mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Move mission generation code into game.
Operation has been renamed MissionGenerator and is no longer a static class.
This commit is contained in:
1922
gen/aircraft.py
1922
gen/aircraft.py
File diff suppressed because it is too large
Load Diff
@@ -8,8 +8,8 @@ from __future__ import annotations
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from dataclasses import dataclass, field
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from typing import Dict, Optional, Tuple
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from .radios import MHz, RadioFrequency
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from .tacan import TacanBand, TacanChannel
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from game.radio.radios import MHz, RadioFrequency
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from game.radio.tacan import TacanBand, TacanChannel
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@dataclass
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@@ -1,56 +0,0 @@
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from __future__ import annotations
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from dataclasses import dataclass, field
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from datetime import timedelta
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from typing import Optional, TYPE_CHECKING
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if TYPE_CHECKING:
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from gen.radios import RadioFrequency
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from gen.tacan import TacanChannel
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@dataclass
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class AwacsInfo:
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"""AWACS information for the kneeboard."""
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group_name: str
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callsign: str
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freq: RadioFrequency
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depature_location: Optional[str]
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start_time: Optional[timedelta]
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end_time: Optional[timedelta]
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blue: bool
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@dataclass
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class TankerInfo:
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"""Tanker information for the kneeboard."""
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group_name: str
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callsign: str
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variant: str
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freq: RadioFrequency
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tacan: TacanChannel
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start_time: Optional[timedelta]
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end_time: Optional[timedelta]
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blue: bool
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@dataclass(frozen=True)
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class JtacInfo:
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"""JTAC information."""
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group_name: str
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unit_name: str
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callsign: str
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region: str
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code: str
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blue: bool
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freq: RadioFrequency
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@dataclass
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class AirSupport:
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awacs: list[AwacsInfo] = field(default_factory=list)
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tankers: list[TankerInfo] = field(default_factory=list)
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jtacs: list[JtacInfo] = field(default_factory=list)
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@@ -1,210 +0,0 @@
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from __future__ import annotations
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import logging
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from typing import List, Type, Tuple, TYPE_CHECKING
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from dcs.mission import Mission, StartType
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from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135, PlaneType
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from dcs.task import (
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AWACS,
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ActivateBeaconCommand,
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MainTask,
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Refueling,
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SetImmortalCommand,
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SetInvisibleCommand,
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)
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from dcs.unittype import UnitType
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from game.utils import Heading
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from .airsupport import AirSupport, TankerInfo, AwacsInfo
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from .callsigns import callsign_for_support_unit
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from .conflictgen import Conflict
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from .flights.ai_flight_planner_db import AEWC_CAPABLE
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from .naming import namegen
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from .radios import RadioRegistry
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from .tacan import TacanBand, TacanRegistry, TacanUsage
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if TYPE_CHECKING:
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from game import Game
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TANKER_DISTANCE = 15000
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TANKER_ALT = 4572
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TANKER_HEADING_OFFSET = 45
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AWACS_DISTANCE = 150000
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AWACS_ALT = 13000
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class AirSupportConflictGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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radio_registry: RadioRegistry,
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tacan_registry: TacanRegistry,
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air_support: AirSupport,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.game = game
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self.radio_registry = radio_registry
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self.tacan_registry = tacan_registry
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self.air_support = air_support
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@classmethod
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def support_tasks(cls) -> List[Type[MainTask]]:
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return [Refueling, AWACS]
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@staticmethod
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def _get_tanker_params(unit_type: Type[UnitType]) -> Tuple[int, int]:
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if unit_type is KC130:
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return TANKER_ALT - 500, 596
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elif unit_type is KC_135:
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return TANKER_ALT, 770
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elif unit_type is KC135MPRS:
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return TANKER_ALT + 500, 596
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return TANKER_ALT, 574
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def generate(self) -> None:
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player_cp = (
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self.conflict.blue_cp
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if self.conflict.blue_cp.captured
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else self.conflict.red_cp
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)
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country = self.mission.country(self.game.blue.country_name)
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if not self.game.settings.disable_legacy_tanker:
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fallback_tanker_number = 0
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for i, tanker_unit_type in enumerate(
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self.game.faction_for(player=True).tankers
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):
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unit_type = tanker_unit_type.dcs_unit_type
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if not issubclass(unit_type, PlaneType):
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logging.warning(f"Refueling aircraft {unit_type} must be a plane")
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continue
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# TODO: Make loiter altitude a property of the unit type.
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alt, airspeed = self._get_tanker_params(tanker_unit_type.dcs_unit_type)
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freq = self.radio_registry.alloc_uhf()
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tacan = self.tacan_registry.alloc_for_band(
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TacanBand.Y, TacanUsage.AirToAir
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)
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tanker_heading = Heading.from_degrees(
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self.conflict.red_cp.position.heading_between_point(
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self.conflict.blue_cp.position
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)
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+ TANKER_HEADING_OFFSET * i
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)
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tanker_position = player_cp.position.point_from_heading(
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tanker_heading.degrees, TANKER_DISTANCE
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)
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tanker_group = self.mission.refuel_flight(
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country=country,
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name=namegen.next_tanker_name(country, tanker_unit_type),
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airport=None,
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plane_type=unit_type,
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position=tanker_position,
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altitude=alt,
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race_distance=58000,
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frequency=freq.mhz,
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start_type=StartType.Warm,
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speed=airspeed,
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tacanchannel=str(tacan),
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)
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tanker_group.set_frequency(freq.mhz)
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callsign = callsign_for_support_unit(tanker_group)
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tacan_callsign = {
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"Texaco": "TEX",
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"Arco": "ARC",
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"Shell": "SHL",
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}.get(callsign)
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if tacan_callsign is None:
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# The dict above is all the callsigns currently in the game, but
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# non-Western countries don't use the callsigns and instead just
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# use numbers. It's possible that none of those nations have
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# TACAN compatible refueling aircraft, but fallback just in
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# case.
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tacan_callsign = f"TK{fallback_tanker_number}"
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fallback_tanker_number += 1
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if tanker_unit_type != IL_78M:
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# Override PyDCS tacan channel.
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tanker_group.points[0].tasks.pop()
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tanker_group.points[0].tasks.append(
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ActivateBeaconCommand(
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tacan.number,
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tacan.band.value,
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tacan_callsign,
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True,
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tanker_group.units[0].id,
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True,
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)
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)
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tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
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tanker_group.points[0].tasks.append(SetImmortalCommand(True))
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self.air_support.tankers.append(
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TankerInfo(
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str(tanker_group.name),
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callsign,
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tanker_unit_type.name,
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freq,
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tacan,
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start_time=None,
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end_time=None,
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blue=True,
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)
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)
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if not self.game.settings.disable_legacy_aewc:
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possible_awacs = [
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a
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for a in self.game.faction_for(player=True).aircrafts
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if a in AEWC_CAPABLE
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]
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if not possible_awacs:
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logging.warning("No AWACS for faction")
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return
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awacs_unit = possible_awacs[0]
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freq = self.radio_registry.alloc_uhf()
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unit_type = awacs_unit.dcs_unit_type
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if not issubclass(unit_type, PlaneType):
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logging.warning(f"AWACS aircraft {unit_type} must be a plane")
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return
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awacs_flight = self.mission.awacs_flight(
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country=country,
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name=namegen.next_awacs_name(country),
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plane_type=unit_type,
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altitude=AWACS_ALT,
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airport=None,
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position=self.conflict.position.random_point_within(
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AWACS_DISTANCE, AWACS_DISTANCE
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),
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frequency=freq.mhz,
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start_type=StartType.Warm,
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)
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awacs_flight.set_frequency(freq.mhz)
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awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
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awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
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self.air_support.awacs.append(
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AwacsInfo(
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group_name=str(awacs_flight.name),
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callsign=callsign_for_support_unit(awacs_flight),
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freq=freq,
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depature_location=None,
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start_time=None,
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end_time=None,
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blue=True,
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)
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)
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802
gen/armor.py
802
gen/armor.py
@@ -1,802 +0,0 @@
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from __future__ import annotations
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import logging
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import math
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import random
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from dataclasses import dataclass
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from typing import TYPE_CHECKING, List, Optional, Tuple
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from dcs import Mission
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from dcs.action import AITaskPush
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from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
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from dcs.country import Country
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from dcs.mapping import Point
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from dcs.point import PointAction
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from dcs.task import (
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AFAC,
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EPLRS,
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AttackGroup,
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ControlledTask,
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FAC,
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FireAtPoint,
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GoToWaypoint,
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Hold,
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OrbitAction,
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SetImmortalCommand,
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SetInvisibleCommand,
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)
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from dcs.triggers import Event, TriggerOnce
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from dcs.unit import Vehicle, Skill
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from dcs.unitgroup import VehicleGroup
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from game.data.groundunitclass import GroundUnitClass
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from game.dcs.aircrafttype import AircraftType
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from game.dcs.groundunittype import GroundUnitType
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from game.theater.controlpoint import ControlPoint
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from game.unitmap import UnitMap
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from game.utils import Heading
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from gen.ground_forces.ai_ground_planner import (
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DISTANCE_FROM_FRONTLINE,
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CombatGroup,
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CombatGroupRole,
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)
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from .airsupport import AirSupport, JtacInfo
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from .callsigns import callsign_for_support_unit
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from .conflictgen import Conflict
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from .ground_forces.combat_stance import CombatStance
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from .lasercoderegistry import LaserCodeRegistry
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from .naming import namegen
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from .radios import MHz, RadioFrequency, RadioRegistry
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if TYPE_CHECKING:
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from game import Game
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SPREAD_DISTANCE_FACTOR = 0.1, 0.3
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SPREAD_DISTANCE_SIZE_FACTOR = 0.1
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FRONTLINE_CAS_FIGHTS_COUNT = 16, 24
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FRONTLINE_CAS_GROUP_MIN = 1, 2
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FRONTLINE_CAS_PADDING = 12000
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RETREAT_DISTANCE = 20000
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BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000
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AGGRESIVE_MOVE_DISTANCE = 16000
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FIGHT_DISTANCE = 3500
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RANDOM_OFFSET_ATTACK = 250
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INFANTRY_GROUP_SIZE = 5
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class GroundConflictGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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enemy_stance: CombatStance,
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unit_map: UnitMap,
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radio_registry: RadioRegistry,
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air_support: AirSupport,
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laser_code_registry: LaserCodeRegistry,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = player_stance
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self.enemy_stance = enemy_stance
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self.game = game
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self.unit_map = unit_map
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self.radio_registry = radio_registry
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self.air_support = air_support
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self.laser_code_registry = laser_code_registry
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def generate(self) -> None:
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position = Conflict.frontline_position(
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self.conflict.front_line, self.game.theater
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)
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frontline_vector = Conflict.frontline_vector(
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self.conflict.front_line, self.game.theater
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)
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# Create player groups at random position
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player_groups = self._generate_groups(
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self.player_planned_combat_groups, frontline_vector, True
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)
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# Create enemy groups at random position
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enemy_groups = self._generate_groups(
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self.enemy_planned_combat_groups, frontline_vector, False
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)
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# TODO: Differentiate AirConflict and GroundConflict classes.
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if self.conflict.heading is None:
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raise RuntimeError(
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"Cannot generate ground units for non-ground conflict. Ground unit "
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"conflicts cannot have the heading `None`."
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)
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# Plan combat actions for groups
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self.plan_action_for_groups(
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self.player_stance,
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player_groups,
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enemy_groups,
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self.conflict.heading.right,
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self.conflict.blue_cp,
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self.conflict.red_cp,
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)
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self.plan_action_for_groups(
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self.enemy_stance,
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enemy_groups,
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player_groups,
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self.conflict.heading.left,
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self.conflict.red_cp,
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self.conflict.blue_cp,
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)
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# Add JTAC
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if self.game.blue.faction.has_jtac:
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n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id)
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code: int
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freq = self.radio_registry.alloc_uhf()
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# If the option fc3LaserCode is enabled, force all JTAC
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# laser codes to 1113 to allow lasing for Su-25 Frogfoots and A-10A Warthogs.
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# Otherwise use 1688 for the first JTAC, 1687 for the second etc.
