Merge branch 'develop' into helipads

# Conflicts:
#	game/game.py
#	game/operation/operation.py
#	game/theater/conflicttheater.py
#	game/theater/controlpoint.py
#	gen/groundobjectsgen.py
#	resources/campaigns/golan_heights_lite.miz
This commit is contained in:
Khopa
2021-08-02 19:34:05 +02:00
408 changed files with 9630 additions and 5172 deletions

View File

@@ -1,48 +1,43 @@
from game.dcs.aircrafttype import AircraftType
import itertools
import logging
import random
import sys
import math
from collections import Iterator
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Any, List
from typing import Any, List, Type, Union, cast
from dcs.action import Coalition
from dcs.countries import Switzerland, UnitedNationsPeacekeepers, USAFAggressors
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from pydcs_extensions.a4ec.a4ec import A_4E_C
from faker import Faker
from game import db
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
from gen import aircraft, naming
from gen import naming
from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
from gen.ground_forces.ai_ground_planner import GroundPlanner
from . import persistency
from .coalition import Coalition
from .debriefing import Debriefing
from .event.event import Event
from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .income import Income
from .infos.information import Information
from .navmesh import NavMesh
from .procurement import AircraftProcurementRequest, ProcurementAi
from .procurement import AircraftProcurementRequest
from .profiling import logged_duration
from .settings import Settings, AutoAtoBehavior
from .settings import Settings
from .squadrons import AirWing
from .theater import ConflictTheater
from .theater import ConflictTheater, ControlPoint
from .theater.bullseye import Bullseye
from .theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
from .threatzones import ThreatZones
from .transfers import PendingTransfers
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
@@ -100,151 +95,97 @@ class Game:
self.settings = settings
self.events: List[Event] = []
self.theater = theater
self.player_faction = player_faction
self.player_country = player_faction.country
self.enemy_faction = enemy_faction
self.enemy_country = enemy_faction.country
# pass_turn() will be called when initialization is complete which will
# increment this to turn 0 before it reaches the player.
self.turn = -1
# NB: This is the *start* date. It is never updated.
self.date = date(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.game_stats.update(self)
self.notes = ""
self.ground_planners: dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = []
self.__destroyed_units: List[str] = []
self.__destroyed_units: list[dict[str, Union[float, str]]] = []
self.savepath = ""
self.budget = player_budget
self.enemy_budget = enemy_budget
self.current_unit_id = 0
self.current_group_id = 0
self.name_generator = naming.namegen
self.conditions = self.generate_conditions()
self.blue_transit_network = TransitNetwork()
self.red_transit_network = TransitNetwork()
self.blue_procurement_requests: List[AircraftProcurementRequest] = []
self.red_procurement_requests: List[AircraftProcurementRequest] = []
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.blue_bullseye = Bullseye(Point(0, 0))
self.red_bullseye = Bullseye(Point(0, 0))
self.sanitize_sides(player_faction, enemy_faction)
self.blue = Coalition(self, player_faction, player_budget, player=True)
self.red = Coalition(self, enemy_faction, enemy_budget, player=False)
self.blue.set_opponent(self.red)
self.red.set_opponent(self.blue)
self.aircraft_inventory = GlobalAircraftInventory(self.theater.controlpoints)
self.transfers = PendingTransfers(self)
self.sanitize_sides()
self.blue_faker = Faker(self.player_faction.locales)
self.red_faker = Faker(self.enemy_faction.locales)
self.blue_air_wing = AirWing(self, player=True)
self.red_air_wing = AirWing(self, player=False)
self.on_load(game_still_initializing=True)
def __getstate__(self) -> dict[str, Any]:
state = self.__dict__.copy()
