ class MizCampaignLoader:
for static in self.offshore_strike_targets: for static in self.offshore_strike_targets:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(static)
closest.preset_locations.offshore_strike_locations.append( closest.preset_locations.offshore_strike_locations.append(
PointWithHeading.from_point( PresetLocation.from_group(static)
static.position, Heading.from_degrees(static.units[0].heading)
)
) )
for ship in self.ships: for ship in self.ships:
closest, distance = self.objective_info(ship, allow_naval=True) closest, distance = self.objective_info(ship, allow_naval=True)
closest.preset_locations.ships.append( closest.preset_locations.ships.append(PresetLocation.from_group(ship))
PointWithHeading.from_point(
ship.position, Heading.from_degrees(ship.units[0].heading)
)
)
for group in self.missile_sites: for group in self.missile_sites:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.missile_sites.append( closest.preset_locations.missile_sites.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for group in self.coastal_defenses: for group in self.coastal_defenses:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.coastal_defenses.append( closest.preset_locations.coastal_defenses.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for group in self.long_range_sams: for group in self.long_range_sams:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.long_range_sams.append( closest.preset_locations.long_range_sams.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for group in self.medium_range_sams: for group in self.medium_range_sams:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.medium_range_sams.append( closest.preset_locations.medium_range_sams.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for group in self.short_range_sams: for group in self.short_range_sams:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.short_range_sams.append( closest.preset_locations.short_range_sams.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for group in self.aaa: for group in self.aaa:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.aaa.append( closest.preset_locations.aaa.append(PresetLocation.from_group(group))
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.ewrs: for group in self.ewrs:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.ewrs.append( closest.preset_locations.ewrs.append(PresetLocation.from_group(group))
PointWithHeading.from_point(
group.position, Heading.from_degrees(group.units[0].heading)
)
)
for group in self.armor_groups: for group in self.armor_groups:
closest, distance = self.objective_info(group) closest, distance = self.objective_info(group)
closest.preset_locations.armor_groups.append( closest.preset_locations.armor_groups.append(
PointWithHeading.from_point( PresetLocation.from_group(group)
group.position, Heading.from_degrees(group.units[0].heading)
)
) )
for static in self.helipads: for static in self.helipads:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(static)
closest.helipads.append( closest.helipads.append(PresetLocation.from_group(static))
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for static in self.factories: for static in self.factories:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(static)
closest.preset_locations.factories.append( closest.preset_locations.factories.append(PresetLocation.from_group(static))
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
for static in self.ammunition_depots: for static in self.ammunition_depots:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(static)
closest.preset_locations.ammunition_depots.append( closest.preset_locations.ammunition_depots.append(
PointWithHeading.from_point( PresetLocation.from_group(static)
static.position, Heading.from_degrees(static.units[0].heading)
)
) )
for static in self.strike_targets: for static in self.strike_targets:
closest, distance = self.objective_info(static) closest, distance = self.objective_info(static)
closest.preset_locations.strike_locations.append( closest.preset_locations.strike_locations.append(
PointWithHeading.from_point( PresetLocation.from_group(static)
static.position, Heading.from_degrees(static.units[0].heading) )
)
for iads_command_center in self.iads_command_centers:
closest, distance = self.objective_info(iads_command_center)
closest.preset_locations.iads_command_center.append(
PresetLocation.from_group(iads_command_center)
)
for iads_connection_node in self.iads_connection_nodes:
closest, distance = self.objective_info(iads_connection_node)
closest.preset_locations.iads_connection_node.append(
PresetLocation.from_group(iads_connection_node)
)
for iads_power_source in self.iads_power_sources:
closest, distance = self.objective_info(iads_power_source)
closest.preset_locations.iads_power_source.append(
PresetLocation.from_group(iads_power_source)
) )
for scenery_group in self.scenery: for scenery_group in self.scenery:

View File

@ -17,6 +17,7 @@ from game.theater.theatergroundobject import (
BuildingGroundObject, BuildingGroundObject,
IadsGroundObject, IadsGroundObject,
NavalGroundObject, NavalGroundObject,
IadsBuildingGroundObject,
) )
from game.utils import meters, nautical_miles from game.utils import meters, nautical_miles
from game.ato.closestairfields import ClosestAirfields, ObjectiveDistanceCache from game.ato.closestairfields import ClosestAirfields, ObjectiveDistanceCache
@ -114,6 +115,13 @@ class ObjectiveFinder:
# AI. # AI.
continue continue
if isinstance(
ground_object, IadsBuildingGroundObject
) and not self.game.settings.plugin_option("skynetiads"):
# Prevent strike targets on IADS Buildings when skynet features
# are disabled as they do not serve any purpose
continue
if ground_object.is_dead: if ground_object.is_dead:
continue continue
if ground_object.name in found_targets: if ground_object.name in found_targets:

View File

@ -4,7 +4,6 @@
RUNWAY_REPAIR_COST = 100 RUNWAY_REPAIR_COST = 100
REWARDS = { REWARDS = {
"power": 4,
"warehouse": 2, "warehouse": 2,
"ware": 2, "ware": 2,
"fuel": 2, "fuel": 2,
@ -13,7 +12,6 @@ REWARDS = {
# TODO: Should generate no cash once they generate units. # TODO: Should generate no cash once they generate units.
# https://github.com/dcs-liberation/dcs_liberation/issues/1036 # https://github.com/dcs-liberation/dcs_liberation/issues/1036
"factory": 10, "factory": 10,
"comms": 10,
"oil": 10, "oil": 10,
"derrick": 8, "derrick": 8,
"village": 0.25, "village": 0.25,

View File

@ -7,13 +7,17 @@ REQUIRED_BUILDINGS = [
"fob", "fob",
] ]
IADS_BUILDINGS = [
"comms",
"power",
"commandcenter",
]
DEFAULT_AVAILABLE_BUILDINGS = [ DEFAULT_AVAILABLE_BUILDINGS = [
"fuel", "fuel",
"comms",
"oil", "oil",
"ware", "ware",
"farp", "farp",
"power",
"derrick", "derrick",
] ]

View File

@ -37,6 +37,7 @@ class GroupTask(Enum):
LORAD = ("LORAD", GroupRole.AIR_DEFENSE) LORAD = ("LORAD", GroupRole.AIR_DEFENSE)
MERAD = ("MERAD", GroupRole.AIR_DEFENSE) MERAD = ("MERAD", GroupRole.AIR_DEFENSE)
SHORAD = ("SHORAD", GroupRole.AIR_DEFENSE) SHORAD = ("SHORAD", GroupRole.AIR_DEFENSE)
POINT_DEFENSE = ("PointDefense", GroupRole.AIR_DEFENSE)
# NAVAL # NAVAL
AIRCRAFT_CARRIER = ("AircraftCarrier", GroupRole.NAVAL) AIRCRAFT_CARRIER = ("AircraftCarrier", GroupRole.NAVAL)
@ -54,7 +55,6 @@ class GroupTask(Enum):
# BUILDINGS # BUILDINGS
ALLY_CAMP = ("AllyCamp", GroupRole.BUILDING) ALLY_CAMP = ("AllyCamp", GroupRole.BUILDING)
AMMO = ("Ammo", GroupRole.BUILDING) AMMO = ("Ammo", GroupRole.BUILDING)
COMMS = ("Comms", GroupRole.BUILDING)
DERRICK = ("Derrick", GroupRole.BUILDING) DERRICK = ("Derrick", GroupRole.BUILDING)
FACTORY = ("Factory", GroupRole.BUILDING) FACTORY = ("Factory", GroupRole.BUILDING)
FARP = ("Farp", GroupRole.BUILDING) FARP = ("Farp", GroupRole.BUILDING)
@ -62,8 +62,13 @@ class GroupTask(Enum):
FUEL = ("Fuel", GroupRole.BUILDING) FUEL = ("Fuel", GroupRole.BUILDING)
OFFSHORE_STRIKE_TARGET = ("OffShoreStrikeTarget", GroupRole.BUILDING) OFFSHORE_STRIKE_TARGET = ("OffShoreStrikeTarget", GroupRole.BUILDING)
OIL = ("Oil", GroupRole.BUILDING) OIL = ("Oil", GroupRole.BUILDING)
POWER = ("Power", GroupRole.BUILDING)
STRIKE_TARGET = ("StrikeTarget", GroupRole.BUILDING) STRIKE_TARGET = ("StrikeTarget", GroupRole.BUILDING)
VILLAGE = ("Village", GroupRole.BUILDING) VILLAGE = ("Village", GroupRole.BUILDING)
WARE = ("Ware", GroupRole.BUILDING) WARE = ("Ware", GroupRole.BUILDING)
WW2_BUNKER = ("WW2Bunker", GroupRole.BUILDING) WW2_BUNKER = ("WW2Bunker", GroupRole.BUILDING)
# IADS
COMMS = ("Comms", GroupRole.BUILDING)
COMMAND_CENTER = ("CommandCenter", GroupRole.BUILDING)
POWER = ("Power", GroupRole.BUILDING)