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if self.game.settings.plugins["plugins.jtacautolase.fc3LaserCode"]:
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code = 1113
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else:
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code = self.laser_code_registry.get_next_laser_code()
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utype = self.game.blue.faction.jtac_unit
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if utype is None:
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utype = AircraftType.named("MQ-9 Reaper")
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jtac = self.mission.flight_group(
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country=self.mission.country(self.game.blue.country_name),
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name=n,
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aircraft_type=utype.dcs_unit_type,
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position=position[0],
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airport=None,
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altitude=5000,
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maintask=AFAC,
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)
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jtac.points[0].tasks.append(
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FAC(callsign=len(self.air_support.jtacs) + 1, frequency=int(freq.mhz))
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)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(
|
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OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle)
|
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)
|
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frontline = (
|
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f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_cp.name}"
|
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)
|
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.air_support.jtacs.append(
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JtacInfo(
|
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str(jtac.name),
|
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n,
|
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callsign,
|
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frontline,
|
||||
str(code),
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blue=True,
|
||||
freq=freq,
|
||||
)
|
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)
|
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|
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def gen_infantry_group_for_group(
|
||||
self,
|
||||
group: VehicleGroup,
|
||||
is_player: bool,
|
||||
side: Country,
|
||||
forward_heading: Heading,
|
||||
) -> None:
|
||||
|
||||
infantry_position = self.conflict.find_ground_position(
|
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group.points[0].position.random_point_within(250, 50),
|
||||
500,
|
||||
forward_heading,
|
||||
self.conflict.theater,
|
||||
)
|
||||
if not infantry_position:
|
||||
logging.warning("Could not find infantry position")
|
||||
return
|
||||
if side == self.conflict.attackers_country:
|
||||
cp = self.conflict.blue_cp
|
||||
else:
|
||||
cp = self.conflict.red_cp
|
||||
|
||||
faction = self.game.faction_for(is_player)
|
||||
|
||||
# Disable infantry unit gen if disabled
|
||||
if not self.game.settings.perf_infantry:
|
||||
if self.game.settings.manpads:
|
||||
# 50% of armored units protected by manpad
|
||||
if random.choice([True, False]):
|
||||
manpads = list(faction.infantry_with_class(GroundUnitClass.Manpads))
|
||||
if manpads:
|
||||
u = random.choices(
|
||||
manpads, weights=[m.spawn_weight for m in manpads]
|
||||
)[0]
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp.id, u),
|
||||
u.dcs_unit_type,
|
||||
position=infantry_position,
|
||||
group_size=1,
|
||||
heading=forward_heading.degrees,
|
||||
move_formation=PointAction.OffRoad,
|
||||
)
|
||||
return
|
||||
|
||||
possible_infantry_units = set(
|
||||
faction.infantry_with_class(GroundUnitClass.Infantry)
|
||||
)
|
||||
if self.game.settings.manpads:
|
||||
possible_infantry_units |= set(
|
||||
faction.infantry_with_class(GroundUnitClass.Manpads)
|
||||
)
|
||||
if not possible_infantry_units:
|
||||
return
|
||||
|
||||
infantry_choices = list(possible_infantry_units)
|
||||
units = random.choices(
|
||||
infantry_choices,
|
||||
weights=[u.spawn_weight for u in infantry_choices],
|
||||
k=INFANTRY_GROUP_SIZE,
|
||||
)
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp.id, units[0]),
|
||||
units[0].dcs_unit_type,
|
||||
position=infantry_position,
|
||||
group_size=1,
|
||||
heading=forward_heading.degrees,
|
||||
move_formation=PointAction.OffRoad,
|
||||
)
|
||||
|
||||
for unit in units[1:]:
|
||||
position = infantry_position.random_point_within(55, 5)
|
||||
self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_infantry_name(side, cp.id, unit),
|
||||
unit.dcs_unit_type,
|
||||
position=position,
|
||||
group_size=1,
|
||||
heading=forward_heading.degrees,
|
||||
move_formation=PointAction.OffRoad,
|
||||
)
|
||||
|
||||
def _set_reform_waypoint(
|
||||
self, dcs_group: VehicleGroup, forward_heading: Heading
|
||||
) -> None:
|
||||
"""Setting a waypoint close to the spawn position allows the group to reform gracefully
|
||||
rather than spin
|
||||
"""
|
||||
reform_point = dcs_group.position.point_from_heading(
|
||||
forward_heading.degrees, 50
|
||||
)
|
||||
dcs_group.add_waypoint(reform_point)
|
||||
|
||||
def _plan_artillery_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
gen_group: CombatGroup,
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: Heading,
|
||||
target: Point,
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for artillery groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance != CombatStance.RETREAT:
|
||||
hold_task = Hold()
|
||||
hold_task.number = 1
|
||||
dcs_group.add_trigger_action(hold_task)
|
||||
|
||||
# Artillery strike random start
|
||||
artillery_trigger = TriggerOnce(
|
||||
Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id)
|
||||
)
|
||||
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
|
||||
# TODO: Update to fire at group instead of point
|
||||
fire_task = FireAtPoint(target, gen_group.size * 10, 100)
|
||||
fire_task.number = 2 if stance != CombatStance.RETREAT else 1
|
||||
dcs_group.add_trigger_action(fire_task)
|
||||
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
self.mission.triggerrules.triggers.append(artillery_trigger)
|
||||
|
||||
# Artillery will fall back when under attack
|
||||
if stance != CombatStance.RETREAT:
|
||||
|
||||
# Hold position
|
||||
dcs_group.points[1].tasks.append(Hold())
|
||||
retreat = self.find_retreat_point(
|
||||
dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 3)
|
||||
)
|
||||
dcs_group.add_waypoint(
|
||||
dcs_group.position.point_from_heading(forward_heading.degrees, 1),
|
||||
PointAction.OffRoad,
|
||||
)
|
||||
dcs_group.points[2].tasks.append(Hold())
|
||||
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
|
||||
|
||||
artillery_fallback = TriggerOnce(
|
||||
Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id)
|
||||
)
|
||||
for i, u in enumerate(dcs_group.units):
|
||||
artillery_fallback.add_condition(UnitDamaged(u.id))
|
||||
if i < len(dcs_group.units) - 1:
|
||||
artillery_fallback.add_condition(Or())
|
||||
|
||||
hold_2 = Hold()
|
||||
hold_2.number = 3
|
||||
dcs_group.add_trigger_action(hold_2)
|
||||
|
||||
retreat_task = GoToWaypoint(to_index=3)
|
||||
retreat_task.number = 4
|
||||
dcs_group.add_trigger_action(retreat_task)
|
||||
|
||||
artillery_fallback.add_action(
|
||||
AITaskPush(dcs_group.id, len(dcs_group.tasks))
|
||||
)
|
||||
self.mission.triggerrules.triggers.append(artillery_fallback)
|
||||
|
||||
for u in dcs_group.units:
|
||||
u.heading = (forward_heading + Heading.random(-5, 5)).degrees
|
||||
return True
|
||||
return False
|
||||
|
||||
def _plan_tank_ifv_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: Heading,
|
||||
to_cp: ControlPoint,
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for tank and IFV groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance == CombatStance.AGGRESSIVE:
|
||||
# Attack nearest enemy if any
|
||||
# Then move forward OR Attack enemy base if it is not too far away
|
||||
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
|
||||
if target is not None:
|
||||
rand_offset = Point(
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
)
|
||||
target_point = self.conflict.theater.nearest_land_pos(
|
||||
target.points[0].position + rand_offset
|
||||
)
|
||||
dcs_group.add_waypoint(target_point)
|
||||
dcs_group.points[2].tasks.append(AttackGroup(target.id))
|
||||
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
# We use an offset heading here because DCS doesn't always
|
||||
# force vehicles to move if there's no heading change.
|
||||
offset_heading = forward_heading - Heading.from_degrees(2)
|
||||
attack_point = self.find_offensive_point(
|
||||
dcs_group, offset_heading, AGGRESIVE_MOVE_DISTANCE
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
elif stance == CombatStance.BREAKTHROUGH:
|
||||
# In breakthrough mode, the units will move forward
|
||||
# If the enemy base is close enough, the units will attack the base
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= BREAKTHROUGH_OFFENSIVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
# We use an offset heading here because DCS doesn't always
|
||||
# force vehicles to move if there's no heading change.
|
||||
offset_heading = forward_heading - Heading.from_degrees(1)
|
||||
attack_point = self.find_offensive_point(
|
||||
dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
elif stance == CombatStance.ELIMINATION:
|
||||
# In elimination mode, the units focus on destroying as much enemy groups as possible
|
||||
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
|
||||
for i, target in enumerate(targets, start=1):
|
||||
rand_offset = Point(
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK),
|
||||
)
|
||||
target_point = self.conflict.theater.nearest_land_pos(
|
||||
target.points[0].position + rand_offset
|
||||
)
|
||||
dcs_group.add_waypoint(target_point, PointAction.OffRoad)
|
||||
dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
return True
|
||||
return False
|
||||
|
||||
def _plan_apc_atgm_action(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
dcs_group: VehicleGroup,
|
||||
forward_heading: Heading,
|
||||
to_cp: ControlPoint,
|
||||
) -> bool:
|
||||
"""
|
||||
Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
|
||||
Returns True if tasking was added, returns False if the stance was not a combat stance.
|
||||
"""
|
||||
self._set_reform_waypoint(dcs_group, forward_heading)
|
||||
if stance in [
|
||||
CombatStance.AGGRESSIVE,
|
||||
CombatStance.BREAKTHROUGH,
|
||||
CombatStance.ELIMINATION,
|
||||
]:
|
||||
# APC & ATGM will never move too much forward, but will follow along any offensive
|
||||
if (
|
||||
to_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= AGGRESIVE_MOVE_DISTANCE
|
||||
):
|
||||
attack_point = self.conflict.theater.nearest_land_pos(
|
||||
to_cp.position.random_point_within(500, 0)
|
||||
)
|
||||
else:
|
||||
attack_point = self.find_offensive_point(
|
||||
dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE
|
||||
)
|
||||
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
|
||||
|
||||
if stance != CombatStance.RETREAT:
|
||||
self.add_morale_trigger(dcs_group, forward_heading)
|
||||
return True
|
||||
return False
|
||||
|
||||
def plan_action_for_groups(
|
||||
self,
|
||||
stance: CombatStance,
|
||||
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
forward_heading: Heading,
|
||||
from_cp: ControlPoint,
|
||||
to_cp: ControlPoint,
|
||||
) -> None:
|
||||
|
||||
if not self.game.settings.perf_moving_units:
|
||||
return
|
||||
|
||||
for dcs_group, group in ally_groups:
|
||||
if group.unit_type.eplrs_capable:
|
||||
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
|
||||
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
if self.game.settings.perf_artillery:
|
||||
target = self.get_artillery_target_in_range(
|
||||
dcs_group, group, enemy_groups
|
||||
)
|
||||
if target is not None:
|
||||
self._plan_artillery_action(
|
||||
stance, group, dcs_group, forward_heading, target
|
||||
)
|
||||
|
||||
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
|
||||
self._plan_tank_ifv_action(
|
||||
stance, enemy_groups, dcs_group, forward_heading, to_cp
|
||||
)
|
||||
|
||||
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
|
||||
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
|
||||
|
||||
if stance == CombatStance.RETREAT:
|
||||
# In retreat mode, the units will fall back
|
||||
# If the ally base is close enough, the units will even regroup there
|
||||
if (
|
||||
from_cp.position.distance_to_point(dcs_group.points[0].position)
|
||||
<= RETREAT_DISTANCE
|
||||
):
|
||||
retreat_point = from_cp.position.random_point_within(500, 250)
|
||||
else:
|
||||
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
|
||||
reposition_point = retreat_point.point_from_heading(
|
||||
forward_heading.degrees, 10
|
||||
) # Another point to make the unit face the enemy
|
||||
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
|
||||
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
||||
|
||||
def add_morale_trigger(
|
||||
self, dcs_group: VehicleGroup, forward_heading: Heading
|
||||
) -> None:
|
||||
"""
|
||||
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
|
||||
"""
|
||||
|
||||
if len(dcs_group.units) == 1:
|
||||
return
|
||||
|
||||
# Units should hold position on last waypoint
|
||||
dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold())
|
||||
|
||||
# Force unit heading
|
||||
for unit in dcs_group.units:
|
||||
unit.heading = forward_heading.degrees
|
||||
dcs_group.manualHeading = True
|
||||
|
||||
# We add a new retreat waypoint
|
||||
dcs_group.add_waypoint(
|
||||
self.find_retreat_point(
|
||||
dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)
|
||||
),
|
||||
PointAction.OffRoad,
|
||||
)
|
||||
|
||||
# Fallback task
|
||||
task = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
|
||||
task.enabled = False
|
||||
dcs_group.add_trigger_action(Hold())
|
||||
dcs_group.add_trigger_action(task)
|
||||
|
||||
# Create trigger
|
||||
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
|
||||
|
||||
# Usually more than 50% casualties = RETREAT
|
||||
fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76)))
|
||||
|
||||
# Do retreat to the configured retreat waypoint
|
||||
fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
|
||||
|
||||
self.mission.triggerrules.triggers.append(fallback)
|
||||
|
||||
def find_retreat_point(
|
||||
self,
|
||||
dcs_group: VehicleGroup,
|
||||
frontline_heading: Heading,
|
||||
distance: int = RETREAT_DISTANCE,
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to retreat to
|
||||
:param dcs_group: DCS mission group we are searching a retreat point for
|
||||
:param frontline_heading: Heading of the frontline
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(
|
||||
frontline_heading.opposite.degrees, distance
|
||||
)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
|
||||
def find_offensive_point(
|
||||
self, dcs_group: VehicleGroup, frontline_heading: Heading, distance: int
|
||||
) -> Point:
|
||||
"""
|
||||
Find a point to attack
|
||||
:param dcs_group: DCS mission group we are searching an attack point for
|
||||
:param frontline_heading: Heading of the frontline
|
||||
:param distance: Distance of the offensive (how far unit should move)
|
||||
:return: dcs.mapping.Point object with the desired position
|
||||
"""
|
||||
desired_point = dcs_group.points[0].position.point_from_heading(
|
||||
frontline_heading.degrees, distance
|
||||
)
|
||||
if self.conflict.theater.is_on_land(desired_point):
|
||||
return desired_point
|
||||
return self.conflict.theater.nearest_land_pos(desired_point)
|
||||
|
||||
@staticmethod
|
||||
def find_n_nearest_enemy_groups(
|
||||
player_group: VehicleGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
n: int,
|
||||
) -> List[VehicleGroup]:
|
||||
"""
|
||||
Return the nearest enemy group for the player group
|
||||
@param group Group for which we should find the nearest ennemies
|
||||
@param enemy_groups Potential enemy groups
|
||||
@param n number of nearby groups to take
|
||||
"""
|
||||
targets = [] # type: List[VehicleGroup]
|
||||
sorted_list = sorted(
|
||||
enemy_groups,
|
||||
key=lambda group: player_group.points[0].position.distance_to_point(
|
||||
group[0].points[0].position
|
||||
),
|
||||
)
|
||||
for i in range(n):
|
||||
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
||||
if len(sorted_list) <= i:
|
||||
break
|
||||
else:
|
||||
targets.append(sorted_list[i][0])
|
||||
return targets
|
||||
|
||||
@staticmethod
|
||||
def find_nearest_enemy_group(
|
||||
player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
||||
) -> Optional[VehicleGroup]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to armored assault
|
||||
@param group Group for which we should find the nearest ennemy
|
||||
@param enemy_groups Potential enemy groups
|
||||
"""
|
||||
min_distance = math.inf
|
||||
target = None
|
||||
for dcs_group, _ in enemy_groups:
|
||||