# Avoid persisting any volatile types that can be deterministically
# recomputed on load for the sake of save compatibility.
del state["blue_threat_zone"]
del state["red_threat_zone"]
del state["blue_navmesh"]
del state["red_navmesh"]
del state["blue_faker"]
del state["red_faker"]
return state
def __setstate__(self, state: dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
def ato_for(self, player: bool) -> AirTaskingOrder:
if player:
return self.blue_ato
return self.red_ato
@property
def coalitions(self) -> Iterator[Coalition]:
yield self.blue
yield self.red
def procurement_requests_for(
self, player: bool
) -> List[AircraftProcurementRequest]:
if player:
return self.blue_procurement_requests
return self.red_procurement_requests
def ato_for(self, player: bool) -> AirTaskingOrder:
return self.coalition_for(player).ato
def transit_network_for(self, player: bool) -> TransitNetwork:
if player:
return self.blue_transit_network
return self.red_transit_network
return self.coalition_for(player).transit_network
def generate_conditions(self) -> Conditions:
return Conditions.generate(
self.theater, self.current_day, self.current_turn_time_of_day, self.settings
)
def sanitize_sides(self):
@staticmethod
def sanitize_sides(player_faction: Faction, enemy_faction: Faction) -> None:
"""
Make sure the opposing factions are using different countries
:return:
"""
if self.player_country == self.enemy_country:
if self.player_country == "USA":
self.enemy_country = "USAF Aggressors"
elif self.player_country == "Russia":
self.enemy_country = "USSR"
if player_faction.country == enemy_faction.country:
if player_faction.country == "USA":
enemy_faction.country = "USAF Aggressors"
elif player_faction.country == "Russia":
enemy_faction.country = "USSR"
else:
self.enemy_country = "Russia"
enemy_faction.country = "Russia"
def faction_for(self, player: bool) -> Faction:
if player:
return self.player_faction
return self.enemy_faction
return self.coalition_for(player).faction
def faker_for(self, player: bool) -> Faker:
if player:
return self.blue_faker
return self.red_faker
return self.coalition_for(player).faker
def air_wing_for(self, player: bool) -> AirWing:
if player:
return self.blue_air_wing
return self.red_air_wing
return self.coalition_for(player).air_wing
def country_for(self, player: bool) -> str:
if player:
return self.player_country
return self.enemy_country
return self.coalition_for(player).country_name
def bullseye_for(self, player: bool) -> Bullseye:
if player:
return self.blue_bullseye
return self.red_bullseye
return self.coalition_for(player).bullseye
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
return 100
else:
return random.randint(1, 100) <= prob * mult
def _generate_player_event(self, event_class, player_cp, enemy_cp):
def _generate_player_event(
self, event_class: Type[Event], player_cp: ControlPoint, enemy_cp: ControlPoint
) -> None:
self.events.append(
event_class(
self,
player_cp,
enemy_cp,
enemy_cp.position,
self.player_faction.name,
self.enemy_faction.name,
self.blue.faction.name,
self.red.faction.name,
)
)
@@ -259,7 +200,7 @@ class Game:
else:
return USAFAggressors
def _generate_events(self):
def _generate_events(self) -> None:
for front_line in self.theater.conflicts():
self._generate_player_event(
FrontlineAttackEvent,
@@ -267,27 +208,21 @@ class Game:
front_line.red_cp,
)
def adjust_budget(self, amount: float, player: bool) -> None:
def coalition_for(self, player: bool) -> Coalition:
if player:
self.budget += amount
else:
self.enemy_budget += amount
return self.blue
return self.red
def process_player_income(self):
self.budget += Income(self, player=True).total
def adjust_budget(self, amount: float, player: bool) -> None:
self.coalition_for(player).adjust_budget(amount)
def process_enemy_income(self):
# TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0
self.enemy_budget += Income(self, player=False).total
def initiate_event(self, event: Event) -> UnitMap:
@staticmethod
def initiate_event(event: Event) -> UnitMap:
# assert event in self.events
logging.info("Generating {} (regular)".format(event))
return event.generate()
def finish_event(self, event: Event, debriefing: Debriefing):
def finish_event(self, event: Event, debriefing: Debriefing) -> None:
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
@@ -296,16 +231,6 @@ class Game:
else:
logging.info("finish_event: event not in the events!")