View File

@ -17,6 +17,7 @@ from game.data.building_data import (
WW2_GERMANY_BUILDINGS, WW2_GERMANY_BUILDINGS,
WW2_FREE, WW2_FREE,
REQUIRED_BUILDINGS, REQUIRED_BUILDINGS,
IADS_BUILDINGS,
) )
from game.data.doctrine import ( from game.data.doctrine import (
Doctrine, Doctrine,
@ -256,6 +257,7 @@ class Faction:
# Add required buildings for the game logic (e.g. ammo, factory..) # Add required buildings for the game logic (e.g. ammo, factory..)
faction.building_set.extend(REQUIRED_BUILDINGS) faction.building_set.extend(REQUIRED_BUILDINGS)
faction.building_set.extend(IADS_BUILDINGS)
# Load liveries override # Load liveries override
faction.liveries_overrides = {} faction.liveries_overrides = {}

View File

@ -277,6 +277,10 @@ class Game:
"""Initialization for the first turn of the game.""" """Initialization for the first turn of the game."""
from .sim import GameUpdateEvents from .sim import GameUpdateEvents
# Build the IADS Network
with logged_duration("Generate IADS Network"):
self.theater.iads_network.initialize_network(self.theater.ground_objects)
for control_point in self.theater.controlpoints: for control_point in self.theater.controlpoints:
control_point.initialize_turn_0() control_point.initialize_turn_0()
for tgo in control_point.connected_objectives: for tgo in control_point.connected_objectives:

View File

@ -4,7 +4,7 @@ from collections import defaultdict
import logging import logging
import random import random
from dataclasses import dataclass, field from dataclasses import dataclass, field
from typing import TYPE_CHECKING, Iterator, Type from typing import TYPE_CHECKING, Iterator, Type, Optional
from dcs import Point from dcs import Point
from dcs.unit import Unit from dcs.unit import Unit
@ -12,8 +12,10 @@ from dcs.unittype import UnitType as DcsUnitType
from game.data.groups import GroupRole, GroupTask from game.data.groups import GroupRole, GroupTask
from game.data.units import UnitClass from game.data.units import UnitClass
from game.point_with_heading import PointWithHeading from game.theater.iadsnetwork.iadsrole import IadsRole
from game.theater.presetlocation import PresetLocation
from game.theater.theatergroundobject import ( from game.theater.theatergroundobject import (
IadsBuildingGroundObject,
SamGroundObject, SamGroundObject,
EwrGroundObject, EwrGroundObject,
BuildingGroundObject, BuildingGroundObject,
@ -93,6 +95,9 @@ class TgoLayoutGroup:
unit_classes: list[UnitClass] = field(default_factory=list) unit_classes: list[UnitClass] = field(default_factory=list)
fallback_classes: list[UnitClass] = field(default_factory=list) fallback_classes: list[UnitClass] = field(default_factory=list)
# Allows a group to have a special SubTask (PointDefence for example)
sub_task: Optional[GroupTask] = None
# Defines if this groupTemplate is required or not # Defines if this groupTemplate is required or not
optional: bool = False optional: bool = False
@ -203,7 +208,7 @@ class TgoLayout:
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
"""Create the TheaterGroundObject for the TgoLayout """Create the TheaterGroundObject for the TgoLayout
@ -223,14 +228,14 @@ class AntiAirLayout(TgoLayout):
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> IadsGroundObject: ) -> IadsGroundObject:
if GroupTask.EARLY_WARNING_RADAR in self.tasks: if GroupTask.EARLY_WARNING_RADAR in self.tasks:
return EwrGroundObject(name, position, position.heading, control_point) return EwrGroundObject(name, location, control_point)
elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks): elif any(tasking in self.tasks for tasking in GroupRole.AIR_DEFENSE.tasks):
return SamGroundObject(name, position, position.heading, control_point) return SamGroundObject(name, location, control_point)
raise RuntimeError( raise RuntimeError(
f" No Template for AntiAir tasking ({', '.join(task.description for task in self.tasks)})" f" No Template for AntiAir tasking ({', '.join(task.description for task in self.tasks)})"
) )
@ -240,14 +245,17 @@ class BuildingLayout(TgoLayout):
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> BuildingGroundObject: ) -> BuildingGroundObject:
return BuildingGroundObject( iads_role = IadsRole.for_category(self.category)
tgo_type = (
IadsBuildingGroundObject if iads_role.participate else BuildingGroundObject
)
return tgo_type(
name, name,
self.category, self.category,
position, location,
position.heading,
control_point, control_point,
self.category == "fob", self.category == "fob",
) )
@ -264,15 +272,15 @@ class NavalLayout(TgoLayout):
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
if GroupTask.NAVY in self.tasks: if GroupTask.NAVY in self.tasks:
return ShipGroundObject(name, position, control_point) return ShipGroundObject(name, location, control_point)
elif GroupTask.AIRCRAFT_CARRIER in self.tasks: elif GroupTask.AIRCRAFT_CARRIER in self.tasks:
return CarrierGroundObject(name, control_point) return CarrierGroundObject(name, location, control_point)
elif GroupTask.HELICOPTER_CARRIER in self.tasks: elif GroupTask.HELICOPTER_CARRIER in self.tasks:
return LhaGroundObject(name, control_point) return LhaGroundObject(name, location, control_point)
raise NotImplementedError raise NotImplementedError
@ -280,17 +288,13 @@ class DefensesLayout(TgoLayout):
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
if GroupTask.MISSILE in self.tasks: if GroupTask.MISSILE in self.tasks:
return MissileSiteGroundObject( return MissileSiteGroundObject(name, location, control_point)
name, position, position.heading, control_point
)
elif GroupTask.COASTAL in self.tasks: elif GroupTask.COASTAL in self.tasks:
return CoastalSiteGroundObject( return CoastalSiteGroundObject(name, location, control_point)
name, position, control_point, position.heading
)
raise NotImplementedError raise NotImplementedError
@ -298,7 +302,7 @@ class GroundForceLayout(TgoLayout):
def create_ground_object( def create_ground_object(
self, self,
name: str, name: str,
position: PointWithHeading, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
) -> TheaterGroundObject: ) -> TheaterGroundObject:
return VehicleGroupGroundObject(name, position, position.heading, control_point) return VehicleGroupGroundObject(name, location, control_point)

View File

@ -167,6 +167,7 @@ class LayoutLoader:
) )
group_layout.optional = group_mapping.optional group_layout.optional = group_mapping.optional
group_layout.fill = group_mapping.fill group_layout.fill = group_mapping.fill
group_layout.sub_task = group_mapping.sub_task
# Add the group at the correct index # Add the group at the correct index
layout.add_layout_group(group_name, group_layout, g_id) layout.add_layout_group(group_name, group_layout, g_id)
layout_unit = LayoutUnit.from_unit(unit) layout_unit = LayoutUnit.from_unit(unit)

View File

@ -2,7 +2,7 @@ from __future__ import annotations
from collections import defaultdict from collections import defaultdict
from dataclasses import dataclass, field from dataclasses import dataclass, field
from typing import Any, Type from typing import Any, Optional, Type
from dcs.unittype import UnitType as DcsUnitType from dcs.unittype import UnitType as DcsUnitType
@ -22,6 +22,9 @@ class GroupLayoutMapping:
# Should this be filled by accessible units if optional or not # Should this be filled by accessible units if optional or not
fill: bool = True fill: bool = True
# Allows a group to have a special SubTask (PointDefence for example)
sub_task: Optional[GroupTask] = None
# All static units for the group # All static units for the group
statics: list[str] = field(default_factory=list) statics: list[str] = field(default_factory=list)
@ -44,6 +47,7 @@ class GroupLayoutMapping:
def from_dict(d: dict[str, Any]) -> GroupLayoutMapping: def from_dict(d: dict[str, Any]) -> GroupLayoutMapping:
optional = d["optional"] if "optional" in d else False optional = d["optional"] if "optional" in d else False
fill = d["fill"] if "fill" in d else True fill = d["fill"] if "fill" in d else True
sub_task = GroupTask.by_description(d["sub_task"]) if "sub_task" in d else None
statics = d["statics"] if "statics" in d else [] statics = d["statics"] if "statics" in d else []
unit_count = d["unit_count"] if "unit_count" in d else [] unit_count = d["unit_count"] if "unit_count" in d else []
unit_types = [] unit_types = []
@ -64,6 +68,7 @@ class GroupLayoutMapping:
d["name"], d["name"],
optional, optional,
fill, fill,
sub_task,
statics, statics,
unit_count, unit_count,
unit_types, unit_types,