dist = player_group.points[0].position.distance_to_point(
|
||||
dcs_group.points[0].position
|
||||
)
|
||||
if dist < min_distance:
|
||||
min_distance = dist
|
||||
target = dcs_group
|
||||
return target
|
||||
|
||||
@staticmethod
|
||||
def get_artillery_target_in_range(
|
||||
dcs_group: VehicleGroup,
|
||||
group: CombatGroup,
|
||||
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
||||
) -> Optional[Point]:
|
||||
"""
|
||||
Search the enemy groups for a potential target suitable to an artillery unit
|
||||
"""
|
||||
# TODO: Update to return a list of groups instead of a single point
|
||||
rng = getattr(group.unit_type.dcs_unit_type, "threat_range", 0)
|
||||
if not enemy_groups:
|
||||
return None
|
||||
for _ in range(10):
|
||||
potential_target = random.choice(enemy_groups)[0]
|
||||
distance_to_target = dcs_group.points[0].position.distance_to_point(
|
||||
potential_target.points[0].position
|
||||
)
|
||||
if distance_to_target < rng:
|
||||
return potential_target.points[0].position
|
||||
return None
|
||||
|
||||
@staticmethod
|
||||
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
|
||||
"""
|
||||
For artilery group, decide the distance from frontline with the range of the unit
|
||||
"""
|
||||
rg = group.unit_type.dcs_unit_type.threat_range - 7500
|
||||
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1],
|
||||
)
|
||||
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
||||
rg = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
||||
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1],
|
||||
)
|
||||
return rg
|
||||
|
||||
def get_valid_position_for_group(
|
||||
self,
|
||||
conflict_position: Point,
|
||||
combat_width: int,
|
||||
distance_from_frontline: int,
|
||||
heading: Heading,
|
||||
spawn_heading: Heading,
|
||||
) -> Optional[Point]:
|
||||
shifted = conflict_position.point_from_heading(
|
||||
heading.degrees, random.randint(0, combat_width)
|
||||
)
|
||||
desired_point = shifted.point_from_heading(
|
||||
spawn_heading.degrees, distance_from_frontline
|
||||
)
|
||||
return Conflict.find_ground_position(
|
||||
desired_point, combat_width, heading, self.conflict.theater
|
||||
)
|
||||
|
||||
def _generate_groups(
|
||||
self,
|
||||
groups: list[CombatGroup],
|
||||
frontline_vector: Tuple[Point, Heading, int],
|
||||
is_player: bool,
|
||||
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
||||
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
||||
positioned_groups = []
|
||||
position, heading, combat_width = frontline_vector
|
||||
spawn_heading = heading.left if is_player else heading.right
|
||||
country = self.game.coalition_for(is_player).country_name
|
||||
for group in groups:
|
||||
if group.role == CombatGroupRole.ARTILLERY:
|
||||
distance_from_frontline = (
|
||||
self.get_artilery_group_distance_from_frontline(group)
|
||||
)
|
||||
else:
|
||||
distance_from_frontline = random.randint(
|
||||
DISTANCE_FROM_FRONTLINE[group.role][0],
|
||||
DISTANCE_FROM_FRONTLINE[group.role][1],
|
||||
)
|
||||
|
||||
final_position = self.get_valid_position_for_group(
|
||||
position, combat_width, distance_from_frontline, heading, spawn_heading
|
||||
)
|
||||
|
||||
if final_position is not None:
|
||||
g = self._generate_group(
|
||||
self.mission.country(country),
|
||||
group.unit_type,
|
||||
group.size,
|
||||
final_position,
|
||||
heading=spawn_heading.opposite,
|
||||
)
|
||||
if is_player:
|
||||
g.set_skill(Skill(self.game.settings.player_skill))
|
||||
else:
|
||||
g.set_skill(Skill(self.game.settings.enemy_vehicle_skill))
|
||||
positioned_groups.append((g, group))
|
||||
|
||||
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
|
||||
self.gen_infantry_group_for_group(
|
||||
g,
|
||||
is_player,
|
||||
self.mission.country(country),
|
||||
spawn_heading.opposite,
|
||||
)
|
||||
else:
|
||||
logging.warning(f"Unable to get valid position for {group}")
|
||||
|
||||
return positioned_groups
|
||||
|
||||
def _generate_group(
|
||||
self,
|
||||
side: Country,
|
||||
unit_type: GroundUnitType,
|
||||
count: int,
|
||||
at: Point,
|
||||
move_formation: PointAction = PointAction.OffRoad,
|
||||
heading: Heading = Heading.from_degrees(0),
|
||||
) -> VehicleGroup:
|
||||
|
||||
if side == self.conflict.attackers_country:
|
||||
cp = self.conflict.blue_cp
|
||||
else:
|
||||
cp = self.conflict.red_cp
|
||||
|
||||
group = self.mission.vehicle_group(
|
||||
side,
|
||||
namegen.next_unit_name(side, cp.id, unit_type),
|
||||
unit_type.dcs_unit_type,
|
||||
position=at,
|
||||
group_size=count,
|
||||
heading=heading.degrees,
|
||||
move_formation=move_formation,
|
||||
)
|
||||
|
||||
self.unit_map.add_front_line_units(group, cp, unit_type)
|
||||
|
||||
for c in range(count):
|
||||
vehicle: Vehicle = group.units[c]
|
||||
vehicle.player_can_drive = True
|
||||
|
||||
return group
|
||||
@@ -1,74 +0,0 @@
|
||||
from dataclasses import dataclass
|
||||
from enum import auto, IntEnum
|
||||
import json
|
||||
from pathlib import Path
|
||||
from typing import Iterable, Optional
|
||||
|
||||
from gen.radios import RadioFrequency
|
||||
from gen.tacan import TacanBand, TacanChannel
|
||||
|
||||
|
||||
BEACONS_RESOURCE_PATH = Path("resources/dcs/beacons")
|
||||
|
||||
|
||||
class BeaconType(IntEnum):
|
||||
BEACON_TYPE_NULL = auto()
|
||||
BEACON_TYPE_VOR = auto()
|
||||
BEACON_TYPE_DME = auto()
|
||||
BEACON_TYPE_VOR_DME = auto()
|
||||
BEACON_TYPE_TACAN = auto()
|
||||
BEACON_TYPE_VORTAC = auto()
|
||||
BEACON_TYPE_RSBN = auto()
|
||||
BEACON_TYPE_BROADCAST_STATION = auto()
|
||||
|
||||
BEACON_TYPE_HOMER = auto()
|
||||
BEACON_TYPE_AIRPORT_HOMER = auto()
|
||||
BEACON_TYPE_AIRPORT_HOMER_WITH_MARKER = auto()
|
||||
BEACON_TYPE_ILS_FAR_HOMER = auto()
|
||||
BEACON_TYPE_ILS_NEAR_HOMER = auto()
|
||||
|
||||
BEACON_TYPE_ILS_LOCALIZER = auto()
|
||||
BEACON_TYPE_ILS_GLIDESLOPE = auto()
|
||||
|
||||
BEACON_TYPE_PRMG_LOCALIZER = auto()
|
||||
BEACON_TYPE_PRMG_GLIDESLOPE = auto()
|
||||
|
||||
BEACON_TYPE_ICLS_LOCALIZER = auto()
|
||||
BEACON_TYPE_ICLS_GLIDESLOPE = auto()
|
||||
|
||||
BEACON_TYPE_NAUTICAL_HOMER = auto()
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Beacon:
|
||||
name: str
|
||||
callsign: str
|
||||
beacon_type: BeaconType
|
||||
hertz: int
|
||||
channel: Optional[int]
|
||||
|
||||
@property
|
||||
def frequency(self) -> RadioFrequency:
|
||||
return RadioFrequency(self.hertz)
|
||||
|
||||
@property
|
||||
def is_tacan(self) -> bool:
|
||||
return self.beacon_type in (
|
||||
BeaconType.BEACON_TYPE_VORTAC,
|
||||
BeaconType.BEACON_TYPE_TACAN,
|
||||
)
|
||||
|
||||
@property
|
||||
def tacan_channel(self) -> TacanChannel:
|
||||
assert self.is_tacan
|
||||
assert self.channel is not None
|
||||
return TacanChannel(self.channel, TacanBand.X)
|
||||
|
||||
|
||||
def load_beacons_for_terrain(name: str) -> Iterable[Beacon]:
|
||||
beacons_file = BEACONS_RESOURCE_PATH / f"{name.lower()}.json"
|
||||
if not beacons_file.exists():
|
||||
raise RuntimeError(f"Beacon file {beacons_file.resolve()} is missing")
|
||||
|
||||
for beacon in json.loads(beacons_file.read_text()):
|
||||
yield Beacon(**beacon)
|
||||
@@ -1,192 +0,0 @@
|
||||
"""
|
||||
Briefing generation logic
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import os
|
||||
from dataclasses import dataclass
|
||||
from datetime import timedelta
|
||||
from typing import Dict, List, TYPE_CHECKING
|
||||
|
||||
from dcs.mission import Mission
|
||||
from jinja2 import Environment, FileSystemLoader, select_autoescape
|
||||
|
||||
from game.theater import ControlPoint, FrontLine
|
||||
from .aircraft import FlightData
|
||||
from .airsupportgen import AwacsInfo, TankerInfo
|
||||
from .armor import JtacInfo
|
||||
from game.ato.flightwaypoint import FlightWaypoint
|
||||
from .ground_forces.combat_stance import CombatStance
|
||||
from .radios import RadioFrequency
|
||||
from .runways import RunwayData
|
||||
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
@dataclass
|
||||
class CommInfo:
|
||||
"""Communications information for the kneeboard."""
|
||||
|
||||
name: str
|
||||
freq: RadioFrequency
|
||||
|
||||
|
||||
class FrontLineInfo:
|
||||
def __init__(self, front_line: FrontLine):
|
||||
self.front_line: FrontLine = front_line
|
||||
self.player_base: ControlPoint = front_line.blue_cp
|
||||
self.enemy_base: ControlPoint = front_line.red_cp
|
||||
self.player_zero: bool = self.player_base.base.total_armor == 0
|
||||
self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
|
||||
self.advantage: bool = (
|
||||
self.player_base.base.total_armor > self.enemy_base.base.total_armor
|
||||
)
|
||||
self.stance: CombatStance = self.player_base.stances[self.enemy_base.id]
|
||||
self.combat_stances = CombatStance
|
||||
|
||||
|
||||
class MissionInfoGenerator:
|
||||
"""Base type for generators of mission information for the player.
|
||||
|
||||
Examples of subtypes include briefing generators, kneeboard generators, etc.
|
||||
"""
|
||||
|
||||
def __init__(self, mission: Mission, game: Game) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
self.awacs: List[AwacsInfo] = []
|
||||
self.comms: List[CommInfo] = []
|
||||
self.flights: List[FlightData] = []
|
||||
self.jtacs: List[JtacInfo] = []
|
||||
self.tankers: List[TankerInfo] = []
|
||||
self.frontlines: List[FrontLineInfo] = []
|
||||
self.dynamic_runways: List[RunwayData] = []
|
||||
|
||||
def add_awacs(self, awacs: AwacsInfo) -> None:
|
||||
"""Adds an AWACS/GCI to the mission.
|
||||
|
||||
Args:
|
||||
awacs: AWACS information.
|
||||
"""
|
||||
self.awacs.append(awacs)
|
||||
|
||||
def add_comm(self, name: str, freq: RadioFrequency) -> None:
|
||||
"""Adds communications info to the mission.
|
||||
|
||||
Args:
|
||||
name: Name of the radio channel.
|
||||
freq: Frequency of the radio channel.
|
||||
"""
|
||||
self.comms.append(CommInfo(name, freq))
|
||||
|
||||
def add_flight(self, flight: FlightData) -> None:
|
||||
"""Adds flight info to the mission.
|
||||
|
||||
Args:
|
||||
flight: Flight information.
|
||||
"""
|
||||
self.flights.append(flight)
|
||||
|
||||
def add_jtac(self, jtac: JtacInfo) -> None:
|
||||
"""Adds a JTAC to the mission.
|
||||
|
||||
Args:
|
||||
jtac: JTAC information.
|
||||
"""
|
||||
self.jtacs.append(jtac)
|
||||
|
||||
def add_tanker(self, tanker: TankerInfo) -> None:
|
||||
"""Adds a tanker to the mission.
|
||||
|
||||
Args:
|
||||
tanker: Tanker information.
|
||||
"""
|
||||
self.tankers.append(tanker)
|
||||
|
||||
def add_frontline(self, frontline: FrontLineInfo) -> None:
|
||||
"""Adds a frontline to the briefing
|
||||
|
||||
Arguments:
|
||||
frontline: Frontline conflict information
|
||||
"""
|
||||
self.frontlines.append(frontline)
|
||||
|
||||
def add_dynamic_runway(self, runway: RunwayData) -> None:
|
||||
"""Adds a dynamically generated runway to the briefing.
|
||||
|
||||
Dynamic runways are any valid landing point that is a unit rather than a
|
||||
map feature. These include carriers, ships with a helipad, and FARPs.
|
||||
"""
|
||||
self.dynamic_runways.append(runway)
|
||||
|
||||
def generate(self) -> None:
|
||||
"""Generates the mission information."""
|
||||
raise NotImplementedError
|
||||
|
||||
|
||||
def format_waypoint_time(waypoint: FlightWaypoint, depart_prefix: str) -> str:
|
||||
if waypoint.tot is not None:
|
||||
time = timedelta(seconds=int(waypoint.tot.total_seconds()))
|
||||
return f"T+{time} "
|
||||
elif waypoint.departure_time is not None:
|
||||
time = timedelta(seconds=int(waypoint.departure_time.total_seconds()))
|
||||
return f"{depart_prefix} T+{time} "
|
||||
return ""
|
||||
|
||||
|
||||
def format_intra_flight_channel(flight: FlightData) -> str:
|
||||
frequency = flight.intra_flight_channel
|
||||
channel = flight.channel_for(frequency)
|
||||
if channel is None:
|
||||
return str(frequency)
|
||||
|
||||
channel_name = flight.aircraft_type.channel_name(channel.radio_id, channel.channel)
|
||||
return f"{channel_name} ({frequency})"
|
||||
|
||||
|
||||
class BriefingGenerator(MissionInfoGenerator):
|
||||
def __init__(self, mission: Mission, game: Game):
|
||||
super().__init__(mission, game)
|
||||
self.allied_flights_by_departure: Dict[str, List[FlightData]] = {}
|
||||
env = Environment(
|
||||
loader=FileSystemLoader("resources/briefing/templates"),
|
||||
autoescape=select_autoescape(
|
||||
disabled_extensions=("",),
|
||||
default_for_string=True,
|
||||
default=True,
|
||||
),
|
||||
trim_blocks=True,
|
||||
lstrip_blocks=True,
|
||||
)
|
||||
env.filters["waypoint_timing"] = format_waypoint_time
|
||||
env.filters["intra_flight_channel"] = format_intra_flight_channel
|
||||
self.template = env.get_template("briefingtemplate_EN.j2")
|
||||
|
||||
def generate(self) -> None:
|
||||
"""Generate the mission briefing"""
|
||||
self._generate_frontline_info()
|
||||
self.generate_allied_flights_by_departure()
|
||||
self.mission.set_description_text(self.template.render(vars(self)))
|
||||
self.mission.add_picture_blue(
|
||||
os.path.abspath("./resources/ui/splash_screen.png")
|
||||
)
|
||||
|
||||
def _generate_frontline_info(self) -> None:
|
||||
"""Build FrontLineInfo objects from FrontLine type and append to briefing."""
|
||||
for front_line in self.game.theater.conflicts():
|
||||
self.add_frontline(FrontLineInfo(front_line))
|
||||
|
||||
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
|
||||
def generate_allied_flights_by_departure(self) -> None:
|
||||
"""Create iterable to display allied flights grouped by departure airfield."""
|
||||
for flight in self.flights:
|
||||
if not flight.client_units and flight.friendly:
|
||||
name = flight.departure.airfield_name
|
||||
if (
|
||||
name in self.allied_flights_by_departure
|
||||
): # where else can we get this?
|
||||
self.allied_flights_by_departure[name].append(flight)
|
||||
else:
|
||||
self.allied_flights_by_departure[name] = [flight]
|
||||
@@ -1,48 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs import Mission
|
||||
from dcs.ships import HandyWind
|
||||
from dcs.unitgroup import ShipGroup
|
||||
|
||||
from game.transfers import CargoShip
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import knots
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
class CargoShipGenerator:
|
||||
def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
self.unit_map = unit_map
|
||||
self.count = itertools.count()
|
||||
|
||||
def generate(self) -> None:
|
||||
# Reset the count to make generation deterministic.
|
||||
for coalition in self.game.coalitions:
|
||||
for ship in coalition.transfers.cargo_ships:
|
||||
self.generate_cargo_ship(ship)
|
||||
|
||||
def generate_cargo_ship(self, ship: CargoShip) -> ShipGroup:
|
||||
country = self.mission.country(
|
||||
self.game.coalition_for(ship.player_owned).country_name
|
||||
)
|
||||
waypoints = ship.route
|
||||
group = self.mission.ship_group(
|
||||
country,
|
||||
ship.name,
|
||||
HandyWind,
|
||||
position=waypoints[0],
|
||||
group_size=1,
|
||||
)
|
||||
for waypoint in waypoints[1:]:
|
||||
# 12 knots is very slow but it's also nearly the max allowed by DCS for this
|
||||
# type of ship.
|
||||
group.add_waypoint(waypoint, speed=knots(12).kph)
|
||||
self.unit_map.add_cargo_ship(group, ship)
|
||||
return group
|
||||
@@ -1,170 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
from typing import Tuple, Optional
|
||||
|
||||
from dcs.country import Country
|
||||
from dcs.mapping import Point
|
||||
from shapely.geometry import LineString, Point as ShapelyPoint
|
||||
|
||||
from game.theater.conflicttheater import ConflictTheater, FrontLine
|
||||
from game.theater.controlpoint import ControlPoint
|
||||
from game.utils import Heading
|
||||
|
||||
|
||||
FRONTLINE_LENGTH = 80000
|
||||
|
||||
|
||||
class Conflict:
|
||||
def __init__(
|
||||
self,
|
||||
theater: ConflictTheater,
|
||||
front_line: FrontLine,
|
||||
attackers_side: str,
|
||||
defenders_side: str,
|
||||
attackers_country: Country,
|
||||
defenders_country: Country,
|
||||
position: Point,
|
||||
heading: Optional[Heading] = None,
|
||||
size: Optional[int] = None,
|
||||
):
|
||||
|
||||
self.attackers_side = attackers_side
|
||||
self.defenders_side = defenders_side
|
||||
self.attackers_country = attackers_country
|
||||
self.defenders_country = defenders_country
|
||||
|
||||
self.front_line = front_line
|
||||
self.theater = theater
|
||||
self.position = position
|
||||
self.heading = heading
|
||||
self.size = size
|
||||
|
||||
@property
|
||||
def blue_cp(self) -> ControlPoint:
|
||||
return self.front_line.blue_cp
|
||||
|
||||
@property
|
||||
def red_cp(self) -> ControlPoint:
|
||||
return self.front_line.red_cp
|
||||
|
||||
@classmethod
|
||||
def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
|
||||
return from_cp.has_frontline and to_cp.has_frontline
|
||||
|
||||
@classmethod
|
||||
def frontline_position(
|
||||
cls, frontline: FrontLine, theater: ConflictTheater
|
||||
) -> Tuple[Point, Heading]:
|
||||
attack_heading = frontline.attack_heading
|
||||
position = cls.find_ground_position(
|
||||
frontline.position,
|
||||
FRONTLINE_LENGTH,
|
||||
attack_heading.right,
|
||||
theater,
|
||||
)
|
||||
if position is None:
|
||||
raise RuntimeError("Could not find front line position")
|
||||
return position, attack_heading.opposite
|
||||
|
||||
@classmethod
|
||||
def frontline_vector(
|
||||
cls, front_line: FrontLine, theater: ConflictTheater
|
||||
) -> Tuple[Point, Heading, int]:
|
||||
"""
|
||||
Returns a vector for a valid frontline location avoiding exclusion zones.