def is_player_attack(self, event):
if isinstance(event, Event):
return (
event
and event.attacker_name
and event.attacker_name == self.player_faction.name
)
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")
def on_load(self, game_still_initializing: bool = False) -> None:
if not hasattr(self, "name_generator"):
self.name_generator = naming.namegen
@@ -320,36 +245,50 @@ class Game:
self.compute_conflicts_position()
if not game_still_initializing:
self.compute_threat_zones()
self.blue_faker = Faker(self.faction_for(player=True).locales)
self.red_faker = Faker(self.faction_for(player=False).locales)
def reset_ato(self) -> None:
self.blue_ato.clear()
self.red_ato.clear()
def finish_turn(self, skipped: bool = False) -> None:
"""Finalizes the current turn and advances to the next turn.
This handles the turn-end portion of passing a turn. Initialization of the next
turn is handled by `initialize_turn`. These are separate processes because while
turns may be initialized more than once under some circumstances (see the
documentation for `initialize_turn`), `finish_turn` performs the work that
should be guaranteed to happen only once per turn:
* Turn counter increment.
* Delivering units ordered the previous turn.
* Transfer progress.
* Squadron replenishment.
* Income distribution.
* Base strength (front line position) adjustment.
* Weather/time-of-day generation.
Some actions (like transit network assembly) will happen both here and in
`initialize_turn`. We need the network to be up to date so we can account for
base captures when processing the transfers that occurred last turn, but we also
need it to be up to date in the case of a re-initialization in `initialize_turn`
(such as to account for a cheat base capture) so that orders are only placed
where a supply route exists to the destination. This is a relatively cheap
operation so duplicating the effort is not a problem.
Args:
skipped: True if the turn was skipped.
"""
self.informations.append(
Information("End of turn #" + str(self.turn), "-" * 40, 0)
)
self.turn += 1
# Need to recompute before transfers and deliveries to account for captures.
# This happens in in initialize_turn as well, because cheating doesn't advance a
# turn but can capture bases so we need to recompute there as well.
self.compute_transit_networks()
# The coalition-specific turn finalization *must* happen before unit deliveries,
# since the coalition-specific finalization handles transit network updates and
# transfer processing. If in the other order, units may be delivered to captured
# bases, and freshly delivered units will spawn one leg through their journey.
self.blue.end_turn()
self.red.end_turn()
# Must happen *before* unit deliveries are handled, or else new units will spawn
# one hop ahead. ControlPoint.process_turn handles unit deliveries.
self.transfers.perform_transfers()
# Needs to happen *before* planning transfers so we don't cancel them.
self.reset_ato()
for control_point in self.theater.controlpoints:
control_point.process_turn(self)
self.blue_air_wing.replenish()
self.red_air_wing.replenish()
if not skipped:
for cp in self.theater.player_points():
cp.base.affect_strength(+PLAYER_BASE_STRENGTH_RECOVERY)
@@ -360,14 +299,21 @@ class Game:
self.conditions = self.generate_conditions()
self.process_enemy_income()
self.process_player_income()
def begin_turn_0(self) -> None:
"""Initialization for the first turn of the game."""
self.turn = 0
self.blue.preinit_turn_0()
self.red.preinit_turn_0()
self.initialize_turn()
def pass_turn(self, no_action: bool = False) -> None:
"""Ends the current turn and initializes the new turn.
Called both when skipping a turn or by ending the turn as the result of combat.
Args:
no_action: True if the turn was skipped.
"""
logging.info("Pass turn")
with logged_duration("Turn finalization"):
self.finish_turn(no_action)
@@ -377,7 +323,7 @@ class Game:
# Autosave progress
persistency.autosave(self)
def check_win_loss(self):
def check_win_loss(self) -> TurnState:
player_airbases = {
cp for cp in self.theater.player_points() if cp.runway_is_operational()
}
@@ -394,24 +340,50 @@ class Game:
def set_bullseye(self) -> None:
player_cp, enemy_cp = self.theater.closest_opposing_control_points()
self.blue_bullseye = Bullseye(enemy_cp.position)
self.red_bullseye = Bullseye(player_cp.position)
self.blue.bullseye = Bullseye(enemy_cp.position)
self.red.bullseye = Bullseye(player_cp.position)
def initialize_turn(self) -> None:
def initialize_turn(self, for_red: bool = True, for_blue: bool = True) -> None:
"""Performs turn initialization for the specified players.