View File

@ -1,4 +1,5 @@
from __future__ import annotations from __future__ import annotations
from collections import defaultdict
import logging import logging
import os import os
@ -134,6 +135,16 @@ class LuaGenerator:
"positionY", str(ground_object.position.y) "positionY", str(ground_object.position.y)
) )
# Generate IADS Lua Item
iads_object = lua_data.add_item("IADS")
for node in self.game.theater.iads_network.skynet_nodes(self.game):
coalition = iads_object.get_or_create_item("BLUE" if node.player else "RED")
iads_type = coalition.get_or_create_item(node.iads_role.value)
iads_element = iads_type.add_item()
iads_element.add_key_value("dcsGroupName", node.dcs_name)
for role, connections in node.connections.items():
iads_element.add_data_array(role, connections)
trigger = TriggerStart(comment="Set DCS Liberation data") trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua_data.create_operations_lua()))) trigger.add_action(DoScript(String(lua_data.create_operations_lua())))
self.mission.triggerrules.triggers.append(trigger) self.mission.triggerrules.triggers.append(trigger)
@ -183,11 +194,6 @@ class LuaValue:
self.key = key self.key = key
self.value = value self.value = value
def _escape_value(self, value: str) -> str:
value = value.replace('"', "'") # Replace Double Quote as this is the delimiter
value = value.replace(os.sep, "/") # Replace Backslash as path separator
return '"{0}"'.format(value)
def serialize(self) -> str: def serialize(self) -> str:
serialized_value = self.key + " = " if self.key else "" serialized_value = self.key + " = " if self.key else ""
if isinstance(self.value, str): if isinstance(self.value, str):
@ -255,20 +261,17 @@ class LuaData(LuaItem):
super().__init__(name) super().__init__(name)
def add_item(self, item_name: Optional[str] = None) -> LuaItem: def add_item(self, item_name: Optional[str] = None) -> LuaItem:
"""adds a new item to the LuaArray without checking the existence"""
item = LuaData(item_name, False) item = LuaData(item_name, False)
self.objects.append(item) self.objects.append(item)
return item return item
def get_item(self, item_name: str) -> Optional[LuaItem]: def get_item(self, item_name: str) -> Optional[LuaItem]:
"""gets item from LuaArray. Returns None if it does not exist"""
for lua_object in self.objects: for lua_object in self.objects:
if lua_object.name == item_name: if lua_object.name == item_name:
return lua_object return lua_object
return None return None
def get_or_create_item(self, item_name: Optional[str] = None) -> LuaItem: def get_or_create_item(self, item_name: Optional[str] = None) -> LuaItem:
"""gets item from the LuaArray or creates one if it does not exist already"""
if item_name: if item_name:
item = self.get_item(item_name) item = self.get_item(item_name)
if item: if item:

View File

@ -12,6 +12,7 @@ import random
from collections import defaultdict from collections import defaultdict
from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type
import dcs.vehicles
from dcs import Mission, Point, unitgroup from dcs import Mission, Point, unitgroup
from dcs.action import DoScript, SceneryDestructionZone from dcs.action import DoScript, SceneryDestructionZone
from dcs.condition import MapObjectIsDead from dcs.condition import MapObjectIsDead
@ -43,7 +44,7 @@ from game.theater.theatergroundobject import (
LhaGroundObject, LhaGroundObject,
MissileSiteGroundObject, MissileSiteGroundObject,
) )
from game.theater.theatergroup import SceneryUnit, TheaterGroup from game.theater.theatergroup import SceneryUnit, TheaterGroup, IadsGroundGroup
from game.unitmap import UnitMap from game.unitmap import UnitMap
from game.utils import Heading, feet, knots, mps from game.utils import Heading, feet, knots, mps
@ -84,8 +85,19 @@ class GroundObjectGenerator:
# Split the different unit types to be compliant to dcs limitation # Split the different unit types to be compliant to dcs limitation
for unit in group.units: for unit in group.units:
if unit.is_static: if unit.is_static:
# A Static unit has to be a single static group if isinstance(unit, SceneryUnit):
self.create_static_group(unit) # Special handling for scenery objects
self.add_trigger_zone_for_scenery(unit)
if (
self.game.settings.plugin_option("skynetiads")
and isinstance(group, IadsGroundGroup)
and group.iads_role.participate
):
# Generate a unit which can be controlled by skynet
self.generate_iads_command_unit(unit)
else:
# Create a static group for each static unit
self.create_static_group(unit)
elif unit.is_vehicle and unit.alive: elif unit.is_vehicle and unit.alive:
# All alive Vehicles # All alive Vehicles
vehicle_units.append(unit) vehicle_units.append(unit)
@ -160,12 +172,6 @@ class GroundObjectGenerator:
return ship_group return ship_group
def create_static_group(self, unit: TheaterUnit) -> None: def create_static_group(self, unit: TheaterUnit) -> None:
if isinstance(unit, SceneryUnit):
# Special handling for scenery objects:
# Only create a trigger zone and no "real" dcs unit
self.add_trigger_zone_for_scenery(unit)
return
static_group = self.m.static_group( static_group = self.m.static_group(
country=self.country, country=self.country,
name=unit.unit_name, name=unit.unit_name,
@ -243,6 +249,19 @@ class GroundObjectGenerator:
t.actions.append(DoScript(script_string)) t.actions.append(DoScript(script_string))
self.m.triggerrules.triggers.append(t) self.m.triggerrules.triggers.append(t)
def generate_iads_command_unit(self, unit: SceneryUnit) -> None:
# Creates a static Infantry Unit next to a scenery object. This is needed
# because skynet can not use map objects as Comms, Power or Command and needs a
# "real" unit to function correctly
self.m.static_group(
country=self.country,
name=unit.unit_name,
_type=dcs.vehicles.Infantry.Soldier_M4,
position=unit.position,
heading=unit.position.heading.degrees,
dead=not unit.alive, # Also spawn as dead!
)
class MissileSiteGenerator(GroundObjectGenerator): class MissileSiteGenerator(GroundObjectGenerator):
@property @property

View File

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

View File

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

View File

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

View File

@ -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
)

View File

@ -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)

View File

@ -260,6 +260,7 @@ class LandInstallationEntity(Entity):
GENERATION_STATION = 120502 GENERATION_STATION = 120502
PETROLEUM_FACILITY = 120504 PETROLEUM_FACILITY = 120504
MILITARY_BASE = 120802 MILITARY_BASE = 120802
MILITARY_INFRASTRUCTURE = 120800
PUBLIC_VENUES_INFRASTRUCTURE = 121000 PUBLIC_VENUES_INFRASTRUCTURE = 121000
TELECOMMUNICATIONS_TOWER = 121203 TELECOMMUNICATIONS_TOWER = 121203
AIPORT_AIR_BASE = 121301 AIPORT_AIR_BASE = 121301

View File

@ -21,6 +21,7 @@ from dcs.terrain.terrain import Terrain
from shapely import geometry, ops from shapely import geometry, ops
from .frontline import FrontLine from .frontline import FrontLine
from .iadsnetwork.iadsnetwork import IadsNetwork
from .landmap import Landmap, load_landmap, poly_contains from .landmap import Landmap, load_landmap, poly_contains
from .seasonalconditions import SeasonalConditions from .seasonalconditions import SeasonalConditions
from ..utils import Heading from ..utils import Heading
@ -45,6 +46,7 @@ class ConflictTheater:
land_poly = None # type: Polygon land_poly = None # type: Polygon
""" """
daytime_map: Dict[str, Tuple[int, int]] daytime_map: Dict[str, Tuple[int, int]]
iads_network: IadsNetwork
def __init__(self) -> None: def __init__(self) -> None:
self.controlpoints: List[ControlPoint] = [] self.controlpoints: List[ControlPoint] = []
@ -57,6 +59,12 @@ class ConflictTheater:
def add_controlpoint(self, point: ControlPoint) -> None: def add_controlpoint(self, point: ControlPoint) -> None:
self.controlpoints.append(point) self.controlpoints.append(point)
@property
def ground_objects(self) -> Iterator[TheaterGroundObject]:
for cp in self.controlpoints:
for go in cp.ground_objects:
yield go
def find_ground_objects_by_obj_name( def find_ground_objects_by_obj_name(
self, obj_name: str self, obj_name: str
) -> list[TheaterGroundObject]: ) -> list[TheaterGroundObject]:

View File

@ -57,6 +57,7 @@ from game.sidc import (
SymbolSet, SymbolSet,
) )
from game.utils import Distance, Heading, meters from game.utils import Distance, Heading, meters
from game.theater.presetlocation import PresetLocation
from .base import Base from .base import Base
from .frontline import FrontLine from .frontline import FrontLine
from .missiontarget import MissionTarget from .missiontarget import MissionTarget
@ -106,48 +107,53 @@ class PresetLocations:
#: Locations used by non-carrier ships that will be spawned unless the faction has #: Locations used by non-carrier ships that will be spawned unless the faction has
#: no navy or the player has disabled ship generation for the owning side. #: no navy or the player has disabled ship generation for the owning side.
ships: List[PointWithHeading] = field(default_factory=list) ships: List[PresetLocation] = field(default_factory=list)
#: Locations used by coastal defenses that are generated if the faction is capable. #: Locations used by coastal defenses that are generated if the faction is capable.
coastal_defenses: List[PointWithHeading] = field(default_factory=list) coastal_defenses: List[PresetLocation] = field(default_factory=list)
#: Locations used by ground based strike objectives. #: Locations used by ground based strike objectives.
strike_locations: List[PointWithHeading] = field(default_factory=list) strike_locations: List[PresetLocation] = field(default_factory=list)
#: Locations used by offshore strike objectives. #: Locations used by offshore strike objectives.
offshore_strike_locations: List[PointWithHeading] = field(default_factory=list) offshore_strike_locations: List[PresetLocation] = field(default_factory=list)
#: Locations used by missile sites like scuds and V-2s that are generated if the #: Locations used by missile sites like scuds and V-2s that are generated if the
#: faction is capable. #: faction is capable.
missile_sites: List[PointWithHeading] = field(default_factory=list) missile_sites: List[PresetLocation] = field(default_factory=list)
#: Locations of long range SAMs. #: Locations of long range SAMs.
long_range_sams: List[PointWithHeading] = field(default_factory=list) long_range_sams: List[PresetLocation] = field(default_factory=list)
#: Locations of medium range SAMs. #: Locations of medium range SAMs.
medium_range_sams: List[PointWithHeading] = field(default_factory=list) medium_range_sams: List[PresetLocation] = field(default_factory=list)
#: Locations of short range SAMs. #: Locations of short range SAMs.
short_range_sams: List[PointWithHeading] = field(default_factory=list) short_range_sams: List[PresetLocation] = field(default_factory=list)
#: Locations of AAA groups. #: Locations of AAA groups.
aaa: List[PointWithHeading] = field(default_factory=list) aaa: List[PresetLocation] = field(default_factory=list)
#: Locations of EWRs. #: Locations of EWRs.
ewrs: List[PointWithHeading] = field(default_factory=list) ewrs: List[PresetLocation] = field(default_factory=list)
#: Locations of map scenery to create zones for. #: Locations of map scenery to create zones for.
scenery: List[SceneryGroup] = field(default_factory=list) scenery: List[SceneryGroup] = field(default_factory=list)
#: Locations of factories for producing ground units. #: Locations of factories for producing ground units.
factories: List[PointWithHeading] = field(default_factory=list) factories: List[PresetLocation] = field(default_factory=list)
#: Locations of ammo depots for controlling number of units on the front line at a #: Locations of ammo depots for controlling number of units on the front line at a
#: control point. #: control point.
ammunition_depots: List[PointWithHeading] = field(default_factory=list) ammunition_depots: List[PresetLocation] = field(default_factory=list)
#: Locations of stationary armor groups. #: Locations of stationary armor groups.
armor_groups: List[PointWithHeading] = field(default_factory=list) armor_groups: List[PresetLocation] = field(default_factory=list)
#: Locations of skynet specific groups
iads_connection_node: List[PresetLocation] = field(default_factory=list)
iads_power_source: List[PresetLocation] = field(default_factory=list)
iads_command_center: List[PresetLocation] = field(default_factory=list)
@dataclass(frozen=True) @dataclass(frozen=True)