|
||||
"""
|
||||
center_position, heading = cls.frontline_position(front_line, theater)
|
||||
left_heading = heading.left
|
||||
right_heading = heading.right
|
||||
left_position = cls.extend_ground_position(
|
||||
center_position, int(FRONTLINE_LENGTH / 2), left_heading, theater
|
||||
)
|
||||
right_position = cls.extend_ground_position(
|
||||
center_position, int(FRONTLINE_LENGTH / 2), right_heading, theater
|
||||
)
|
||||
distance = int(left_position.distance_to_point(right_position))
|
||||
return left_position, right_heading, distance
|
||||
|
||||
@classmethod
|
||||
def frontline_cas_conflict(
|
||||
cls,
|
||||
attacker_name: str,
|
||||
defender_name: str,
|
||||
attacker: Country,
|
||||
defender: Country,
|
||||
front_line: FrontLine,
|
||||
theater: ConflictTheater,
|
||||
) -> Conflict:
|
||||
assert cls.has_frontline_between(front_line.blue_cp, front_line.red_cp)
|
||||
position, heading, distance = cls.frontline_vector(front_line, theater)
|
||||
conflict = cls(
|
||||
position=position,
|
||||
heading=heading,
|
||||
theater=theater,
|
||||
front_line=front_line,
|
||||
attackers_side=attacker_name,
|
||||
defenders_side=defender_name,
|
||||
attackers_country=attacker,
|
||||
defenders_country=defender,
|
||||
size=distance,
|
||||
)
|
||||
return conflict
|
||||
|
||||
@classmethod
|
||||
def extend_ground_position(
|
||||
cls,
|
||||
initial: Point,
|
||||
max_distance: int,
|
||||
heading: Heading,
|
||||
theater: ConflictTheater,
|
||||
) -> Point:
|
||||
"""Finds the first intersection with an exclusion zone in one heading from an initial point up to max_distance"""
|
||||
extended = initial.point_from_heading(heading.degrees, max_distance)
|
||||
if theater.landmap is None:
|
||||
# TODO: Why is this possible?
|
||||
return extended
|
||||
|
||||
p0 = ShapelyPoint(initial.x, initial.y)
|
||||
p1 = ShapelyPoint(extended.x, extended.y)
|
||||
line = LineString([p0, p1])
|
||||
|
||||
intersection = line.intersection(theater.landmap.inclusion_zone_only.boundary)
|
||||
if intersection.is_empty:
|
||||
# Max extent does not intersect with the boundary of the inclusion
|
||||
# zone, so the full front line is usable. This does assume that the
|
||||
# front line was centered on a valid location.
|
||||
return extended
|
||||
|
||||
# Otherwise extend the front line only up to the intersection.
|
||||
return initial.point_from_heading(heading.degrees, p0.distance(intersection))
|
||||
|
||||
@classmethod
|
||||
def find_ground_position(
|
||||
cls,
|
||||
initial: Point,
|
||||
max_distance: int,
|
||||
heading: Heading,
|
||||
theater: ConflictTheater,
|
||||
coerce: bool = True,
|
||||
) -> Optional[Point]:
|
||||
"""
|
||||
Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.
|
||||
`coerce=True` will return the closest land position to `initial` regardless of heading or distance
|
||||
`coerce=False` will return None if a point isn't found
|
||||
"""
|
||||
pos = initial
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
for distance in range(0, int(max_distance), 100):
|
||||
pos = initial.point_from_heading(heading.degrees, distance)
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
pos = initial.point_from_heading(heading.opposite.degrees, distance)
|
||||
if theater.is_on_land(pos):
|
||||
return pos
|
||||
if coerce:
|
||||
pos = theater.nearest_land_pos(initial)
|
||||
return pos
|
||||
logging.error("Didn't find ground position ({})!".format(initial))
|
||||
return None
|
||||
@@ -1,91 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import itertools
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs import Mission
|
||||
from dcs.mapping import Point
|
||||
from dcs.point import PointAction
|
||||
from dcs.unit import Vehicle
|
||||
from dcs.unitgroup import VehicleGroup
|
||||
|
||||
from game.dcs.groundunittype import GroundUnitType
|
||||
from game.transfers import Convoy
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import kph
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
class ConvoyGenerator:
|
||||
def __init__(self, mission: Mission, game: Game, unit_map: UnitMap) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
self.unit_map = unit_map
|
||||
self.count = itertools.count()
|
||||
|
||||
def generate(self) -> None:
|
||||
# Reset the count to make generation deterministic.
|
||||
for coalition in self.game.coalitions:
|
||||
for convoy in coalition.transfers.convoys:
|
||||
self.generate_convoy(convoy)
|
||||
|
||||
def generate_convoy(self, convoy: Convoy) -> VehicleGroup:
|
||||
group = self._create_mixed_unit_group(
|
||||
convoy.name,
|
||||
convoy.route_start,
|
||||
convoy.units,
|
||||
convoy.player_owned,
|
||||
)
|
||||
group.add_waypoint(
|
||||
convoy.route_end,
|
||||
speed=kph(40).kph,
|
||||
move_formation=PointAction.OnRoad,
|
||||
)
|
||||
self.make_drivable(group)
|
||||
self.unit_map.add_convoy_units(group, convoy)
|
||||
return group
|
||||
|
||||
def _create_mixed_unit_group(
|
||||
self,
|
||||
name: str,
|
||||
position: Point,
|
||||
units: dict[GroundUnitType, int],
|
||||
for_player: bool,
|
||||
) -> VehicleGroup:
|
||||
country = self.mission.country(self.game.coalition_for(for_player).country_name)
|
||||
|
||||
unit_types = list(units.items())
|
||||
main_unit_type, main_unit_count = unit_types[0]
|
||||
|
||||
group = self.mission.vehicle_group(
|
||||
country,
|
||||
name,
|
||||
main_unit_type.dcs_unit_type,
|
||||
position=position,
|
||||
group_size=main_unit_count,
|
||||
move_formation=PointAction.OnRoad,
|
||||
)
|
||||
|
||||
unit_name_counter = itertools.count(main_unit_count + 1)
|
||||
# pydcs spreads units out by 20 in the Y axis by default. Pick up where it left
|
||||
# off.
|
||||
y = itertools.count(position.y + main_unit_count * 20, 20)
|
||||
for unit_type, count in unit_types[1:]:
|
||||
for i in range(count):
|
||||
v = self.mission.vehicle(
|
||||
f"{name} Unit #{next(unit_name_counter)}", unit_type.dcs_unit_type
|
||||
)
|
||||
v.position.x = position.x
|
||||
v.position.y = next(y)
|
||||
v.heading = 0
|
||||
group.add_unit(v)
|
||||
|
||||
return group
|
||||
|
||||
@staticmethod
|
||||
def make_drivable(group: VehicleGroup) -> None:
|
||||
for v in group.units:
|
||||
if isinstance(v, Vehicle):
|
||||
v.player_can_drive = True
|
||||
@@ -1,42 +0,0 @@
|
||||
from typing import Optional
|
||||
|
||||
from dcs.mission import Mission
|
||||
|
||||
from game.weather import Clouds, Fog, Conditions, WindConditions, AtmosphericConditions
|
||||
|
||||
|
||||
class EnvironmentGenerator:
|
||||
def __init__(self, mission: Mission, conditions: Conditions) -> None:
|
||||
self.mission = mission
|
||||
self.conditions = conditions
|
||||
|
||||
def set_atmospheric(self, atmospheric: AtmosphericConditions) -> None:
|
||||
self.mission.weather.qnh = atmospheric.qnh.mm_hg
|
||||
self.mission.weather.season_temperature = atmospheric.temperature_celsius
|
||||
|
||||
def set_clouds(self, clouds: Optional[Clouds]) -> None:
|
||||
if clouds is None:
|
||||
return
|
||||
self.mission.weather.clouds_base = clouds.base
|
||||
self.mission.weather.clouds_thickness = clouds.thickness
|
||||
self.mission.weather.clouds_density = clouds.density
|
||||
self.mission.weather.clouds_iprecptns = clouds.precipitation
|
||||
self.mission.weather.clouds_preset = clouds.preset
|
||||
|
||||
def set_fog(self, fog: Optional[Fog]) -> None:
|
||||
if fog is None:
|
||||
return
|
||||
self.mission.weather.fog_visibility = int(fog.visibility.meters)
|
||||
self.mission.weather.fog_thickness = fog.thickness
|
||||
|
||||
def set_wind(self, wind: WindConditions) -> None:
|
||||
self.mission.weather.wind_at_ground = wind.at_0m
|
||||
self.mission.weather.wind_at_2000 = wind.at_2000m
|
||||
self.mission.weather.wind_at_8000 = wind.at_8000m
|
||||
|
||||
def generate(self) -> None:
|
||||
self.mission.start_time = self.conditions.start_time
|
||||
self.set_atmospheric(self.conditions.weather.atmospheric)
|
||||
self.set_clouds(self.conditions.weather.clouds)
|
||||
self.set_fog(self.conditions.weather.fog)
|
||||
self.set_wind(self.conditions.weather.wind)
|
||||
@@ -46,7 +46,6 @@ from game.ato.flightwaypoint import FlightWaypoint
|
||||
from game.ato.flight import Flight
|
||||
from .traveltime import GroundSpeed, TravelTime
|
||||
from .waypointbuilder import StrikeTarget, WaypointBuilder
|
||||
from ..conflictgen import Conflict, FRONTLINE_LENGTH
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.ato.package import Package
|
||||
@@ -1605,7 +1604,13 @@ class FlightPlanBuilder:
|
||||
if not isinstance(location, FrontLine):
|
||||
raise InvalidObjectiveLocation(flight.flight_type, location)
|
||||
|
||||
ingress, heading, distance = Conflict.frontline_vector(location, self.theater)
|
||||
from game.missiongenerator.frontlineconflictdescription import (
|
||||
FrontLineConflictDescription,
|
||||
)
|
||||
|
||||
ingress, heading, distance = FrontLineConflictDescription.frontline_vector(
|
||||
location, self.theater
|
||||
)
|
||||
center = ingress.point_from_heading(heading.degrees, distance / 2)
|
||||
egress = ingress.point_from_heading(heading.degrees, distance)
|
||||
|
||||
@@ -1626,6 +1631,8 @@ class FlightPlanBuilder:
|
||||
patrol_speed = flight.unit_type.preferred_patrol_speed(ingress_egress_altitude)
|
||||
use_agl_ingress_egress = is_helo
|
||||
|
||||
from game.missiongenerator.frontlineconflictdescription import FRONTLINE_LENGTH
|
||||
|
||||
return CasFlightPlan(
|
||||
package=self.package,
|
||||
flight=flight,
|
||||
|
||||
@@ -1,56 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs.forcedoptions import ForcedOptions
|
||||
from dcs.mission import Mission
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.game import Game
|
||||
|
||||
|
||||
class ForcedOptionsGenerator:
|
||||
def __init__(self, mission: Mission, game: Game) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
|
||||
def _set_options_view(self) -> None:
|
||||
self.mission.forced_options.options_view = (
|
||||
self.game.settings.map_coalition_visibility
|
||||
)
|
||||
|
||||
def _set_external_views(self) -> None:
|
||||
if not self.game.settings.external_views_allowed:
|
||||
self.mission.forced_options.external_views = (
|
||||
self.game.settings.external_views_allowed
|
||||
)
|
||||
|
||||
def _set_labels(self) -> None:
|
||||
# TODO: Fix settings to use the real type.
|
||||
# TODO: Allow forcing "full" and have default do nothing.
|
||||
if self.game.settings.labels == "Abbreviated":
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.Abbreviate
|
||||
elif self.game.settings.labels == "Dot Only":
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.DotOnly
|
||||
elif self.game.settings.labels == "Neutral Dot":
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.NeutralDot
|
||||
elif self.game.settings.labels == "Off":
|
||||
self.mission.forced_options.labels = ForcedOptions.Labels.None_
|
||||
|
||||
def _set_unrestricted_satnav(self) -> None:
|
||||
blue = self.game.blue.faction
|
||||
red = self.game.red.faction
|
||||
if blue.unrestricted_satnav or red.unrestricted_satnav:
|
||||
self.mission.forced_options.unrestricted_satnav = True
|
||||
|
||||
def _set_battle_damage_assessment(self) -> None:
|
||||
self.mission.forced_options.battle_damage_assessment = (
|
||||
self.game.settings.battle_damage_assessment
|
||||
)
|
||||
|
||||
def generate(self) -> None:
|
||||
self._set_options_view()
|
||||
self._set_external_views()
|
||||
self._set_labels()
|
||||
self._set_unrestricted_satnav()
|
||||
self._set_battle_damage_assessment()
|
||||
@@ -1,723 +0,0 @@
|
||||
"""Generators for creating the groups for ground objectives.
|
||||
|
||||
The classes in this file are responsible for creating the vehicle groups, ship
|
||||
groups, statics, missile sites, and AA sites for the mission. Each of these
|
||||
objectives is defined in the Theater by a TheaterGroundObject. These classes
|
||||
create the pydcs groups and statics for those areas and add them to the mission.
|
||||
"""
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import random
|
||||
from collections import defaultdict
|
||||
from typing import (
|
||||
Dict,
|
||||
Iterator,
|
||||
Optional,
|
||||
TYPE_CHECKING,
|
||||
Type,
|
||||
List,
|
||||
TypeVar,
|
||||
Any,
|
||||
Generic,
|
||||
Union,
|
||||
)
|
||||
|
||||
from dcs import Mission, Point, unitgroup
|
||||
from dcs.action import SceneryDestructionZone
|
||||
from dcs.country import Country
|
||||
from dcs.point import StaticPoint
|
||||
from dcs.statics import Fortification, fortification_map, warehouse_map
|
||||
from dcs.task import (
|
||||
ActivateBeaconCommand,
|
||||
ActivateICLSCommand,
|
||||
EPLRS,
|
||||
OptAlarmState,
|
||||
FireAtPoint,
|
||||
)
|
||||
from dcs.triggers import TriggerStart, TriggerZone
|
||||
from dcs.unit import Ship, Unit, Vehicle, InvisibleFARP
|
||||
from dcs.unitgroup import ShipGroup, StaticGroup, VehicleGroup
|
||||
from dcs.unittype import StaticType, ShipType, VehicleType
|
||||
from dcs.vehicles import vehicle_map
|
||||
|
||||
from game import db
|
||||
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
|
||||
from game.db import unit_type_from_name, ship_type_from_name, vehicle_type_from_name
|
||||
from game.theater import ControlPoint, TheaterGroundObject
|
||||
from game.theater.theatergroundobject import (
|
||||
BuildingGroundObject,
|
||||
CarrierGroundObject,
|
||||
FactoryGroundObject,
|
||||
GenericCarrierGroundObject,
|
||||
LhaGroundObject,
|
||||
ShipGroundObject,
|
||||
MissileSiteGroundObject,
|
||||
SceneryGroundObject,
|
||||
)
|
||||
from game.unitmap import UnitMap
|
||||
from game.utils import Heading, feet, knots, mps
|
||||
from .radios import RadioFrequency, RadioRegistry
|
||||
from .runways import RunwayData
|
||||
from .tacan import TacanBand, TacanChannel, TacanRegistry, TacanUsage
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
FARP_FRONTLINE_DISTANCE = 10000
|
||||
AA_CP_MIN_DISTANCE = 40000
|
||||
|
||||
|
||||
TgoT = TypeVar("TgoT", bound=TheaterGroundObject[Any])
|
||||
|
||||
|
||||
class GenericGroundObjectGenerator(Generic[TgoT]):
|
||||
"""An unspecialized ground object generator.