Turn initialization performs all of the beginning-of-turn actions. *End-of-turn*
processing happens in `pass_turn` (despite the name, it's called both for
skipping the turn and ending the turn after combat).
Special care needs to be taken here because initialization can occur more than
once per turn. A number of events can require re-initializing a turn:
* Cheat capture. Bases changing hands invalidates many missions in both ATOs,
purchase orders, threat zones, transit networks, etc. Practically speaking,
after a base capture the turn needs to be treated as fully new. The game might
even be over after a capture.
* Cheat front line position. CAS missions are no longer in the correct location,
and the ground planner may also need changes.
* Selling/buying units at TGOs. Selling a TGO might leave missions in the ATO
with invalid targets. Buying a new SAM (or even replacing some units in a SAM)
potentially changes the threat zone and may alter mission priorities and
flight planning.
Most of the work is delegated to initialize_turn_for, which handles the
coalition-specific turn initialization. In some cases only one coalition will be
(re-) initialized. This is the case when buying or selling TGO units, since we
don't want to force the player to redo all their planning just because they
repaired a SAM, but should replan opfor when that happens. On the other hand,
base captures are significant enough (and likely enough to be the first thing
the player does in a turn) that we replan blue as well. Front lines are less
impactful but also likely to be early, so they also cause a blue replan.
Args:
for_red: True if opfor should be re-initialized.
for_blue: True if the player coalition should be re-initialized.
"""
self.events = []
self._generate_events()
self.set_bullseye()
# Update statistics
self.game_stats.update(self)
self.blue_air_wing.reset()
self.red_air_wing.reset()
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
self.aircraft_inventory.set_from_control_point(cp)
# Check for win or loss condition
turn_state = self.check_win_loss()
if turn_state in (TurnState.LOSS, TurnState.WIN):
@@ -422,59 +394,26 @@ class Game:
self.compute_conflicts_position()
with logged_duration("Threat zone computation"):
self.compute_threat_zones()
with logged_duration("Transit network identification"):
self.compute_transit_networks()
# Plan Coalition specific turn
if for_blue:
self.initialize_turn_for(player=True)
if for_red:
self.initialize_turn_for(player=False)
# Plan GroundWar
self.ground_planners = {}
self.blue_procurement_requests.clear()
self.red_procurement_requests.clear()
with logged_duration("Procurement of airlift assets"):
self.transfers.order_airlift_assets()
with logged_duration("Transport planning"):
self.transfers.plan_transports()
with logged_duration("Blue mission planning"):
if self.settings.auto_ato_behavior is not AutoAtoBehavior.Disabled:
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
with logged_duration("Red mission planning"):
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement()
def plan_procurement(self) -> None:
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
# gets much more of the budget that turn. Otherwise budget (after
# repairs) is split evenly between air and ground. For the default
# starting budget of 2000 this gives 600 to ground forces and 1400 to
# aircraft. After that the budget will be spend proportionally based on how much is already invested
self.budget = ProcurementAi(
self,
for_player=True,
faction=self.player_faction,
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements,
).spend_budget(self.budget)
self.enemy_budget = ProcurementAi(
self,
for_player=False,
faction=self.enemy_faction,
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
).spend_budget(self.enemy_budget)
def initialize_turn_for(self, player: bool) -> None:
self.aircraft_inventory.reset(player)
for cp in self.theater.control_points_for(player):
self.aircraft_inventory.set_from_control_point(cp)
self.coalition_for(player).initialize_turn()
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