View File

@ -0,0 +1,254 @@
from __future__ import annotations
from collections import defaultdict
from dataclasses import dataclass, field
import logging
from typing import TYPE_CHECKING, Iterator, Optional
from uuid import UUID
import uuid
from game.theater.iadsnetwork.iadsrole import IadsRole
from game.theater.theatergroundobject import (
IadsBuildingGroundObject,
IadsGroundObject,
NavalGroundObject,
TheaterGroundObject,
)
from game.theater.theatergroup import IadsGroundGroup
if TYPE_CHECKING:
from game.game import Game
class IadsNetworkException(Exception):
pass
@dataclass
class SkynetNode:
"""Dataclass for a SkynetNode used in the LUA Data table by the luagenerator"""
dcs_name: str
player: bool
iads_role: IadsRole
connections: dict[str, list[str]] = field(default_factory=lambda: defaultdict(list))
@staticmethod
def dcs_name_for_group(group: IadsGroundGroup) -> str:
if group.iads_role in [
IadsRole.EWR,
IadsRole.COMMAND_CENTER,
IadsRole.CONNECTION_NODE,
IadsRole.POWER_SOURCE,
]:
# Use UnitName for EWR, CommandCenter, Comms, Power
return group.units[0].unit_name
else:
# Use the GroupName for SAMs, SAMAsEWR and PDs
return group.group_name
@classmethod
def from_group(cls, group: IadsGroundGroup) -> SkynetNode:
return cls(
cls.dcs_name_for_group(group),
group.ground_object.is_friendly(True),
group.iads_role,
)
class IadsNetworkNode:
"""IadsNetworkNode which particicpates to the IADS Network and has connections to Power Sources, Comms or Point Defenses. A network node can be a SAM System, EWR or Command Center"""
def __init__(self, group: IadsGroundGroup) -> None:
self.group = group
self.connections: dict[UUID, IadsGroundGroup] = {}
def __str__(self) -> str:
return self.group.group_name
def add_connection_for_tgo(self, tgo: TheaterGroundObject) -> None:
"""Add all possible connections for the given TGO to the node"""
for group in tgo.groups:
if isinstance(group, IadsGroundGroup) and group.iads_role.participate:
self.add_connection_for_group(group)
def add_connection_for_group(self, group: IadsGroundGroup) -> None:
"""Add connection for the given GroundGroup with unique ID"""
self.connections[uuid.uuid4()] = group
class IadsNetwork:
"""IADS Network consisting of multiple Network nodes and connections. The Network represents all possible connections of ground objects regardless if a tgo is under control of red or blue. The network can run in either advanced or basic mode. The advanced network can be created by a given configuration in the campaign yaml or computed by Range. The basic mode is a fallback mode which does not use Comms, Power or Command Centers. The network will be used to visualize all connections at the map and for creating the needed Lua data for the skynet plugin"""
def __init__(
self, advanced: bool, iads_data: list[str | dict[str, list[str]]]
) -> None:
self.advanced_iads = advanced
self.ground_objects: dict[str, TheaterGroundObject] = {}
self.nodes: list[IadsNetworkNode] = []
self.iads_config: dict[str, list[str]] = defaultdict(list)
# Load Iads config from the campaign data
for element in iads_data:
if isinstance(element, str):
self.iads_config[element] = []
elif isinstance(element, dict):
for iads_node, iads_connections in element.items():
self.iads_config[iads_node] = iads_connections
else:
raise RuntimeError("Invalid iads_config in campaign")
def skynet_nodes(self, game: Game) -> list[SkynetNode]:
"""Get all skynet nodes from the IADS Network"""
skynet_nodes: list[SkynetNode] = []
for node in self.nodes:
if game.iads_considerate_culling(node.group.ground_object) or (
node.group.units[0].is_vehicle and not node.group.units[0].alive
):
# Skip
continue
skynet_node = SkynetNode.from_group(node.group)
for connection in node.connections.values():
if (
connection.ground_object.is_friendly(skynet_node.player)
and not game.iads_considerate_culling(connection.ground_object)
and not (
connection.units[0].is_vehicle and not connection.units[0].alive
)
):
skynet_node.connections[connection.iads_role.value].append(
SkynetNode.dcs_name_for_group(connection)
)
skynet_nodes.append(skynet_node)
return skynet_nodes
def update_tgo(self, tgo: TheaterGroundObject) -> None:
"""Update the IADS Network for the given TGO"""
# Remove existing nodes for the given tgo
for cn in self.nodes:
if cn.group.ground_object == tgo:
self.nodes.remove(cn)
try:
# Create a new node for the tgo
self.node_for_tgo(tgo)
# TODO Add the connections or calculate them..
except IadsNetworkException:
# Not participating
pass
def node_for_group(self, group: IadsGroundGroup) -> IadsNetworkNode:
"""Get existing node from the iads network or create a new node"""
for cn in self.nodes:
if cn.group == group:
return cn
node = IadsNetworkNode(group)
self.nodes.append(node)
return node
def node_for_tgo(self, tgo: TheaterGroundObject) -> IadsNetworkNode:
"""Get existing node from the iads network or create a new node"""
for cn in self.nodes:
if cn.group.ground_object == tgo:
return cn
# Create new connection_node if none exists
node: Optional[IadsNetworkNode] = None
for group in tgo.groups:
# TODO Cleanup
if isinstance(group, IadsGroundGroup):
# The first IadsGroundGroup is always the primary Group
if not node and group.iads_role.participate:
# Primary Node
node = self.node_for_group(group)
elif node and group.iads_role == IadsRole.POINT_DEFENSE:
# Point Defense Node for this TGO
node.add_connection_for_group(group)
if node is None:
# Raise exception as TGO does not participate to the IADS
raise IadsNetworkException(f"TGO {tgo.name} not participating to IADS")
return node
def initialize_network(self, ground_objects: Iterator[TheaterGroundObject]) -> None:
"""Initialize the IADS network in advanced or basic mode depending on the campaign"""
for tgo in ground_objects:
self.ground_objects[tgo.original_name] = tgo
if self.advanced_iads:
# Advanced mode
if self.iads_config:
# Load from Configuration File
self.initialize_network_from_config()
else:
# Load from Range
self.initialize_network_from_range()
# basic mode if no advanced iads support or network init created no connections
if not self.nodes:
self.initialize_basic_iads()
def initialize_basic_iads(self) -> None:
"""Initialize the IADS Network in basic mode (SAM & EWR only)"""
for go in self.ground_objects.values():
if isinstance(go, IadsGroundObject):
try:
self.node_for_tgo(go)
except IadsNetworkException:
# TGO does not participate to the IADS -> Skip
pass
def initialize_network_from_config(self) -> None:
"""Initialize the IADS Network from a configuration"""
for element_name, connections in self.iads_config.items():
try:
node = self.node_for_tgo(self.ground_objects[element_name])
except (KeyError, IadsNetworkException):
# Log a warning as this can be normal. Possible case is for example
# when the campaign request a Long Range SAM but the faction has none
# available. Therefore the TGO will not get populated at all
logging.warning(
f"IADS: No ground object found for {element_name}. This can be normal behaviour."
)
continue
# Find all connected ground_objects
for node_name in connections:
try:
node.add_connection_for_tgo(self.ground_objects[node_name])
except (KeyError):
logging.error(
f"IADS: No ground object found for connection {node_name}"
)
continue
def initialize_network_from_range(self) -> None:
"""Initialize the IADS Network by range"""
for go in self.ground_objects.values():
if (
isinstance(go, IadsGroundObject)
or isinstance(go, NavalGroundObject)
or (
isinstance(go, IadsBuildingGroundObject)
and IadsRole.for_category(go.category) == IadsRole.COMMAND_CENTER
)
):
try:
# Set as primary node
node = self.node_for_tgo(go)
except IadsNetworkException:
# TGO does not participate to iads network
continue
# Find nearby Power or Connection
for nearby_go in self.ground_objects.values():
if nearby_go == go:
continue
if (
IadsRole.for_category(go.category)
in [
IadsRole.POWER_SOURCE,
IadsRole.CONNECTION_NODE,
]
and nearby_go.position.distance_to_point(go.position)
<= node.group.iads_role.connection_range.meters
):
node.add_connection_for_tgo(nearby_go)