|
||||
|
||||
Currently used only for SAM
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
ground_object: TgoT,
|
||||
country: Country,
|
||||
game: Game,
|
||||
mission: Mission,
|
||||
unit_map: UnitMap,
|
||||
) -> None:
|
||||
self.ground_object = ground_object
|
||||
self.country = country
|
||||
self.game = game
|
||||
self.m = mission
|
||||
self.unit_map = unit_map
|
||||
|
||||
@property
|
||||
def culled(self) -> bool:
|
||||
return self.game.position_culled(self.ground_object.position)
|
||||
|
||||
def generate(self) -> None:
|
||||
if self.culled:
|
||||
return
|
||||
|
||||
for group in self.ground_object.groups:
|
||||
if not group.units:
|
||||
logging.warning(f"Found empty group in {self.ground_object}")
|
||||
continue
|
||||
|
||||
unit_type = vehicle_type_from_name(group.units[0].type)
|
||||
vg = self.m.vehicle_group(
|
||||
self.country,
|
||||
group.name,
|
||||
unit_type,
|
||||
position=group.position,
|
||||
heading=group.units[0].heading,
|
||||
)
|
||||
vg.units[0].name = group.units[0].name
|
||||
vg.units[0].player_can_drive = True
|
||||
for i, u in enumerate(group.units):
|
||||
if i > 0:
|
||||
vehicle = Vehicle(self.m.next_unit_id(), u.name, u.type)
|
||||
vehicle.position.x = u.position.x
|
||||
vehicle.position.y = u.position.y
|
||||
vehicle.heading = u.heading
|
||||
vehicle.player_can_drive = True
|
||||
vg.add_unit(vehicle)
|
||||
|
||||
self.enable_eplrs(vg, unit_type)
|
||||
self.set_alarm_state(vg)
|
||||
self._register_unit_group(group, vg)
|
||||
|
||||
@staticmethod
|
||||
def enable_eplrs(group: VehicleGroup, unit_type: Type[VehicleType]) -> None:
|
||||
if unit_type.eplrs:
|
||||
group.points[0].tasks.append(EPLRS(group.id))
|
||||
|
||||
def set_alarm_state(self, group: Union[ShipGroup, VehicleGroup]) -> None:
|
||||
if self.game.settings.perf_red_alert_state:
|
||||
group.points[0].tasks.append(OptAlarmState(2))
|
||||
else:
|
||||
group.points[0].tasks.append(OptAlarmState(1))
|
||||
|
||||
def _register_unit_group(
|
||||
self,
|
||||
persistence_group: Union[ShipGroup, VehicleGroup],
|
||||
miz_group: Union[ShipGroup, VehicleGroup],
|
||||
) -> None:
|
||||
self.unit_map.add_ground_object_units(
|
||||
self.ground_object, persistence_group, miz_group
|
||||
)
|
||||
|
||||
|
||||
class MissileSiteGenerator(GenericGroundObjectGenerator[MissileSiteGroundObject]):
|
||||
@property
|
||||
def culled(self) -> bool:
|
||||
# Don't cull missile sites - their range is long enough to make them easily
|
||||
# culled despite being a threat.
|
||||
return False
|
||||
|
||||
def generate(self) -> None:
|
||||
super(MissileSiteGenerator, self).generate()
|
||||
# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
|
||||
# TODO : Should be pre-planned ?
|
||||
# TODO : Add delay to task to spread fire task over mission duration ?
|
||||
for group in self.ground_object.groups:
|
||||
vg = self.m.find_group(group.name)
|
||||
if vg is not None:
|
||||
targets = self.possible_missile_targets()
|
||||
if targets:
|
||||
target = random.choice(targets)
|
||||
real_target = target.point_from_heading(
|
||||
Heading.random().degrees, random.randint(0, 2500)
|
||||
)
|
||||
vg.points[0].add_task(FireAtPoint(real_target))
|
||||
logging.info("Set up fire task for missile group.")
|
||||
else:
|
||||
logging.info(
|
||||
"Couldn't setup missile site to fire, no valid target in range."
|
||||
)
|
||||
else:
|
||||
logging.info(
|
||||
"Couldn't setup missile site to fire, group was not generated."
|
||||
)
|
||||
|
||||
def possible_missile_targets(self) -> List[Point]:
|
||||
"""
|
||||
Find enemy control points in range
|
||||
:param vg: Vehicle group we are searching a target for (There is always only oe group right now)
|
||||
:return: List of possible missile targets
|
||||
"""
|
||||
targets: List[Point] = []
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if cp.captured != self.ground_object.control_point.captured:
|
||||
distance = cp.position.distance_to_point(self.ground_object.position)
|
||||
if distance < self.missile_site_range:
|
||||
targets.append(cp.position)
|
||||
return targets
|
||||
|
||||
@property
|
||||
def missile_site_range(self) -> int:
|
||||
"""
|
||||
Get the missile site range
|
||||
:return: Missile site range
|
||||
"""
|
||||
site_range = 0
|
||||
for group in self.ground_object.groups:
|
||||
vg = self.m.find_group(group.name)
|
||||
if vg is not None:
|
||||
for u in vg.units:
|
||||
if u.type in vehicle_map:
|
||||
if vehicle_map[u.type].threat_range > site_range:
|
||||
site_range = vehicle_map[u.type].threat_range
|
||||
return site_range
|
||||
|
||||
|
||||
class BuildingSiteGenerator(GenericGroundObjectGenerator[BuildingGroundObject]):
|
||||
"""Generator for building sites.
|
||||
|
||||
Building sites are the primary type of non-airbase objective locations that
|
||||
appear on the map. They come in a handful of variants each with different
|
||||
types of buildings and ground units.
|
||||
"""
|
||||
|
||||
def generate(self) -> None:
|
||||
if self.game.position_culled(self.ground_object.position):
|
||||
return
|
||||
|
||||
if self.ground_object.dcs_identifier in warehouse_map:
|
||||
static_type = warehouse_map[self.ground_object.dcs_identifier]
|
||||
self.generate_static(static_type)
|
||||
elif self.ground_object.dcs_identifier in fortification_map:
|
||||
static_type = fortification_map[self.ground_object.dcs_identifier]
|
||||
self.generate_static(static_type)
|
||||
elif self.ground_object.dcs_identifier in FORTIFICATION_UNITS_ID:
|
||||
for f in FORTIFICATION_UNITS:
|
||||
if f.id == self.ground_object.dcs_identifier:
|
||||
unit_type = f
|
||||
self.generate_vehicle_group(unit_type)
|
||||
break
|
||||
else:
|
||||
logging.error(
|
||||
f"{self.ground_object.dcs_identifier} not found in static maps"
|
||||
)
|
||||
|
||||
def generate_vehicle_group(self, unit_type: Type[VehicleType]) -> None:
|
||||
if not self.ground_object.is_dead:
|
||||
group = self.m.vehicle_group(
|
||||
country=self.country,
|
||||
name=self.ground_object.group_name,
|
||||
_type=unit_type,
|
||||
position=self.ground_object.position,
|
||||
heading=self.ground_object.heading.degrees,
|
||||
)
|
||||
self._register_fortification(group)
|
||||
|
||||
def generate_static(self, static_type: Type[StaticType]) -> None:
|
||||
group = self.m.static_group(
|
||||
country=self.country,
|
||||
name=self.ground_object.group_name,
|
||||
_type=static_type,
|
||||
position=self.ground_object.position,
|
||||
heading=self.ground_object.heading.degrees,
|
||||
dead=self.ground_object.is_dead,
|
||||
)
|
||||
self._register_building(group)
|
||||
|
||||
def _register_fortification(self, fortification: VehicleGroup) -> None:
|
||||
assert isinstance(self.ground_object, BuildingGroundObject)
|
||||
self.unit_map.add_fortification(self.ground_object, fortification)
|
||||
|
||||
def _register_building(self, building: StaticGroup) -> None:
|
||||
assert isinstance(self.ground_object, BuildingGroundObject)
|
||||
self.unit_map.add_building(self.ground_object, building)
|
||||
|
||||
|
||||
class FactoryGenerator(BuildingSiteGenerator):
|
||||
"""Generator for factory sites.
|
||||
|
||||
Factory sites are the buildings that allow the recruitment of ground units.
|
||||
Destroying these prevents the owner from recruiting ground units at the connected
|
||||
control point.
|
||||
"""
|
||||
|
||||
def generate(self) -> None:
|
||||
if self.game.position_culled(self.ground_object.position):
|
||||
return
|
||||
|
||||
# TODO: Faction specific?
|
||||
self.generate_static(Fortification.Workshop_A)
|
||||
|
||||
|
||||
class SceneryGenerator(BuildingSiteGenerator):
|
||||
def generate(self) -> None:
|
||||
assert isinstance(self.ground_object, SceneryGroundObject)
|
||||
|
||||
trigger_zone = self.generate_trigger_zone(self.ground_object)
|
||||
|
||||
# DCS only visually shows a scenery object is dead when
|
||||
# this trigger rule is applied. Otherwise you can kill a
|
||||
# structure twice.
|
||||
if self.ground_object.is_dead:
|
||||
self.generate_dead_trigger_rule(trigger_zone)
|
||||
|
||||
# Tell Liberation to manage this groundobjectsgen as part of the campaign.
|
||||
self.register_scenery()
|
||||
|
||||
def generate_trigger_zone(self, scenery: SceneryGroundObject) -> TriggerZone:
|
||||
|
||||
zone = scenery.zone
|
||||
|
||||
# Align the trigger zones to the faction color on the DCS briefing/F10 map.
|
||||
if scenery.is_friendly(to_player=True):
|
||||
color = {1: 0.2, 2: 0.7, 3: 1, 4: 0.15}
|
||||
else:
|
||||
color = {1: 1, 2: 0.2, 3: 0.2, 4: 0.15}
|
||||
|
||||
# Create the smallest valid size trigger zone (16 feet) so that risk of overlap is minimized.
|
||||
# As long as the triggerzone is over the scenery object, we're ok.
|
||||
smallest_valid_radius = feet(16).meters
|
||||
|
||||
return self.m.triggers.add_triggerzone(
|
||||
zone.position,
|
||||
smallest_valid_radius,
|
||||
zone.hidden,
|
||||
zone.name,
|
||||
color,
|
||||
zone.properties,
|
||||
)
|
||||
|
||||
def generate_dead_trigger_rule(self, trigger_zone: TriggerZone) -> None:
|
||||
# Add destruction zone trigger
|
||||
t = TriggerStart(comment="Destruction")
|
||||
t.actions.append(
|
||||
SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id)
|
||||
)
|
||||
self.m.triggerrules.triggers.append(t)
|
||||
|
||||
def register_scenery(self) -> None:
|
||||
scenery = self.ground_object
|
||||
assert isinstance(scenery, SceneryGroundObject)
|
||||
self.unit_map.add_scenery(scenery)
|
||||
|
||||
|
||||
class GenericCarrierGenerator(GenericGroundObjectGenerator[GenericCarrierGroundObject]):
|
||||
"""Base type for carrier group generation.
|
||||
|
||||
Used by both CV(N) groups and LHA groups.
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
ground_object: GenericCarrierGroundObject,
|
||||
control_point: ControlPoint,
|
||||
country: Country,
|
||||
game: Game,
|
||||
mission: Mission,
|
||||
radio_registry: RadioRegistry,
|
||||
tacan_registry: TacanRegistry,
|
||||
icls_alloc: Iterator[int],
|
||||
runways: Dict[str, RunwayData],
|
||||
unit_map: UnitMap,
|
||||
) -> None:
|
||||
super().__init__(ground_object, country, game, mission, unit_map)
|
||||
self.ground_object = ground_object
|
||||
self.control_point = control_point
|
||||
self.radio_registry = radio_registry
|
||||
self.tacan_registry = tacan_registry
|
||||
self.icls_alloc = icls_alloc
|
||||
self.runways = runways
|
||||
|
||||
def generate(self) -> None:
|
||||
# TODO: Require single group?
|
||||
for group in self.ground_object.groups:
|
||||
if not group.units:
|
||||
logging.warning(f"Found empty carrier group in {self.control_point}")
|
||||
continue
|
||||
|
||||
atc = self.radio_registry.alloc_uhf()
|
||||
ship_group = self.configure_carrier(group, atc)
|
||||
for unit in group.units[1:]:
|
||||
ship_group.add_unit(self.create_ship(unit, atc))
|
||||
|
||||
tacan = self.tacan_registry.alloc_for_band(
|
||||
TacanBand.X, TacanUsage.TransmitReceive
|
||||
)
|
||||
tacan_callsign = self.tacan_callsign()
|
||||
icls = next(self.icls_alloc)
|
||||
|
||||
# Always steam into the wind, even if the carrier is being moved.
|
||||
# There are multiple unsimulated hours between turns, so we can
|
||||
# count those as the time the carrier uses to move and the mission
|
||||
# time as the recovery window.
|
||||
brc = self.steam_into_wind(ship_group)
|
||||
self.activate_beacons(ship_group, tacan, tacan_callsign, icls)
|
||||
self.add_runway_data(
|
||||
brc or Heading.from_degrees(0), atc, tacan, tacan_callsign, icls
|
||||
)
|
||||
self._register_unit_group(group, ship_group)
|
||||
|
||||
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]:
|
||||
return ship_type_from_name(group.units[0].type)
|
||||
|
||||
def configure_carrier(
|
||||
self, group: ShipGroup, atc_channel: RadioFrequency
|
||||
) -> ShipGroup:
|
||||
unit_type = self.get_carrier_type(group)
|
||||
|
||||
ship_group = self.m.ship_group(
|
||||
self.country,
|
||||
group.name,
|
||||
unit_type,
|
||||
position=group.position,
|
||||
heading=group.units[0].heading,
|
||||
)
|
||||
ship_group.set_frequency(atc_channel.hertz)
|
||||
ship_group.units[0].name = group.units[0].name
|
||||
return ship_group
|
||||
|
||||
def create_ship(self, unit: Unit, atc_channel: RadioFrequency) -> Ship:
|
||||
ship = Ship(
|
||||
self.m.next_unit_id(),
|
||||
unit.name,
|
||||
unit_type_from_name(unit.type),
|
||||
)
|
||||
ship.position.x = unit.position.x
|
||||
ship.position.y = unit.position.y
|
||||
ship.heading = unit.heading
|
||||
# TODO: Verify.
|
||||
ship.set_frequency(atc_channel.hertz)
|
||||
return ship
|
||||
|
||||
def steam_into_wind(self, group: ShipGroup) -> Optional[Heading]:
|
||||
wind = self.game.conditions.weather.wind.at_0m
|
||||
brc = Heading.from_degrees(wind.direction).opposite
|
||||
# Aim for 25kts over the deck.
|
||||
carrier_speed = knots(25) - mps(wind.speed)
|
||||
for attempt in range(5):
|
||||
point = group.points[0].position.point_from_heading(
|
||||
brc.degrees, 100000 - attempt * 20000
|
||||
)
|
||||
if self.game.theater.is_in_sea(point):
|
||||
group.points[0].speed = carrier_speed.meters_per_second
|
||||
group.add_waypoint(point, carrier_speed.kph)
|
||||
return brc
|
||||
return None
|
||||
|
||||
def tacan_callsign(self) -> str:
|
||||
raise NotImplementedError
|
||||
|
||||
@staticmethod
|
||||
def activate_beacons(
|
||||
group: ShipGroup, tacan: TacanChannel, callsign: str, icls: int
|
||||
) -> None:
|
||||
group.points[0].tasks.append(
|
||||
ActivateBeaconCommand(
|
||||
channel=tacan.number,
|
||||
modechannel=tacan.band.value,
|
||||
callsign=callsign,
|
||||
unit_id=group.units[0].id,
|
||||
aa=False,
|
||||
)
|
||||
)
|
||||
group.points[0].tasks.append(
|
||||
ActivateICLSCommand(icls, unit_id=group.units[0].id)
|
||||
)
|
||||
|
||||
def add_runway_data(
|
||||
self,
|
||||
brc: Heading,
|
||||
atc: RadioFrequency,
|
||||
tacan: TacanChannel,
|
||||
callsign: str,
|
||||
icls: int,
|
||||
) -> None:
|
||||
# TODO: Make unit name usable.
|
||||
# This relies on one control point mapping exactly
|
||||
# to one LHA, carrier, or other usable "runway".
|
||||
# This isn't wholly true, since the DD escorts of
|
||||
# the carrier group are valid for helicopters, but
|
||||
# they aren't exposed as such to the game. Should
|
||||
# clean this up so that's possible. We can't use the
|
||||
# unit name since it's an arbitrary ID.
|
||||
self.runways[self.control_point.name] = RunwayData(
|
||||
self.control_point.name,
|
||||
brc,
|
||||
"N/A",
|
||||
atc=atc,
|
||||
tacan=tacan,
|
||||
tacan_callsign=callsign,
|
||||
icls=icls,
|
||||
)
|
||||
|
||||
|
||||
class CarrierGenerator(GenericCarrierGenerator):
|
||||
"""Generator for CV(N) groups."""