@@ -487,48 +426,36 @@ class Game:
def current_day(self) -> date:
return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self):
def next_unit_id(self) -> int:
"""
Next unit id for pre-generated units
"""
self.current_unit_id += 1
return self.current_unit_id
def next_group_id(self):
def next_group_id(self) -> int:
"""
Next unit id for pre-generated units
"""
self.current_group_id += 1
return self.current_group_id
def compute_transit_networks(self) -> None:
self.blue_transit_network = self.compute_transit_network_for(player=True)
self.red_transit_network = self.compute_transit_network_for(player=False)
def compute_transit_network_for(self, player: bool) -> TransitNetwork:
return TransitNetworkBuilder(self.theater, player).build()
def compute_threat_zones(self) -> None:
self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
self.red_threat_zone = ThreatZones.for_faction(self, player=False)
self.blue_navmesh = NavMesh.from_threat_zones(
self.red_threat_zone, self.theater
)
self.red_navmesh = NavMesh.from_threat_zones(
self.blue_threat_zone, self.theater
)
self.blue.compute_threat_zones()
self.red.compute_threat_zones()
self.blue.compute_nav_meshes()
self.red.compute_nav_meshes()
def threat_zone_for(self, player: bool) -> ThreatZones:
if player:
return self.blue_threat_zone
return self.red_threat_zone
return self.coalition_for(player).threat_zone
def navmesh_for(self, player: bool) -> NavMesh:
if player:
return self.blue_navmesh
return self.red_navmesh
return self.coalition_for(player).nav_mesh
def compute_conflicts_position(self):
def compute_conflicts_position(self) -> None:
"""
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
@@ -551,7 +478,7 @@ class Game:
# If there is no conflict take the center point between the two nearest opposing bases
if len(zones) == 0:
cpoint = None
min_distance = sys.maxsize
min_distance = math.inf
for cp in self.theater.player_points():
for cp2 in self.theater.enemy_points():
d = cp.position.distance_to_point(cp2.position)
@@ -569,7 +496,7 @@ class Game:
if cpoint is not None:
zones.append(cpoint)
packages = itertools.chain(self.blue_ato.packages, self.red_ato.packages)
packages = itertools.chain(self.blue.ato.packages, self.red.ato.packages)
for package in packages:
if package.primary_task is FlightType.BARCAP:
# BARCAPs will be planned at most locations on smaller theaters,
@@ -587,15 +514,15 @@ class Game:
self.__culling_zones = zones
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
def add_destroyed_units(self, data: dict[str, Union[float, str]]) -> None:
pos = Point(cast(float, data["x"]), cast(float, data["z"]))
if self.theater.is_on_land(pos):
self.__destroyed_units.append(data)
def get_destroyed_units(self):
def get_destroyed_units(self) -> list[dict[str, Union[float, str]]]:
return self.__destroyed_units
def position_culled(self, pos):
def position_culled(self, pos: Point) -> bool:
"""
Check if unit can be generated at given position depending on culling performance settings
:param pos: Position you are tryng to spawn stuff at
@@ -608,38 +535,17 @@ class Game:
return False
return True
def get_culling_zones(self):
def get_culling_zones(self) -> list[Point]:
"""
Check culling points
:return: List of culling zones
"""
return self.__culling_zones
# 1 = red, 2 = blue
def get_player_coalition_id(self):
return 2
def get_enemy_coalition_id(self):
return 1
def get_player_coalition(self):
return Coalition.Blue
def get_enemy_coalition(self):
return Coalition.Red
def get_player_color(self):
return "blue"
def get_enemy_color(self):
return "red"
def process_win_loss(self, turn_state: TurnState):
def process_win_loss(self, turn_state: TurnState) -> None:
if turn_state is TurnState.WIN:
return self.message(
"Congratulations, you are victorious! Start a new campaign to continue."
self.message(
"Congratulations, you are victorious! Start a new campaign to continue."
)
elif turn_state is TurnState.LOSS:
return self.message(
"Game Over, you lose. Start a new campaign to continue."
)
self.message("Game Over, you lose. Start a new campaign to continue.")