View File

@ -0,0 +1,81 @@
from __future__ import annotations
from dataclasses import dataclass, field
from enum import Enum
from game.data.groups import GroupTask
from game.utils import Distance
class IadsRole(Enum):
#: A radar SAM that should be controlled by Skynet.
SAM = "Sam"
#: A radar SAM that should be controlled and used as an EWR by Skynet.
SAM_AS_EWR = "SamAsEwr"
#: An air defense unit that should be used as point defense by Skynet.
POINT_DEFENSE = "PD"
#: An ewr unit that should provide information to the Skynet IADS.
EWR = "Ewr"
#: IADS Elements which allow the advanced functions of Skynet.
CONNECTION_NODE = "ConnectionNode"
POWER_SOURCE = "PowerSource"
COMMAND_CENTER = "CommandCenter"
#: All other types of groups that might be present in a SAM TGO. This includes
#: SHORADS, AAA, supply trucks, etc. Anything that shouldn't be controlled by Skynet
#: should use this role.
NO_BEHAVIOR = "NoBehavior"
@classmethod
def for_task(cls, task: GroupTask) -> IadsRole:
if task == GroupTask.COMMS:
return cls.CONNECTION_NODE
elif task == GroupTask.POWER:
return cls.POWER_SOURCE
elif task == GroupTask.COMMAND_CENTER:
return cls.COMMAND_CENTER
elif task == GroupTask.POINT_DEFENSE:
return cls.POINT_DEFENSE
elif task == GroupTask.LORAD:
return cls.SAM_AS_EWR
elif task == GroupTask.MERAD:
return cls.SAM
elif task in [
GroupTask.EARLY_WARNING_RADAR,
GroupTask.NAVY,
GroupTask.AIRCRAFT_CARRIER,
GroupTask.HELICOPTER_CARRIER,
]:
return cls.EWR
return cls.NO_BEHAVIOR
@classmethod
def for_category(cls, category: str) -> IadsRole:
if category == "comms":
return cls.CONNECTION_NODE
elif category == "power":
return cls.POWER_SOURCE
elif category == "commandcenter":
return cls.COMMAND_CENTER
return cls.NO_BEHAVIOR
@property
def connection_range(self) -> Distance:
if self == IadsRole.CONNECTION_NODE:
return Distance(27780) # 15nm
elif self == IadsRole.POWER_SOURCE:
return Distance(64820) # 35nm
return Distance(0)
@property
def participate(self) -> bool:
# Returns true if the Role participates in the skynet
# This will exclude NoBehaviour and PD for the time beeing
return self not in [
IadsRole.NO_BEHAVIOR,
IadsRole.POINT_DEFENSE,
]

View File

@ -0,0 +1,34 @@
from __future__ import annotations
from typing import TypeVar
from dcs.mapping import Point
from dcs.unitgroup import StaticGroup, ShipGroup, VehicleGroup
from game.point_with_heading import PointWithHeading
from game.utils import Heading
GroupT = TypeVar("GroupT", StaticGroup, ShipGroup, VehicleGroup)
class PresetLocation(PointWithHeading):
"""Store information about the Preset Location set by the campaign designer"""
# This allows to store original name and force a specific type or template
original_name: str # Store the original name from the campaign miz
def __init__(
self, name: str, position: Point, heading: Heading = Heading.from_degrees(0)
) -> None:
super().__init__(position.x, position.y, heading, position._terrain)
self.original_name = name
@classmethod
def from_group(cls, group: GroupT) -> PresetLocation:
"""Creates a PresetLocation from a placeholder group in the campaign miz"""
preset = PresetLocation(
group.name,
group.position,
Heading.from_degrees(group.units[0].heading),
)
return preset

View File

@ -12,11 +12,13 @@ from game import Game
from game.factions.faction import Faction from game.factions.faction import Faction
from game.naming import namegen from game.naming import namegen
from game.scenery_group import SceneryGroup from game.scenery_group import SceneryGroup
from game.theater import PointWithHeading from game.theater import PointWithHeading, PresetLocation
from game.theater.theatergroundobject import ( from game.theater.theatergroundobject import (
BuildingGroundObject, BuildingGroundObject,
IadsBuildingGroundObject,
) )
from game.utils import Heading from .theatergroup import SceneryUnit, TheaterGroup, IadsGroundGroup, IadsRole
from game.utils import Heading, escape_string_for_lua
from game.version import VERSION from game.version import VERSION
from . import ( from . import (
ConflictTheater, ConflictTheater,
@ -25,7 +27,10 @@ from . import (
Fob, Fob,
OffMapSpawn, OffMapSpawn,
) )
from .theatergroup import SceneryUnit, TheaterGroup from ..campaignloader.campaignairwingconfig import CampaignAirWingConfig
from ..data.building_data import IADS_BUILDINGS
from ..data.groups import GroupTask
from ..armedforces.forcegroup import ForceGroup
from ..armedforces.armedforces import ArmedForces from ..armedforces.armedforces import ArmedForces
from ..armedforces.forcegroup import ForceGroup from ..armedforces.forcegroup import ForceGroup
from ..campaignloader.campaignairwingconfig import CampaignAirWingConfig from ..campaignloader.campaignairwingconfig import CampaignAirWingConfig
@ -40,6 +45,7 @@ class GeneratorSettings:
player_budget: int player_budget: int
enemy_budget: int enemy_budget: int
inverted: bool inverted: bool
advanced_iads: bool
no_carrier: bool no_carrier: bool
no_lha: bool no_lha: bool
no_player_navy: bool no_player_navy: bool
@ -154,11 +160,11 @@ class ControlPointGroundObjectGenerator:
return True return True
def generate_ground_object_from_group( def generate_ground_object_from_group(
self, unit_group: ForceGroup, position: PointWithHeading self, unit_group: ForceGroup, location: PresetLocation
) -> None: ) -> None:
ground_object = unit_group.generate( ground_object = unit_group.generate(
namegen.random_objective_name(), namegen.random_objective_name(),
position, location,
self.control_point, self.control_point,
self.game, self.game,
) )
@ -203,8 +209,10 @@ class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
return False return False
self.generate_ground_object_from_group( self.generate_ground_object_from_group(
unit_group, unit_group,
PointWithHeading.from_point( PresetLocation(
self.control_point.position, self.control_point.heading self.control_point.name,
self.control_point.position,
self.control_point.heading,
), ),
) )
self.control_point.name = random.choice(carrier_names) self.control_point.name = random.choice(carrier_names)
@ -232,8 +240,10 @@ class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
return False return False
self.generate_ground_object_from_group( self.generate_ground_object_from_group(
unit_group, unit_group,
PointWithHeading.from_point( PresetLocation(
self.control_point.position, self.control_point.heading self.control_point.name,
self.control_point.position,
self.control_point.heading,
), ),
) )
self.control_point.name = random.choice(lha_names) self.control_point.name = random.choice(lha_names)
@ -259,8 +269,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate_ground_points(self) -> None: def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point.""" """Generate ground objects and AA sites for the control point."""
self.generate_armor_groups() self.generate_armor_groups()
self.generate_aa() self.generate_iads()
self.generate_ewrs()
self.generate_scenery_sites() self.generate_scenery_sites()
self.generate_strike_targets() self.generate_strike_targets()
self.generate_offshore_strike_targets() self.generate_offshore_strike_targets()
@ -305,7 +314,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate_building_at( def generate_building_at(
self, self,
group_task: GroupTask, group_task: GroupTask,
position: PointWithHeading, location: PresetLocation,
) -> None: ) -> None:
# GroupTask is the type of the building to be generated # GroupTask is the type of the building to be generated
unit_group = self.armed_forces.random_group_for_task(group_task) unit_group = self.armed_forces.random_group_for_task(group_task)
@ -313,7 +322,7 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
raise RuntimeError( raise RuntimeError(
f"{self.faction_name} has no access to Building {group_task.description}" f"{self.faction_name} has no access to Building {group_task.description}"
) )
self.generate_ground_object_from_group(unit_group, position) self.generate_ground_object_from_group(unit_group, location)
def generate_ammunition_depots(self) -> None: def generate_ammunition_depots(self) -> None:
for position in self.control_point.preset_locations.ammunition_depots: for position in self.control_point.preset_locations.ammunition_depots:
@ -323,21 +332,32 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
for position in self.control_point.preset_locations.factories: for position in self.control_point.preset_locations.factories:
self.generate_building_at(GroupTask.FACTORY, position) self.generate_building_at(GroupTask.FACTORY, position)
def generate_aa_at( def generate_aa_at(self, location: PresetLocation, tasks: list[GroupTask]) -> None:
self, position: PointWithHeading, tasks: list[GroupTask]
) -> None:
for task in tasks: for task in tasks:
unit_group = self.armed_forces.random_group_for_task(task) unit_group = self.armed_forces.random_group_for_task(task)
if unit_group: if unit_group:
# Only take next (smaller) aa_range when no template available for the # Only take next (smaller) aa_range when no template available for the
# most requested range. Otherwise break the loop and continue # most requested range. Otherwise break the loop and continue
self.generate_ground_object_from_group(unit_group, position) self.generate_ground_object_from_group(unit_group, location)
return return
logging.error( logging.error(
f"{self.faction_name} has no access to SAM {', '.join([task.description for task in tasks])}" f"{self.faction_name} has no access to SAM {', '.join([task.description for task in tasks])}"
) )
def generate_iads(self) -> None:
# AntiAir
self.generate_aa()
# EWR
self.generate_ewrs()
# IADS Buildings
for iads_element in self.control_point.preset_locations.iads_command_center:
self.generate_building_at(GroupTask.COMMAND_CENTER, iads_element)
for iads_element in self.control_point.preset_locations.iads_connection_node:
self.generate_building_at(GroupTask.COMMS, iads_element)
for iads_element in self.control_point.preset_locations.iads_power_source:
self.generate_building_at(GroupTask.POWER, iads_element)
def generate_scenery_sites(self) -> None: def generate_scenery_sites(self) -> None:
presets = self.control_point.preset_locations presets = self.control_point.preset_locations
for scenery_group in presets.scenery: for scenery_group in presets.scenery:
@ -345,11 +365,14 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None: def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None:
# Special Handling for scenery Objects based on trigger zones # Special Handling for scenery Objects based on trigger zones
g = BuildingGroundObject( iads_role = IadsRole.for_category(scenery.category)
tgo_type = (
IadsBuildingGroundObject if iads_role.participate else BuildingGroundObject
)
g = tgo_type(
namegen.random_objective_name(), namegen.random_objective_name(),
scenery.category, scenery.category,
scenery.position, PresetLocation(scenery.zone_def.name, scenery.position),
Heading.from_degrees(0),
self.control_point, self.control_point,
) )
ground_group = TheaterGroup( ground_group = TheaterGroup(
@ -359,9 +382,14 @@ class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
[], [],
g, g,
) )
if iads_role.participate:
ground_group = IadsGroundGroup.from_group(ground_group)
ground_group.iads_role = iads_role
g.groups.append(ground_group) g.groups.append(ground_group)
# Each nested trigger zone is a target/building/unit for an objective. # Each nested trigger zone is a target/building/unit for an objective.
for zone in scenery.zones: for zone in scenery.zones:
zone.name = escape_string_for_lua(zone.name)
scenery_unit = SceneryUnit( scenery_unit = SceneryUnit(
zone.id, zone.id,
zone.name, zone.name,
@ -409,8 +437,10 @@ class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate_fob(self) -> None: def generate_fob(self) -> None:
self.generate_building_at( self.generate_building_at(
GroupTask.FOB, GroupTask.FOB,
PointWithHeading.from_point( PresetLocation(
self.control_point.position, self.control_point.heading self.control_point.name,
self.control_point.position,
self.control_point.heading,
), ),
) )