|
||||
|
||||
def get_carrier_type(self, group: ShipGroup) -> Type[ShipType]:
|
||||
unit_type = super().get_carrier_type(group)
|
||||
if self.game.settings.supercarrier:
|
||||
unit_type = db.upgrade_to_supercarrier(unit_type, self.control_point.name)
|
||||
return unit_type
|
||||
|
||||
def tacan_callsign(self) -> str:
|
||||
# TODO: Assign these properly.
|
||||
if self.control_point.name == "Carrier Strike Group 8":
|
||||
return "TRU"
|
||||
else:
|
||||
return random.choice(
|
||||
[
|
||||
"STE",
|
||||
"CVN",
|
||||
"CVH",
|
||||
"CCV",
|
||||
"ACC",
|
||||
"ARC",
|
||||
"GER",
|
||||
"ABR",
|
||||
"LIN",
|
||||
"TRU",
|
||||
]
|
||||
)
|
||||
|
||||
|
||||
class LhaGenerator(GenericCarrierGenerator):
|
||||
"""Generator for LHA groups."""
|
||||
|
||||
def tacan_callsign(self) -> str:
|
||||
# TODO: Assign these properly.
|
||||
return random.choice(
|
||||
[
|
||||
"LHD",
|
||||
"LHA",
|
||||
"LHB",
|
||||
"LHC",
|
||||
"LHD",
|
||||
"LDS",
|
||||
]
|
||||
)
|
||||
|
||||
|
||||
class ShipObjectGenerator(GenericGroundObjectGenerator[ShipGroundObject]):
|
||||
"""Generator for non-carrier naval groups."""
|
||||
|
||||
def generate(self) -> None:
|
||||
if self.game.position_culled(self.ground_object.position):
|
||||
return
|
||||
|
||||
for group in self.ground_object.groups:
|
||||
if not group.units:
|
||||
logging.warning(f"Found empty group in {self.ground_object}")
|
||||
continue
|
||||
self.generate_group(group, ship_type_from_name(group.units[0].type))
|
||||
|
||||
def generate_group(
|
||||
self, group_def: ShipGroup, first_unit_type: Type[ShipType]
|
||||
) -> None:
|
||||
group = self.m.ship_group(
|
||||
self.country,
|
||||
group_def.name,
|
||||
first_unit_type,
|
||||
position=group_def.position,
|
||||
heading=group_def.units[0].heading,
|
||||
)
|
||||
group.units[0].name = group_def.units[0].name
|
||||
# TODO: Skipping the first unit looks like copy pasta from the carrier.
|
||||
for unit in group_def.units[1:]:
|
||||
unit_type = unit_type_from_name(unit.type)
|
||||
ship = Ship(self.m.next_unit_id(), unit.name, unit_type)
|
||||
ship.position.x = unit.position.x
|
||||
ship.position.y = unit.position.y
|
||||
ship.heading = unit.heading
|
||||
group.add_unit(ship)
|
||||
self.set_alarm_state(group)
|
||||
self._register_unit_group(group_def, group)
|
||||
|
||||
|
||||
class HelipadGenerator:
|
||||
"""
|
||||
Generates helipads for given control point
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
mission: Mission,
|
||||
cp: ControlPoint,
|
||||
game: Game,
|
||||
radio_registry: RadioRegistry,
|
||||
tacan_registry: TacanRegistry,
|
||||
):
|
||||
self.m = mission
|
||||
self.cp = cp
|
||||
self.game = game
|
||||
self.radio_registry = radio_registry
|
||||
self.tacan_registry = tacan_registry
|
||||
self.helipads: list[StaticGroup] = []
|
||||
|
||||
def generate(self) -> None:
|
||||
|
||||
# Note : Helipad are generated as neutral object in order not to interfer with capture triggers
|
||||
neutral_country = self.m.country(self.game.neutral_country.name)
|
||||
country = self.m.country(self.game.coalition_for(self.cp.captured).country_name)
|
||||
for i, helipad in enumerate(self.cp.helipads):
|
||||
name = self.cp.name + "_helipad_" + str(i)
|
||||
logging.info("Generating helipad static : " + name)
|
||||
pad = InvisibleFARP(name=name)
|
||||
pad.position = Point(helipad.x, helipad.y)
|
||||
pad.heading = helipad.heading.degrees
|
||||
sg = unitgroup.StaticGroup(self.m.next_group_id(), name)
|
||||
sg.add_unit(pad)
|
||||
sp = StaticPoint()
|
||||
sp.position = pad.position
|
||||
sg.add_point(sp)
|
||||
neutral_country.add_static_group(sg)
|
||||
|
||||
self.helipads.append(sg)
|
||||
|
||||
# Generate a FARP Ammo and Fuel stack for each pad
|
||||
self.m.static_group(
|
||||
country=country,
|
||||
name=(name + "_fuel"),
|
||||
_type=Fortification.FARP_Fuel_Depot,
|
||||
position=pad.position.point_from_heading(helipad.heading.degrees, 35),
|
||||
heading=pad.heading,
|
||||
)
|
||||
self.m.static_group(
|
||||
country=country,
|
||||
name=(name + "_ammo"),
|
||||
_type=Fortification.FARP_Ammo_Dump_Coating,
|
||||
position=pad.position.point_from_heading(
|
||||
helipad.heading.degrees, 35
|
||||
).point_from_heading(helipad.heading.degrees + 90, 10),
|
||||
heading=pad.heading,
|
||||
)
|
||||
|
||||
|
||||
class GroundObjectsGenerator:
|
||||
"""Creates DCS groups and statics for the theater during mission generation.
|
||||
|
||||
Most of the work of group/static generation is delegated to the other
|
||||
generator classes. This class is responsible for finding each of the
|
||||
locations for spawning ground objects, determining their types, and creating
|
||||
the appropriate generators.
|
||||
"""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
mission: Mission,
|
||||
game: Game,
|
||||
radio_registry: RadioRegistry,
|
||||
tacan_registry: TacanRegistry,
|
||||
unit_map: UnitMap,
|
||||
) -> None:
|
||||
self.m = mission
|
||||
self.game = game
|
||||
self.radio_registry = radio_registry
|
||||
self.tacan_registry = tacan_registry
|
||||
self.unit_map = unit_map
|
||||
self.icls_alloc = iter(range(1, 21))
|
||||
self.runways: Dict[str, RunwayData] = {}
|
||||
self.helipads: dict[ControlPoint, list[StaticGroup]] = defaultdict(list)
|
||||
|
||||
def generate(self) -> None:
|
||||
for cp in self.game.theater.controlpoints:
|
||||
country = self.m.country(self.game.coalition_for(cp.captured).country_name)
|
||||
|
||||
# Generate helipads
|
||||
helipad_gen = HelipadGenerator(
|
||||
self.m, cp, self.game, self.radio_registry, self.tacan_registry
|
||||
)
|
||||
helipad_gen.generate()
|
||||
self.helipads[cp] = helipad_gen.helipads
|
||||
|
||||
for ground_object in cp.ground_objects:
|
||||
generator: GenericGroundObjectGenerator[Any]
|
||||
if isinstance(ground_object, FactoryGroundObject):
|
||||
generator = FactoryGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
elif isinstance(ground_object, SceneryGroundObject):
|
||||
generator = SceneryGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
elif isinstance(ground_object, BuildingGroundObject):
|
||||
generator = BuildingSiteGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
elif isinstance(ground_object, CarrierGroundObject):
|
||||
generator = CarrierGenerator(
|
||||
ground_object,
|
||||
cp,
|
||||
country,
|
||||
self.game,
|
||||
self.m,
|
||||
self.radio_registry,
|
||||
self.tacan_registry,
|
||||
self.icls_alloc,
|
||||
self.runways,
|
||||
self.unit_map,
|
||||
)
|
||||
elif isinstance(ground_object, LhaGroundObject):
|
||||
generator = CarrierGenerator(
|
||||
ground_object,
|
||||
cp,
|
||||
country,
|
||||
self.game,
|
||||
self.m,
|
||||
self.radio_registry,
|
||||
self.tacan_registry,
|
||||
self.icls_alloc,
|
||||
self.runways,
|
||||
self.unit_map,
|
||||
)
|
||||
elif isinstance(ground_object, ShipGroundObject):
|
||||
generator = ShipObjectGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
elif isinstance(ground_object, MissileSiteGroundObject):
|
||||
generator = MissileSiteGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
else:
|
||||
generator = GenericGroundObjectGenerator(
|
||||
ground_object, country, self.game, self.m, self.unit_map
|
||||
)
|
||||
generator.generate()
|
||||
746
gen/kneeboard.py
746
gen/kneeboard.py
@@ -1,746 +0,0 @@
|
||||
"""Generates kneeboard pages relevant to the player's mission.
|
||||
|
||||
The player kneeboard includes the following information:
|
||||
|
||||
* Airfield (departure, arrival, divert) info.
|
||||
* Flight plan (waypoint numbers, names, altitudes).
|
||||
* Comm channels.
|
||||
* AWACS info.
|
||||
* Tanker info.
|
||||
* JTAC info.
|
||||
|
||||
Things we should add:
|
||||
|
||||
* Flight plan ToT and fuel ladder (current have neither available).
|
||||
* Support for planning an arrival/divert airfield separate from departure.
|
||||
* Mission package infrastructure to include information about the larger
|
||||
mission, i.e. information about the escort flight for a strike package.
|
||||
* Target information. Steerpoints, preplanned objectives, ToT, etc.
|
||||
|
||||
For multiplayer missions, a kneeboard will be generated per flight.
|
||||
https://forums.eagle.ru/showthread.php?t=206360 claims that kneeboard pages can
|
||||
only be added per airframe, so PvP missions where each side have the same
|
||||
aircraft will be able to see the enemy's kneeboard for the same airframe.
|
||||
"""
|
||||
import datetime
|
||||
import math
|
||||
import textwrap
|
||||
from collections import defaultdict
|
||||
from dataclasses import dataclass
|
||||
from pathlib import Path
|
||||
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple, Iterator
|
||||
|
||||
from PIL import Image, ImageDraw, ImageFont
|
||||
from dcs.mission import Mission
|
||||
from dcs.unit import Unit
|
||||
from tabulate import tabulate
|
||||
|
||||
from game.data.alic import AlicCodes
|
||||
from game.db import unit_type_from_name
|
||||
from game.dcs.aircrafttype import AircraftType
|
||||
from game.theater import ConflictTheater, TheaterGroundObject, LatLon
|
||||
from game.theater.bullseye import Bullseye
|
||||
from game.utils import meters
|
||||
from game.weather import Weather
|
||||
from .aircraft import FlightData
|
||||
from .airsupportgen import AwacsInfo, TankerInfo
|
||||
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
|
||||
from game.ato.flighttype import FlightType
|
||||
from game.ato.flightwaypointtype import FlightWaypointType
|
||||
from game.ato.flightwaypoint import FlightWaypoint
|
||||
from .radios import RadioFrequency
|
||||
from .runways import RunwayData
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
|
||||
class KneeboardPageWriter:
|
||||
"""Creates kneeboard images."""
|
||||
|
||||
def __init__(
|
||||
self, page_margin: int = 24, line_spacing: int = 12, dark_theme: bool = False
|
||||
) -> None:
|
||||
if dark_theme:
|
||||
self.foreground_fill = (215, 200, 200)
|
||||
self.background_fill = (10, 5, 5)
|
||||
else:
|
||||
self.foreground_fill = (15, 15, 15)
|
||||
self.background_fill = (255, 252, 252)
|
||||
self.image_size = (768, 1024)
|
||||
self.image = Image.new("RGB", self.image_size, self.background_fill)
|
||||
# These font sizes create a relatively full page for current sorties. If
|
||||
# we start generating more complicated flight plans, or start including
|
||||
# more information in the comm ladder (the latter of which we should
|
||||
# probably do), we'll need to split some of this information off into a
|
||||
# second page.
|
||||
self.title_font = ImageFont.truetype(
|
||||
"arial.ttf", 32, layout_engine=ImageFont.LAYOUT_BASIC
|
||||
)
|
||||
self.heading_font = ImageFont.truetype(
|
||||
"arial.ttf", 24, layout_engine=ImageFont.LAYOUT_BASIC
|
||||
)
|
||||
self.content_font = ImageFont.truetype(
|
||||
"arial.ttf", 16, layout_engine=ImageFont.LAYOUT_BASIC
|
||||
)
|
||||
self.table_font = ImageFont.truetype(
|
||||
"resources/fonts/Inconsolata.otf", 20, layout_engine=ImageFont.LAYOUT_BASIC
|
||||
)
|
||||
self.draw = ImageDraw.Draw(self.image)
|
||||
self.page_margin = page_margin
|
||||
self.x = page_margin
|
||||
self.y = page_margin
|
||||
self.line_spacing = line_spacing
|
||||
|
||||
@property
|
||||
def position(self) -> Tuple[int, int]:
|
||||
return self.x, self.y
|
||||
|
||||
def text(
|
||||
self,
|
||||
text: str,
|
||||
font: Optional[ImageFont.FreeTypeFont] = None,
|
||||
fill: Optional[Tuple[int, int, int]] = None,
|
||||
wrap: bool = False,
|
||||
) -> None:
|
||||
if font is None:
|
||||
font = self.content_font
|
||||
if fill is None:
|
||||
fill = self.foreground_fill
|
||||
|
||||
if wrap:
|
||||
text = "\n".join(
|
||||
self.wrap_line_with_font(
|
||||
line, self.image_size[0] - self.page_margin - self.x, font
|
||||
)
|
||||
for line in text.splitlines()
|
||||
)
|
||||
|
||||
self.draw.text(self.position, text, font=font, fill=fill)
|
||||
width, height = self.draw.textsize(text, font=font)
|
||||
self.y += height + self.line_spacing
|
||||
|
||||
def title(self, title: str) -> None:
|
||||
self.text(title, font=self.title_font, fill=self.foreground_fill)
|
||||
|
||||
def heading(self, text: str) -> None:
|
||||
self.text(text, font=self.heading_font, fill=self.foreground_fill)
|
||||
|
||||
def table(
|
||||
self,
|
||||
cells: List[List[str]],
|
||||
headers: Optional[List[str]] = None,
|
||||
font: Optional[ImageFont.FreeTypeFont] = None,
|
||||
) -> None:
|
||||
if headers is None:
|
||||
headers = []
|
||||
if font is None:
|
||||
font = self.table_font
|
||||
table = tabulate(cells, headers=headers, numalign="right")
|
||||
self.text(table, font, fill=self.foreground_fill)
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
self.image.save(path)
|
||||
|
||||
@staticmethod
|
||||
def wrap_line(inputstr: str, max_length: int) -> str:
|
||||
if len(inputstr) <= max_length:
|
||||
return inputstr
|
||||
tokens = inputstr.split(" ")
|
||||
output = ""
|
||||
segments = []
|
||||
for token in tokens:
|
||||
combo = output + " " + token
|
||||
if len(combo) > max_length:
|
||||
combo = output + "\n" + token
|
||||
segments.append(combo)
|
||||
output = ""
|
||||
else:
|
||||
output = combo
|
||||
return "".join(segments + [output]).strip()
|
||||
|
||||
@staticmethod
|
||||
def wrap_line_with_font(
|
||||
inputstr: str, max_width: int, font: ImageFont.FreeTypeFont
|
||||
) -> str:
|
||||
if font.getsize(inputstr)[0] <= max_width:
|
||||
return inputstr
|
||||
tokens = inputstr.split(" ")
|
||||
output = ""
|
||||
segments = []
|
||||
for token in tokens:
|
||||
combo = output + " " + token
|
||||
if font.getsize(combo)[0] > max_width:
|
||||
segments.append(output + "\n")
|
||||
output = token
|
||||
else:
|
||||
output = combo
|
||||
return "".join(segments + [output]).strip()
|
||||
|
||||
|
||||
class KneeboardPage:
|
||||
"""Base class for all kneeboard pages."""