View File

@ -23,6 +23,7 @@ from game.sidc import (
Status, Status,
SymbolSet, SymbolSet,
) )
from game.theater.presetlocation import PresetLocation
from .missiontarget import MissionTarget from .missiontarget import MissionTarget
from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
from ..utils import Distance, Heading, meters from ..utils import Distance, Heading, meters
@ -41,6 +42,7 @@ NAME_BY_CATEGORY = {
"ammo": "Ammo depot", "ammo": "Ammo depot",
"armor": "Armor group", "armor": "Armor group",
"coastal": "Coastal defense", "coastal": "Coastal defense",
"commandcenter": "Command Center",
"comms": "Communications tower", "comms": "Communications tower",
"derrick": "Derrick", "derrick": "Derrick",
"factory": "Factory", "factory": "Factory",
@ -62,18 +64,18 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
self, self,
name: str, name: str,
category: str, category: str,
position: Point, location: PresetLocation,
heading: Heading,
control_point: ControlPoint, control_point: ControlPoint,
sea_object: bool, sea_object: bool,
) -> None: ) -> None:
super().__init__(name, position) super().__init__(name, location)
self.id = uuid.uuid4() self.id = uuid.uuid4()
self.category = category self.category = category
self.heading = heading self.heading = location.heading
self.control_point = control_point self.control_point = control_point
self.sea_object = sea_object self.sea_object = sea_object
self.groups: List[TheaterGroup] = [] self.groups: List[TheaterGroup] = []
self.original_name = location.original_name
self._threat_poly: ThreatPoly | None = None self._threat_poly: ThreatPoly | None = None
def __getstate__(self) -> dict[str, Any]: def __getstate__(self) -> dict[str, Any]:
@ -127,6 +129,11 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
"""The name of the unit group.""" """The name of the unit group."""
return f"{self.category}|{self.name}" return f"{self.category}|{self.name}"
@property
def display_name(self) -> str:
"""The display name of the tgo which will be shown on the map."""
return self.group_name
@property @property
def waypoint_name(self) -> str: def waypoint_name(self) -> str:
return f"[{self.name}] {self.category}" return f"[{self.name}] {self.category}"
@ -290,16 +297,14 @@ class BuildingGroundObject(TheaterGroundObject):
self, self,
name: str, name: str,
category: str, category: str,
position: Point, location: PresetLocation,
heading: Heading,
control_point: ControlPoint, control_point: ControlPoint,
is_fob_structure: bool = False, is_fob_structure: bool = False,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category=category, category=category,
position=position, location=location,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False, sea_object=False,
) )
@ -311,6 +316,8 @@ class BuildingGroundObject(TheaterGroundObject):
entity = LandInstallationEntity.TENTED_CAMP entity = LandInstallationEntity.TENTED_CAMP
elif self.category == "ammo": elif self.category == "ammo":
entity = LandInstallationEntity.AMMUNITION_CACHE entity = LandInstallationEntity.AMMUNITION_CACHE
elif self.category == "commandcenter":
entity = LandInstallationEntity.MILITARY_INFRASTRUCTURE
elif self.category == "comms": elif self.category == "comms":
entity = LandInstallationEntity.TELECOMMUNICATIONS_TOWER entity = LandInstallationEntity.TELECOMMUNICATIONS_TOWER
elif self.category == "derrick": elif self.category == "derrick":
@ -389,12 +396,13 @@ class GenericCarrierGroundObject(NavalGroundObject, ABC):
# TODO: Why is this both a CP and a TGO? # TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject): class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, control_point: ControlPoint) -> None: def __init__(
self, name: str, location: PresetLocation, control_point: ControlPoint
) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="CARRIER", category="CARRIER",
position=control_point.position, location=location,
heading=Heading.from_degrees(0),
control_point=control_point, control_point=control_point,
sea_object=True, sea_object=True,
) )
@ -403,24 +411,19 @@ class CarrierGroundObject(GenericCarrierGroundObject):
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]: def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.CARRIER return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.CARRIER
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
def __str__(self) -> str: def __str__(self) -> str:
return f"CV {self.name}" return f"CV {self.name}"
# TODO: Why is this both a CP and a TGO? # TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject): class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, control_point: ControlPoint) -> None: def __init__(
self, name: str, location: PresetLocation, control_point: ControlPoint
) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="LHA", category="LHA",
position=control_point.position, location=location,
heading=Heading.from_degrees(0),
control_point=control_point, control_point=control_point,
sea_object=True, sea_object=True,
) )
@ -429,25 +432,18 @@ class LhaGroundObject(GenericCarrierGroundObject):
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]: def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.AMPHIBIOUS_ASSAULT_SHIP_GENERAL return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.AMPHIBIOUS_ASSAULT_SHIP_GENERAL
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
def __str__(self) -> str: def __str__(self) -> str:
return f"LHA {self.name}" return f"LHA {self.name}"
class MissileSiteGroundObject(TheaterGroundObject): class MissileSiteGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, name: str, position: Point, heading: Heading, control_point: ControlPoint self, name: str, location: PresetLocation, control_point: ControlPoint
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="missile", category="missile",
position=position, location=location,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False, sea_object=False,
) )
@ -469,15 +465,13 @@ class CoastalSiteGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
position: Point, location: PresetLocation,
control_point: ControlPoint, control_point: ControlPoint,
heading: Heading,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="coastal", category="coastal",
position=position, location=location,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False, sea_object=False,
) )
@ -496,6 +490,21 @@ class CoastalSiteGroundObject(TheaterGroundObject):
class IadsGroundObject(TheaterGroundObject, ABC): class IadsGroundObject(TheaterGroundObject, ABC):
def __init__(
self,
name: str,
location: PresetLocation,
control_point: ControlPoint,
category: str = "aa",
) -> None:
super().__init__(
name=name,
category=category,
location=location,
control_point=control_point,
sea_object=False,
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]: def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType from game.ato import FlightType
@ -511,17 +520,14 @@ class SamGroundObject(IadsGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
position: Point, location: PresetLocation,
heading: Heading,
control_point: ControlPoint, control_point: ControlPoint,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="aa", category="aa",
position=position, location=location,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False,
) )
@property @property
@ -591,15 +597,13 @@ class VehicleGroupGroundObject(TheaterGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
position: Point, location: PresetLocation,
heading: Heading,
control_point: ControlPoint, control_point: ControlPoint,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="armor", category="armor",
position=position, location=location,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False, sea_object=False,
) )
@ -624,29 +628,20 @@ class EwrGroundObject(IadsGroundObject):
def __init__( def __init__(
self, self,
name: str, name: str,
position: Point, location: PresetLocation,
heading: Heading,
control_point: ControlPoint, control_point: ControlPoint,
) -> None: ) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="ewr", location=location,
position=position,
heading=heading,
control_point=control_point, control_point=control_point,
sea_object=False, category="ewr",
) )
@property @property
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]: def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
return SymbolSet.LAND_EQUIPMENT, LandEquipmentEntity.RADAR return SymbolSet.LAND_EQUIPMENT, LandEquipmentEntity.RADAR
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
# Use Group Id and uppercase EWR
return f"{self.faction_color}|EWR|{self.name}"
@property @property
def might_have_aa(self) -> bool: def might_have_aa(self) -> bool:
return True return True
@ -661,12 +656,13 @@ class EwrGroundObject(IadsGroundObject):
class ShipGroundObject(NavalGroundObject): class ShipGroundObject(NavalGroundObject):
def __init__(self, name: str, position: Point, control_point: ControlPoint) -> None: def __init__(
self, name: str, location: PresetLocation, control_point: ControlPoint
) -> None:
super().__init__( super().__init__(
name=name, name=name,
category="ship", category="ship",
position=position, location=location,
heading=Heading.from_degrees(0),
control_point=control_point, control_point=control_point,
sea_object=True, sea_object=True,
) )
@ -675,8 +671,10 @@ class ShipGroundObject(NavalGroundObject):
def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]: def symbol_set_and_entity(self) -> tuple[SymbolSet, Entity]:
return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.SURFACE_COMBATANT_LINE return SymbolSet.SEA_SURFACE, SeaSurfaceEntity.SURFACE_COMBATANT_LINE
@property
def group_name(self) -> str: class IadsBuildingGroundObject(BuildingGroundObject):
# Prefix the group names with the side color so Skynet can find them, def mission_types(self, for_player: bool) -> Iterator[FlightType]:
# add to EWR. from game.ato import FlightType
return f"{self.faction_color}|EWR|{super().group_name}"
if not self.is_friendly(for_player):
yield from [FlightType.STRIKE, FlightType.DEAD]