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
"""Writes the kneeboard page to the given path."""
|
||||
raise NotImplementedError
|
||||
|
||||
@staticmethod
|
||||
def format_ll(ll: LatLon) -> str:
|
||||
ns = "N" if ll.latitude >= 0 else "S"
|
||||
ew = "E" if ll.longitude >= 0 else "W"
|
||||
return f"{ll.latitude:.4}°{ns} {ll.longitude:.4}°{ew}"
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class NumberedWaypoint:
|
||||
number: int
|
||||
waypoint: FlightWaypoint
|
||||
|
||||
|
||||
class FlightPlanBuilder:
|
||||
|
||||
WAYPOINT_DESC_MAX_LEN = 25
|
||||
|
||||
def __init__(self, start_time: datetime.datetime) -> None:
|
||||
self.start_time = start_time
|
||||
self.rows: List[List[str]] = []
|
||||
self.target_points: List[NumberedWaypoint] = []
|
||||
self.last_waypoint: Optional[FlightWaypoint] = None
|
||||
|
||||
def add_waypoint(self, waypoint_num: int, waypoint: FlightWaypoint) -> None:
|
||||
if waypoint.waypoint_type == FlightWaypointType.TARGET_POINT:
|
||||
self.target_points.append(NumberedWaypoint(waypoint_num, waypoint))
|
||||
return
|
||||
|
||||
if self.target_points:
|
||||
self.coalesce_target_points()
|
||||
self.target_points = []
|
||||
|
||||
self.add_waypoint_row(NumberedWaypoint(waypoint_num, waypoint))
|
||||
self.last_waypoint = waypoint
|
||||
|
||||
def coalesce_target_points(self) -> None:
|
||||
if len(self.target_points) <= 4:
|
||||
for steerpoint in self.target_points:
|
||||
self.add_waypoint_row(steerpoint)
|
||||
return
|
||||
|
||||
first_waypoint_num = self.target_points[0].number
|
||||
last_waypoint_num = self.target_points[-1].number
|
||||
|
||||
self.rows.append(
|
||||
[
|
||||
f"{first_waypoint_num}-{last_waypoint_num}",
|
||||
"Target points",
|
||||
"0",
|
||||
self._waypoint_distance(self.target_points[0].waypoint),
|
||||
self._ground_speed(self.target_points[0].waypoint),
|
||||
self._format_time(self.target_points[0].waypoint.tot),
|
||||
self._format_time(self.target_points[0].waypoint.departure_time),
|
||||
self._format_min_fuel(self.target_points[0].waypoint.min_fuel),
|
||||
]
|
||||
)
|
||||
self.last_waypoint = self.target_points[-1].waypoint
|
||||
|
||||
def add_waypoint_row(self, waypoint: NumberedWaypoint) -> None:
|
||||
self.rows.append(
|
||||
[
|
||||
str(waypoint.number),
|
||||
KneeboardPageWriter.wrap_line(
|
||||
waypoint.waypoint.pretty_name,
|
||||
FlightPlanBuilder.WAYPOINT_DESC_MAX_LEN,
|
||||
),
|
||||
str(int(waypoint.waypoint.alt.feet)),
|
||||
self._waypoint_distance(waypoint.waypoint),
|
||||
self._ground_speed(waypoint.waypoint),
|
||||
self._format_time(waypoint.waypoint.tot),
|
||||
self._format_time(waypoint.waypoint.departure_time),
|
||||
self._format_min_fuel(waypoint.waypoint.min_fuel),
|
||||
]
|
||||
)
|
||||
|
||||
def _format_time(self, time: Optional[datetime.timedelta]) -> str:
|
||||
if time is None:
|
||||
return ""
|
||||
local_time = self.start_time + time
|
||||
return local_time.strftime(f"%H:%M:%S")
|
||||
|
||||
def _waypoint_distance(self, waypoint: FlightWaypoint) -> str:
|
||||
if self.last_waypoint is None:
|
||||
return "-"
|
||||
|
||||
distance = meters(
|
||||
self.last_waypoint.position.distance_to_point(waypoint.position)
|
||||
)
|
||||
return f"{distance.nautical_miles:.1f} NM"
|
||||
|
||||
def _ground_speed(self, waypoint: FlightWaypoint) -> str:
|
||||
if self.last_waypoint is None:
|
||||
return "-"
|
||||
|
||||
if waypoint.tot is None:
|
||||
return "-"
|
||||
|
||||
if self.last_waypoint.departure_time is not None:
|
||||
last_time = self.last_waypoint.departure_time
|
||||
elif self.last_waypoint.tot is not None:
|
||||
last_time = self.last_waypoint.tot
|
||||
else:
|
||||
return "-"
|
||||
|
||||
distance = meters(
|
||||
self.last_waypoint.position.distance_to_point(waypoint.position)
|
||||
)
|
||||
duration = (waypoint.tot - last_time).total_seconds() / 3600
|
||||
return f"{int(distance.nautical_miles / duration)} kt"
|
||||
|
||||
@staticmethod
|
||||
def _format_min_fuel(min_fuel: Optional[float]) -> str:
|
||||
if min_fuel is None:
|
||||
return ""
|
||||
return str(math.ceil(min_fuel / 100) * 100)
|
||||
|
||||
def build(self) -> List[List[str]]:
|
||||
return self.rows
|
||||
|
||||
|
||||
class BriefingPage(KneeboardPage):
|
||||
"""A kneeboard page containing briefing information."""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
flight: FlightData,
|
||||
bullseye: Bullseye,
|
||||
theater: ConflictTheater,
|
||||
weather: Weather,
|
||||
start_time: datetime.datetime,
|
||||
dark_kneeboard: bool,
|
||||
) -> None:
|
||||
self.flight = flight
|
||||
self.bullseye = bullseye
|
||||
self.theater = theater
|
||||
self.weather = weather
|
||||
self.start_time = start_time
|
||||
self.dark_kneeboard = dark_kneeboard
|
||||
self.flight_plan_font = ImageFont.truetype(
|
||||
"resources/fonts/Inconsolata.otf",
|
||||
16,
|
||||
layout_engine=ImageFont.LAYOUT_BASIC,
|
||||
)
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
|
||||
if self.flight.custom_name is not None:
|
||||
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
|
||||
else:
|
||||
custom_name_title = ""
|
||||
writer.title(f"{self.flight.callsign} Mission Info{custom_name_title}")
|
||||
|
||||
# TODO: Handle carriers.
|
||||
writer.heading("Airfield Info")
|
||||
writer.table(
|
||||
[
|
||||
self.airfield_info_row("Departure", self.flight.departure),
|
||||
self.airfield_info_row("Arrival", self.flight.arrival),
|
||||
self.airfield_info_row("Divert", self.flight.divert),
|
||||
],
|
||||
headers=["", "Airbase", "ATC", "TCN", "I(C)LS", "RWY"],
|
||||
)
|
||||
|
||||
writer.heading("Flight Plan")
|
||||
flight_plan_builder = FlightPlanBuilder(self.start_time)
|
||||
for num, waypoint in enumerate(self.flight.waypoints):
|
||||
flight_plan_builder.add_waypoint(num, waypoint)
|
||||
writer.table(
|
||||
flight_plan_builder.build(),
|
||||
headers=[
|
||||
"#",
|
||||
"Action",
|
||||
"Alt",
|
||||
"Dist",
|
||||
"GSPD",
|
||||
"Time",
|
||||
"Departure",
|
||||
"Min fuel",
|
||||
],
|
||||
font=self.flight_plan_font,
|
||||
)
|
||||
|
||||
writer.text(f"Bullseye: {self.bullseye.to_lat_lon(self.theater).format_dms()}")
|
||||
|
||||
qnh_in_hg = f"{self.weather.atmospheric.qnh.inches_hg:.2f}"
|
||||
qnh_mm_hg = f"{self.weather.atmospheric.qnh.mm_hg:.1f}"
|
||||
qnh_hpa = f"{self.weather.atmospheric.qnh.hecto_pascals:.1f}"
|
||||
writer.text(
|
||||
f"Temperature: {round(self.weather.atmospheric.temperature_celsius)} °C at sea level"
|
||||
)
|
||||
writer.text(f"QNH: {qnh_in_hg} inHg / {qnh_mm_hg} mmHg / {qnh_hpa} hPa")
|
||||
|
||||
writer.table(
|
||||
[
|
||||
[
|
||||
"{}lbs".format(self.flight.bingo_fuel),
|
||||
"{}lbs".format(self.flight.joker_fuel),
|
||||
]
|
||||
],
|
||||
["Bingo", "Joker"],
|
||||
)
|
||||
|
||||
if any(self.flight.laser_codes):
|
||||
codes: list[list[str]] = []
|
||||
for idx, code in enumerate(self.flight.laser_codes, start=1):
|
||||
codes.append([str(idx), "" if code is None else str(code)])
|
||||
writer.table(codes, ["#", "Laser Code"])
|
||||
|
||||
writer.write(path)
|
||||
|
||||
def airfield_info_row(
|
||||
self, row_title: str, runway: Optional[RunwayData]
|
||||
) -> List[str]:
|
||||
"""Creates a table row for a given airfield.
|
||||
|
||||
Args:
|
||||
row_title: Purpose of the airfield. e.g. "Departure", "Arrival" or
|
||||
"Divert".
|
||||
runway: The runway described by this row.
|
||||
|
||||
Returns:
|
||||
A list of strings to be used as a row of the airfield table.
|
||||
"""
|
||||
if runway is None:
|
||||
return [row_title, "", "", "", "", ""]
|
||||
|
||||
atc = ""
|
||||
if runway.atc is not None:
|
||||
atc = self.format_frequency(runway.atc)
|
||||
if runway.tacan is None:
|
||||
tacan = ""
|
||||
else:
|
||||
tacan = str(runway.tacan)
|
||||
if runway.ils is not None:
|
||||
ils = str(runway.ils)
|
||||
elif runway.icls is not None:
|
||||
ils = str(runway.icls)
|
||||
else:
|
||||
ils = ""
|
||||
return [
|
||||
row_title,
|
||||
"\n".join(textwrap.wrap(runway.airfield_name, width=24)),
|
||||
atc,
|
||||
tacan,
|
||||
ils,
|
||||
runway.runway_name,
|
||||
]
|
||||
|
||||
def format_frequency(self, frequency: RadioFrequency) -> str:
|
||||
channel = self.flight.channel_for(frequency)
|
||||
if channel is None:
|
||||
return str(frequency)
|
||||
|
||||
channel_name = self.flight.aircraft_type.channel_name(
|
||||
channel.radio_id, channel.channel
|
||||
)
|
||||
return f"{channel_name}\n{frequency}"
|
||||
|
||||
|
||||
class SupportPage(KneeboardPage):
|
||||
"""A kneeboard page containing information about support units."""
|
||||
|
||||
JTAC_REGION_MAX_LEN = 25
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
flight: FlightData,
|
||||
comms: List[CommInfo],
|
||||
awacs: List[AwacsInfo],
|
||||
tankers: List[TankerInfo],
|
||||
jtacs: List[JtacInfo],
|
||||
start_time: datetime.datetime,
|
||||
dark_kneeboard: bool,
|
||||
) -> None:
|
||||
self.flight = flight
|
||||
self.comms = list(comms)
|
||||
self.awacs = awacs
|
||||
self.tankers = tankers
|
||||
self.jtacs = jtacs
|
||||
self.start_time = start_time
|
||||
self.dark_kneeboard = dark_kneeboard
|
||||
self.comms.append(CommInfo("Flight", self.flight.intra_flight_channel))
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
|
||||
if self.flight.custom_name is not None:
|
||||
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
|
||||
else:
|
||||
custom_name_title = ""
|
||||
writer.title(f"{self.flight.callsign} Support Info{custom_name_title}")
|
||||
|
||||
# AEW&C
|
||||
writer.heading("AEW&C")
|
||||
aewc_ladder = []
|
||||
|
||||
for single_aewc in self.awacs:
|
||||
|
||||
if single_aewc.depature_location is None:
|
||||
dep = "-"
|
||||
arr = "-"
|
||||
else:
|
||||
dep = self._format_time(single_aewc.start_time)
|
||||
arr = self._format_time(single_aewc.end_time)
|
||||
|
||||
aewc_ladder.append(
|
||||
[
|
||||
str(single_aewc.callsign),
|
||||
self.format_frequency(single_aewc.freq),
|
||||
str(single_aewc.depature_location),
|
||||
str(dep),
|
||||
str(arr),
|
||||
]
|
||||
)
|
||||
|
||||
writer.table(
|
||||
aewc_ladder,
|
||||
headers=["Callsign", "FREQ", "Depature", "ETD", "ETA"],
|
||||
)
|
||||
|
||||
# Package Section
|
||||
writer.heading("Comm ladder")
|
||||
comm_ladder = []
|
||||
for comm in self.comms:
|
||||
comm_ladder.append(
|
||||
[comm.name, "", "", "", self.format_frequency(comm.freq)]
|
||||
)
|
||||
|
||||
for tanker in self.tankers:
|
||||
comm_ladder.append(
|
||||
[
|
||||
tanker.callsign,
|
||||
"Tanker",
|
||||
tanker.variant,
|
||||
str(tanker.tacan),
|
||||
self.format_frequency(tanker.freq),
|
||||
]
|
||||
)
|
||||
|
||||
writer.table(comm_ladder, headers=["Callsign", "Task", "Type", "TACAN", "FREQ"])
|
||||
|
||||
writer.heading("JTAC")
|
||||
jtacs = []
|
||||
for jtac in self.jtacs:
|
||||
jtacs.append(
|
||||
[
|
||||
jtac.callsign,
|
||||
KneeboardPageWriter.wrap_line(
|
||||
jtac.region,
|
||||
self.JTAC_REGION_MAX_LEN,
|
||||
),
|
||||
jtac.code,
|
||||
self.format_frequency(jtac.freq),
|
||||
]
|
||||
)
|
||||
writer.table(jtacs, headers=["Callsign", "Region", "Laser Code", "FREQ"])
|
||||
|
||||
writer.write(path)
|
||||
|
||||
def format_frequency(self, frequency: RadioFrequency) -> str:
|
||||
channel = self.flight.channel_for(frequency)
|
||||
if channel is None:
|
||||
return str(frequency)
|
||||
|
||||
channel_name = self.flight.aircraft_type.channel_name(
|
||||
channel.radio_id, channel.channel
|
||||
)
|
||||
return f"{channel_name}\n{frequency}"
|
||||
|
||||
def _format_time(self, time: Optional[datetime.timedelta]) -> str:
|
||||
if time is None:
|
||||
return ""
|
||||
local_time = self.start_time + time
|
||||
return local_time.strftime(f"%H:%M:%S")
|
||||
|
||||
|
||||
class SeadTaskPage(KneeboardPage):
|
||||
"""A kneeboard page containing SEAD/DEAD target information."""