View File

@ -2,15 +2,18 @@ from __future__ import annotations
from dataclasses import dataclass from dataclasses import dataclass
from typing import Any, Optional, TYPE_CHECKING, Type from typing import Any, Optional, TYPE_CHECKING, Type
from enum import Enum
from dcs.triggers import TriggerZone from dcs.triggers import TriggerZone
from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType
from game.data.groups import GroupTask
from game.dcs.groundunittype import GroundUnitType from game.dcs.groundunittype import GroundUnitType
from game.dcs.shipunittype import ShipUnitType from game.dcs.shipunittype import ShipUnitType
from game.dcs.unittype import UnitType from game.dcs.unittype import UnitType
from game.point_with_heading import PointWithHeading from game.point_with_heading import PointWithHeading
from game.utils import Heading from game.theater.iadsnetwork.iadsrole import IadsRole
from game.utils import Heading, Distance
if TYPE_CHECKING: if TYPE_CHECKING:
from game.layout.layout import LayoutUnit from game.layout.layout import LayoutUnit
@ -144,8 +147,6 @@ class TheaterGroup:
name: str, name: str,
units: list[TheaterUnit], units: list[TheaterUnit],
go: TheaterGroundObject, go: TheaterGroundObject,
unit_type: Type[DcsUnitType],
unit_count: int,
) -> TheaterGroup: ) -> TheaterGroup:
return TheaterGroup( return TheaterGroup(
id, id,
@ -166,3 +167,18 @@ class TheaterGroup:
@property @property
def alive_units(self) -> int: def alive_units(self) -> int:
return sum([unit.alive for unit in self.units]) return sum([unit.alive for unit in self.units])
class IadsGroundGroup(TheaterGroup):
# IADS GroundObject Groups have a specific Role for the system
iads_role: IadsRole = IadsRole.NO_BEHAVIOR
@staticmethod
def from_group(group: TheaterGroup) -> IadsGroundGroup:
return IadsGroundGroup(
group.id,
group.name,
group.position,
group.units,
group.ground_object,
)

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@ -2,6 +2,7 @@ from __future__ import annotations
import itertools import itertools
import math import math
import os
import random import random
from abc import ABC, abstractmethod from abc import ABC, abstractmethod
from collections.abc import Iterable from collections.abc import Iterable

View File

@ -284,6 +284,7 @@ def create_game(
player_budget=DEFAULT_BUDGET, player_budget=DEFAULT_BUDGET,
enemy_budget=DEFAULT_BUDGET, enemy_budget=DEFAULT_BUDGET,
inverted=inverted, inverted=inverted,
advanced_iads=theater.iads_network.advanced_iads,
no_carrier=False, no_carrier=False,
no_lha=False, no_lha=False,
no_player_navy=False, no_player_navy=False,

View File

@ -258,6 +258,7 @@ class QGroundObjectMenu(QDialog):
def update_game(self) -> None: def update_game(self) -> None:
events = GameUpdateEvents() events = GameUpdateEvents()
events.update_tgo(self.ground_object) events.update_tgo(self.ground_object)
self.game.theater.iads_network.update_tgo(self.ground_object)
if any( if any(
package.target == self.ground_object package.target == self.ground_object
for package in self.game.ato_for(player=False).packages for package in self.game.ato_for(player=False).packages

View File

@ -150,6 +150,7 @@ class NewGameWizard(QtWidgets.QWizard):
# QSlider forces integers, so we use 1 to 50 and divide by 10 to # QSlider forces integers, so we use 1 to 50 and divide by 10 to
# give 0.1 to 5.0. # give 0.1 to 5.0.
inverted=self.field("invertMap"), inverted=self.field("invertMap"),
advanced_iads=self.field("advanced_iads"),
no_carrier=self.field("no_carrier"), no_carrier=self.field("no_carrier"),
no_lha=self.field("no_lha"), no_lha=self.field("no_lha"),
no_player_navy=self.field("no_player_navy"), no_player_navy=self.field("no_player_navy"),
@ -173,7 +174,7 @@ class NewGameWizard(QtWidgets.QWizard):
logging.info("New campaign blue faction: %s", blue_faction.name) logging.info("New campaign blue faction: %s", blue_faction.name)
logging.info("New campaign red faction: %s", red_faction.name) logging.info("New campaign red faction: %s", red_faction.name)
theater = campaign.load_theater() theater = campaign.load_theater(generator_settings.advanced_iads)
logging.info("New campaign theater: %s", theater.terrain.name) logging.info("New campaign theater: %s", theater.terrain.name)
@ -384,11 +385,15 @@ class TheaterConfiguration(QtWidgets.QWizardPage):
# Campaign settings # Campaign settings
mapSettingsGroup = QtWidgets.QGroupBox("Map Settings") mapSettingsGroup = QtWidgets.QGroupBox("Map Settings")
mapSettingsLayout = QtWidgets.QGridLayout()
invertMap = QtWidgets.QCheckBox() invertMap = QtWidgets.QCheckBox()
self.registerField("invertMap", invertMap) self.registerField("invertMap", invertMap)
mapSettingsLayout = QtWidgets.QGridLayout()
mapSettingsLayout.addWidget(QtWidgets.QLabel("Invert Map"), 0, 0) mapSettingsLayout.addWidget(QtWidgets.QLabel("Invert Map"), 0, 0)
mapSettingsLayout.addWidget(invertMap, 0, 1) mapSettingsLayout.addWidget(invertMap, 0, 1)
self.advanced_iads = QtWidgets.QCheckBox()
self.registerField("advanced_iads", self.advanced_iads)
mapSettingsLayout.addWidget(QtWidgets.QLabel("Advanced IADS"), 1, 0)
mapSettingsLayout.addWidget(self.advanced_iads, 1, 1)
mapSettingsGroup.setLayout(mapSettingsLayout) mapSettingsGroup.setLayout(mapSettingsLayout)
# Time Period # Time Period
@ -451,6 +456,14 @@ class TheaterConfiguration(QtWidgets.QWizardPage):
timePeriodPreset.setChecked(False) timePeriodPreset.setChecked(False)
else: else:
timePeriodPreset.setChecked(True) timePeriodPreset.setChecked(True)
self.advanced_iads.setEnabled(campaign.advanced_iads)
self.advanced_iads.setChecked(campaign.advanced_iads)
if not campaign.advanced_iads:
self.advanced_iads.setToolTip(
"Advanced IADS is not supported by this campaign"
)
else:
self.advanced_iads.setToolTip("Enable Advanced IADS")
self.campaign_selected.emit(campaign) self.campaign_selected.emit(campaign)

View File

@ -39,6 +39,7 @@ groups:
- Logistics - Logistics
- PD: # Point Defense as separate group - PD: # Point Defense as separate group
- name: PD - name: PD
sub_task: PointDefense
optional: true optional: true
unit_count: unit_count:
- 0 - 0
@ -46,6 +47,7 @@ groups:
unit_classes: unit_classes:
- SHORAD - SHORAD
- name: AAA - name: AAA
sub_task: AAA
optional: true optional: true
unit_count: unit_count:
- 0 - 0

View File

@ -39,6 +39,7 @@ groups:
- Logistics - Logistics
- PD: # Point Defense as separate group - PD: # Point Defense as separate group
- name: PD - name: PD
sub_task: PointDefense
optional: true optional: true
unit_count: unit_count:
- 0 - 0
@ -46,6 +47,7 @@ groups:
unit_classes: unit_classes:
- SHORAD - SHORAD
- name: AAA - name: AAA
sub_task: AAA
optional: true optional: true
unit_count: unit_count:
- 0 - 0

View File

@ -35,6 +35,7 @@ groups:
- Patriot ln - Patriot ln
- AAA: - AAA:
- name: Patriot Battery 6 - name: Patriot Battery 6
sub_task: AAA
optional: true optional: true
unit_count: unit_count:
- 2 - 2
@ -43,6 +44,7 @@ groups:
- PD: - PD:
- name: Patriot Battery 7 - name: Patriot Battery 7
optional: true optional: true
sub_task: PointDefense
unit_count: unit_count:
- 2 - 2
unit_classes: unit_classes:

View File

@ -63,6 +63,7 @@ groups:
- S-300VM 9A83ME ln # SA-23 - S-300VM 9A83ME ln # SA-23
- AAA: - AAA:
- name: S-300 Site AAA - name: S-300 Site AAA
sub_task: AAA
optional: true optional: true
unit_count: unit_count:
- 2 - 2
@ -71,6 +72,7 @@ groups:
- PD: - PD:
- name: S-300 Site SHORAD1 - name: S-300 Site SHORAD1
optional: true optional: true
sub_task: PointDefense
unit_count: unit_count:
- 0 - 0
- 2 - 2
@ -78,8 +80,9 @@ groups:
- SHORAD - SHORAD
- name: S-300 Site SHORAD2 - name: S-300 Site SHORAD2
optional: true optional: true
sub_task: PointDefense
unit_count: unit_count:
- 0 - 0
- 2 - 2
unit_classes: unit_types:
- SHORAD - Tor 9A331 # Explicit TOR / SA-15 SHORAD PointDefense

View File

@ -0,0 +1,14 @@
name: command_center
generic: true
tasks:
- CommandCenter
groups:
- Command Center:
- name: CommandCenter 0
statics:
- CommandCenter 0-0
unit_count:
- 1
unit_types:
- .Command Center
layout_file: resources/layouts/buildings/buildings.miz

View File

@ -1,7 +1,6 @@
name: comms name: comms
generic: true generic: true
tasks: tasks:
- StrikeTarget
- Comms - Comms
groups: groups:
- Comms: - Comms:

View File

@ -1,7 +1,6 @@
name: power1 name: power1
generic: true generic: true
tasks: tasks:
- StrikeTarget
- Power - Power
groups: groups:
- Power: - Power:

View File

@ -1,6 +1,6 @@
{ {
"nameInUI": "Skynet IADS (NOT WORKING FOR BUILDS > #3478)", "nameInUI": "Skynet IADS",
"defaultValue": false, "defaultValue": true,
"specificOptions": [ "specificOptions": [
{ {
"nameInUI": "create IADS for RED coalition", "nameInUI": "create IADS for RED coalition",

View File

@ -39,6 +39,30 @@ if dcsLiberation and SkynetIADS then
env.info(string.format("DCSLiberation|Skynet-IADS plugin - debugBLUE=%s",tostring(debugBLUE))) env.info(string.format("DCSLiberation|Skynet-IADS plugin - debugBLUE=%s",tostring(debugBLUE)))
-- actual configuration code -- actual configuration code
local function initializeIADSElement(iads, iads_unit, element)
if element.ConnectionNode then
for i,cn in pairs(element.ConnectionNode) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - adding IADS ConnectionNode %s", cn))
local connection_node = StaticObject.getByName(cn .. " object") -- pydcs adds ' object' to the unit name for static elements
iads_unit:addConnectionNode(connection_node)
end
end
if element.PowerSource then
for i,ps in pairs(element.PowerSource) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - adding IADS PowerSource %s", ps))
local power_source = StaticObject.getByName(ps .. " object") -- pydcs adds ' object' to the unit name for static elements
iads_unit:addPowerSource(power_source)
end
end
if element.PD then
for i,pd in pairs(element.PD) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - adding IADS Point Defence %s", pd))
local point_defence = iads:addSAMSite(pd)
iads_unit:addPointDefence(point_defence)
iads_unit:setIgnoreHARMSWhilePointDefencesHaveAmmo(true)
end
end
end
local function initializeIADS(iads, coalition, inRadio, debug) local function initializeIADS(iads, coalition, inRadio, debug)
@ -65,12 +89,6 @@ if dcsLiberation and SkynetIADS then
iadsDebug.earlyWarningRadarStatusEnvOutput = true iadsDebug.earlyWarningRadarStatusEnvOutput = true
end end
--add EW units to the IADS:
iads:addEarlyWarningRadarsByPrefix(coalitionPrefix .. "|EWR|")
--add SAM groups to the IADS:
iads:addSAMSitesByPrefix(coalitionPrefix .. "|SAM|")
-- add the AWACS -- add the AWACS
if dcsLiberation.AWACs then if dcsLiberation.AWACs then
for _, data in pairs(dcsLiberation.AWACs) do for _, data in pairs(dcsLiberation.AWACs) do
@ -89,37 +107,37 @@ if dcsLiberation and SkynetIADS then
end end
end end
local sites = iads:getSAMSites() -- add the IADS Elements: SAM, EWR, and Command Centers
for i = 1, #sites do if dcsLiberation.IADS then
local site = sites[i] local coalition_iads = dcsLiberation.IADS[coalitionPrefix]
local name = site:getDCSName() if coalition_iads.Ewr then
for _,unit in pairs(coalition_iads.Ewr) do
if string.match(name, "|SamAsEwr|") then env.info(string.format("DCSLiberation|Skynet-IADS plugin - processing IADS EWR %s", unit.dcsGroupName))
env.info(string.format("DCSLiberation|Skynet-IADS plugin - %s now acting as EWR", name)) local iads_unit = iads:addEarlyWarningRadar(unit.dcsGroupName)
site:setActAsEW(true) initializeIADSElement(iads, iads_unit, unit)
end
if not string.match(name, "|PD") then
-- Name is prefixed with `$color|SAM|$tgoid`. For pre-4.1 generated
-- campaigns that's the full name of the primary SAM and any PD are just
-- that name suffixed with |PD.
--
-- For 4.1+ generated campaigns the name will be
-- `$color|SAM|$tgoid|$role|$gid`, so we need to replace the content
-- beginning with the third pipe with `|PD` to find our PDs.
local first_pipe = string.find(name, "|")
local second_pipe = string.find(name, "|", first_pipe + 1)
local third_pipe = string.find(name, "|", second_pipe + 1)
local pd_prefix = name .. "|PD"
if third_pipe ~= nil then
pd_prefix = string.sub(name, 1, third_pipe) .. "PD"
end end
local pds = iads:getSAMSitesByPrefix(pd_prefix) end
for j = 1, #pds do if coalition_iads.Sam then
pd = pds[j] for _,unit in pairs(coalition_iads.Sam) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - Adding %s as PD for %s", pd:getDCSName(), name)) env.info(string.format("DCSLiberation|Skynet-IADS plugin - processing IADS SAM %s", unit.dcsGroupName))
site:addPointDefence(pd) local iads_unit = iads:addSAMSite(unit.dcsGroupName)
site:setIgnoreHARMSWhilePointDefencesHaveAmmo(true) initializeIADSElement(iads, iads_unit, unit)
end
end
if coalition_iads.SamAsEwr then
for _,unit in pairs(coalition_iads.SamAsEwr) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - processing IADS SAM as EWR %s", unit.dcsGroupName))
local iads_unit = iads:addSAMSite(unit.dcsGroupName)
iads_unit:setActAsEW(true)
initializeIADSElement(iads, iads_unit, unit)
end
end
if coalition_iads.CommandCenter then
for _,unit in pairs(coalition_iads.CommandCenter) do
env.info(string.format("DCSLiberation|Skynet-IADS plugin - processing IADS Command Center %s", unit.dcsGroupName))
local commandCenter = StaticObject.getByName(unit.dcsGroupName .. " object") -- pydcs adds ' object' to the unit name for static elements
local iads_unit = iads:addCommandCenter(commandCenter)
initializeIADSElement(iads, iads_unit, unit)
end end
end end
end end
@ -139,13 +157,13 @@ if dcsLiberation and SkynetIADS then
------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------
if createRedIADS then if createRedIADS then
env.info("DCSLiberation|Skynet-IADS plugin - creating red IADS") env.info("DCSLiberation|Skynet-IADS plugin - creating red IADS")
redIADS = SkynetIADS:create("IADS") local redIADS = SkynetIADS:create("IADS")
initializeIADS(redIADS, 1, includeRedInRadio, debugRED) -- RED initializeIADS(redIADS, 1, includeRedInRadio, debugRED) -- RED
end end
if createBlueIADS then if createBlueIADS then
env.info("DCSLiberation|Skynet-IADS plugin - creating blue IADS") env.info("DCSLiberation|Skynet-IADS plugin - creating blue IADS")
blueIADS = SkynetIADS:create("IADS") local blueIADS = SkynetIADS:create("IADS")
initializeIADS(blueIADS, 2, includeBlueInRadio, debugBLUE) -- BLUE initializeIADS(blueIADS, 2, includeBlueInRadio, debugBLUE) -- BLUE
end end