|
||||
|
||||
def __init__(
|
||||
self, flight: FlightData, dark_kneeboard: bool, theater: ConflictTheater
|
||||
) -> None:
|
||||
self.flight = flight
|
||||
self.dark_kneeboard = dark_kneeboard
|
||||
self.theater = theater
|
||||
|
||||
@property
|
||||
def target_units(self) -> Iterator[Unit]:
|
||||
if isinstance(self.flight.package.target, TheaterGroundObject):
|
||||
yield from self.flight.package.target.units
|
||||
|
||||
@staticmethod
|
||||
def alic_for(unit: Unit) -> str:
|
||||
try:
|
||||
return str(AlicCodes.code_for(unit))
|
||||
except KeyError:
|
||||
return ""
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
|
||||
if self.flight.custom_name is not None:
|
||||
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
|
||||
else:
|
||||
custom_name_title = ""
|
||||
task = "DEAD" if self.flight.flight_type == FlightType.DEAD else "SEAD"
|
||||
writer.title(f"{self.flight.callsign} {task} Target Info{custom_name_title}")
|
||||
|
||||
writer.table(
|
||||
[self.target_info_row(t) for t in self.target_units],
|
||||
headers=["Description", "ALIC", "Location"],
|
||||
)
|
||||
|
||||
writer.write(path)
|
||||
|
||||
def target_info_row(self, unit: Unit) -> List[str]:
|
||||
ll = self.theater.point_to_ll(unit.position)
|
||||
unit_type = unit_type_from_name(unit.type)
|
||||
name = unit.name if unit_type is None else unit_type.name
|
||||
return [name, self.alic_for(unit), ll.format_dms(include_decimal_seconds=True)]
|
||||
|
||||
|
||||
class StrikeTaskPage(KneeboardPage):
|
||||
"""A kneeboard page containing strike target information."""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
flight: FlightData,
|
||||
dark_kneeboard: bool,
|
||||
theater: ConflictTheater,
|
||||
) -> None:
|
||||
self.flight = flight
|
||||
self.dark_kneeboard = dark_kneeboard
|
||||
self.theater = theater
|
||||
|
||||
@property
|
||||
def targets(self) -> Iterator[NumberedWaypoint]:
|
||||
for idx, waypoint in enumerate(self.flight.waypoints):
|
||||
if waypoint.waypoint_type == FlightWaypointType.TARGET_POINT:
|
||||
yield NumberedWaypoint(idx, waypoint)
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
|
||||
if self.flight.custom_name is not None:
|
||||
custom_name_title = ' ("{}")'.format(self.flight.custom_name)
|
||||
else:
|
||||
custom_name_title = ""
|
||||
writer.title(f"{self.flight.callsign} Strike Task Info{custom_name_title}")
|
||||
|
||||
writer.table(
|
||||
[self.target_info_row(t) for t in self.targets],
|
||||
headers=["Steerpoint", "Description", "Location"],
|
||||
)
|
||||
|
||||
writer.write(path)
|
||||
|
||||
def target_info_row(self, target: NumberedWaypoint) -> List[str]:
|
||||
ll = self.theater.point_to_ll(target.waypoint.position)
|
||||
return [
|
||||
str(target.number),
|
||||
target.waypoint.pretty_name,
|
||||
ll.format_dms(include_decimal_seconds=True),
|
||||
]
|
||||
|
||||
|
||||
class NotesPage(KneeboardPage):
|
||||
"""A kneeboard page containing the campaign owner's notes."""
|
||||
|
||||
def __init__(
|
||||
self,
|
||||
notes: str,
|
||||
dark_kneeboard: bool,
|
||||
) -> None:
|
||||
self.notes = notes
|
||||
self.dark_kneeboard = dark_kneeboard
|
||||
|
||||
def write(self, path: Path) -> None:
|
||||
writer = KneeboardPageWriter(dark_theme=self.dark_kneeboard)
|
||||
writer.title(f"Notes")
|
||||
writer.text(self.notes, wrap=True)
|
||||
writer.write(path)
|
||||
|
||||
|
||||
class KneeboardGenerator(MissionInfoGenerator):
|
||||
"""Creates kneeboard pages for each client flight in the mission."""
|
||||
|
||||
def __init__(self, mission: Mission, game: "Game") -> None:
|
||||
super().__init__(mission, game)
|
||||
self.dark_kneeboard = self.game.settings.generate_dark_kneeboard and (
|
||||
self.mission.start_time.hour > 19 or self.mission.start_time.hour < 7
|
||||
)
|
||||
|
||||
def generate(self) -> None:
|
||||
"""Generates a kneeboard per client flight."""
|
||||
temp_dir = Path("kneeboards")
|
||||
temp_dir.mkdir(exist_ok=True)
|
||||
for aircraft, pages in self.pages_by_airframe().items():
|
||||
aircraft_dir = temp_dir / aircraft.dcs_unit_type.id
|
||||
aircraft_dir.mkdir(exist_ok=True)
|
||||
for idx, page in enumerate(pages):
|
||||
page_path = aircraft_dir / f"page{idx:02}.png"
|
||||
page.write(page_path)
|
||||
self.mission.add_aircraft_kneeboard(aircraft.dcs_unit_type, page_path)
|
||||
|
||||
def pages_by_airframe(self) -> Dict[AircraftType, List[KneeboardPage]]:
|
||||
"""Returns a list of kneeboard pages per airframe in the mission.
|
||||
|
||||
Only client flights will be included, but because DCS does not support
|
||||
group-specific kneeboard pages, flights (possibly from opposing sides)
|
||||
will be able to see the kneeboards of all aircraft of the same type.
|
||||
|
||||
Returns:
|
||||
A dict mapping aircraft types to the list of kneeboard pages for
|
||||
that aircraft.
|
||||
"""
|
||||
all_flights: Dict[AircraftType, List[KneeboardPage]] = defaultdict(list)
|
||||
for flight in self.flights:
|
||||
if not flight.client_units:
|
||||
continue
|
||||
all_flights[flight.aircraft_type].extend(
|
||||
self.generate_flight_kneeboard(flight)
|
||||
)
|
||||
return all_flights
|
||||
|
||||
def generate_task_page(self, flight: FlightData) -> Optional[KneeboardPage]:
|
||||
if flight.flight_type in (FlightType.DEAD, FlightType.SEAD):
|
||||
return SeadTaskPage(flight, self.dark_kneeboard, self.game.theater)
|
||||
elif flight.flight_type is FlightType.STRIKE:
|
||||
return StrikeTaskPage(flight, self.dark_kneeboard, self.game.theater)
|
||||
return None
|
||||
|
||||
def generate_flight_kneeboard(self, flight: FlightData) -> List[KneeboardPage]:
|
||||
"""Returns a list of kneeboard pages for the given flight."""
|
||||
pages: List[KneeboardPage] = [
|
||||
BriefingPage(
|
||||
flight,
|
||||
self.game.bullseye_for(flight.friendly),
|
||||
self.game.theater,
|
||||
self.game.conditions.weather,
|
||||
self.mission.start_time,
|
||||
self.dark_kneeboard,
|
||||
),
|
||||
SupportPage(
|
||||
flight,
|
||||
self.comms,
|
||||
self.awacs,
|
||||
self.tankers,
|
||||
self.jtacs,
|
||||
self.mission.start_time,
|
||||
self.dark_kneeboard,
|
||||
),
|
||||
]
|
||||
|
||||
# Only create the notes page if there are notes to show.
|
||||
if notes := self.game.notes:
|
||||
pages.append(NotesPage(notes, self.dark_kneeboard))
|
||||
|
||||
if (target_page := self.generate_task_page(flight)) is not None:
|
||||
pages.append(target_page)
|
||||
|
||||
return pages
|
||||
@@ -1,37 +0,0 @@
|
||||
from collections import deque
|
||||
from typing import Iterator
|
||||
|
||||
|
||||
class OutOfLaserCodesError(RuntimeError):
|
||||
def __init__(self) -> None:
|
||||
super().__init__(
|
||||
f"All JTAC laser codes have been allocated. No available codes."
|
||||
)
|
||||
|
||||
|
||||
class LaserCodeRegistry:
|
||||
def __init__(self) -> None:
|
||||
self.allocated_codes: set[int] = set()
|
||||
self.allocator: Iterator[int] = LaserCodeRegistry.__laser_code_generator()
|
||||
|
||||
def get_next_laser_code(self) -> int:
|
||||
try:
|
||||
while (code := next(self.allocator)) in self.allocated_codes:
|
||||
pass
|
||||
self.allocated_codes.add(code)
|
||||
return code
|
||||
except StopIteration:
|
||||
raise OutOfLaserCodesError
|
||||
|
||||
@staticmethod
|
||||
def __laser_code_generator() -> Iterator[int]:
|
||||
# Valid laser codes are as follows
|
||||
# First digit is always 1
|
||||
# Second digit is 5-7
|
||||
# Third and fourth digits are 1 - 8
|
||||
# We iterate backward (reversed()) so that 1687 follows 1688
|
||||
q = deque(int(oct(code)[2:]) + 11 for code in reversed(range(0o1500, 0o2000)))
|
||||
|
||||
# We start with the default of 1688 and wrap around when we reach the end
|
||||
q.rotate(-q.index(1688))
|
||||
return iter(q)
|
||||
273
gen/radios.py
273
gen/radios.py
@@ -1,273 +0,0 @@
|
||||
"""Radio frequency types and allocators."""
|
||||
import itertools
|
||||
import logging
|
||||
from dataclasses import dataclass
|
||||
from typing import Dict, FrozenSet, Iterator, List, Reversible, Set, Tuple
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class RadioFrequency:
|
||||
"""A radio frequency.
|
||||
|
||||
Not currently concerned with tracking modulation, just the frequency.
|
||||
"""
|
||||
|
||||
#: The frequency in kilohertz.
|
||||
hertz: int
|
||||
|
||||
def __str__(self) -> str:
|
||||
if self.hertz >= 1000000:
|
||||
return self.format("MHz", 1000000)
|
||||
return self.format("kHz", 1000)
|
||||
|
||||
def format(self, units: str, divisor: int) -> str:
|
||||
converted = self.hertz / divisor
|
||||
if converted.is_integer():
|
||||
return f"{int(converted)} {units}"
|
||||
return f"{converted:0.3f} {units}"
|
||||
|
||||
@property
|
||||
def mhz(self) -> float:
|
||||
"""Returns the frequency in megahertz.
|
||||
|
||||
Returns:
|
||||
The frequency in megahertz.
|
||||
"""
|
||||
return self.hertz / 1000000
|
||||
|
||||
|
||||
def MHz(num: int, khz: int = 0) -> RadioFrequency:
|
||||
return RadioFrequency(num * 1000000 + khz * 1000)
|
||||
|
||||
|
||||
def kHz(num: int) -> RadioFrequency:
|
||||
return RadioFrequency(num * 1000)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class RadioRange:
|
||||
"""Defines the minimum (inclusive) and maximum (exclusive) range of the radio."""
|
||||
|
||||
#: The minimum (inclusive) frequency tunable by this radio.
|
||||
minimum: RadioFrequency
|
||||
|
||||
#: The maximum (exclusive) frequency tunable by this radio.
|
||||
maximum: RadioFrequency
|
||||
|
||||
#: The spacing between adjacent frequencies.
|
||||
step: RadioFrequency
|
||||
|
||||
#: Specific frequencies to exclude. (e.g. Guard channels)
|
||||
excludes: FrozenSet[RadioFrequency] = frozenset()
|
||||
|
||||
def range(self) -> Iterator[RadioFrequency]:
|
||||
"""Returns an iterator over the usable frequencies of this radio."""
|
||||
return (
|
||||
RadioFrequency(x)
|
||||
for x in range(self.minimum.hertz, self.maximum.hertz, self.step.hertz)
|
||||
if RadioFrequency(x) not in self.excludes
|
||||
)
|
||||
|
||||
@property
|
||||
def last_channel(self) -> RadioFrequency:
|
||||
return next(
|
||||
RadioFrequency(x)
|
||||
for x in reversed(
|
||||
range(self.minimum.hertz, self.maximum.hertz, self.step.hertz)
|
||||
)
|
||||
if RadioFrequency(x) not in self.excludes
|
||||
)
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class Radio:
|
||||
"""A radio.
|
||||
|
||||
Defines ranges of usable frequencies of the radio.
|
||||
"""
|
||||
|
||||
#: The name of the radio.
|
||||
name: str
|
||||
|
||||
#: List of usable frequency range of this radio.
|
||||
ranges: Tuple[RadioRange, ...]
|
||||
|
||||
def __str__(self) -> str:
|
||||
return self.name
|
||||
|
||||
def range(self) -> Iterator[RadioFrequency]:
|
||||
"""Returns an iterator over the usable frequencies of this radio."""
|
||||
return itertools.chain.from_iterable(rng.range() for rng in self.ranges)
|
||||
|
||||
@property
|
||||
def last_channel(self) -> RadioFrequency:
|
||||
return self.ranges[-1].last_channel
|
||||
|
||||
|
||||
class ChannelInUseError(RuntimeError):
|
||||
"""Raised when attempting to reserve an in-use frequency."""
|
||||
|
||||
def __init__(self, frequency: RadioFrequency) -> None:
|
||||
super().__init__(f"{frequency} is already in use")
|
||||
|
||||
|
||||
# TODO: Figure out appropriate steps for each radio. These are just guesses.
|
||||
#: List of all known radios used by aircraft in the game.
|
||||
RADIOS: List[Radio] = [
|
||||
Radio("AN/ARC-164", (RadioRange(MHz(225), MHz(400), step=MHz(1)),)),
|
||||
Radio("AN/ARC-186(V) AM", (RadioRange(MHz(116), MHz(152), step=MHz(1)),)),
|
||||
Radio("AN/ARC-186(V) FM", (RadioRange(MHz(30), MHz(76), step=MHz(1)),)),
|
||||
Radio(
|
||||
"AN/ARC-210",
|
||||
(
|
||||
RadioRange(MHz(225), MHz(400), MHz(1), frozenset((MHz(243),))),
|
||||
RadioRange(MHz(136), MHz(155), MHz(1)),
|
||||
RadioRange(MHz(156), MHz(174), MHz(1)),
|
||||
RadioRange(MHz(118), MHz(136), MHz(1)),
|
||||
RadioRange(MHz(30), MHz(88), MHz(1)),
|
||||
),
|
||||
),
|
||||
Radio("AN/ARC-222", (RadioRange(MHz(116), MHz(174), step=MHz(1)),)),
|
||||
Radio("SCR-522", (RadioRange(MHz(100), MHz(156), step=MHz(1)),)),
|
||||
Radio("A.R.I. 1063", (RadioRange(MHz(100), MHz(156), step=MHz(1)),)),
|
||||
Radio("BC-1206", (RadioRange(kHz(200), kHz(400), step=kHz(10)),)),
|
||||
# Note: The M2000C V/UHF can operate in both ranges, but has a gap between
|
||||
# 150 MHz and 225 MHz. We can't allocate in that gap, and the current
|
||||
# system doesn't model gaps, so just pretend it ends at 150 MHz for now. We
|
||||
# can model gaps later if needed.
|
||||
Radio("TRT ERA 7000 V/UHF", (RadioRange(MHz(118), MHz(150), step=MHz(1)),)),
|
||||
Radio("TRT ERA 7200 UHF", (RadioRange(MHz(225), MHz(400), step=MHz(1)),)),
|
||||
# Tomcat radios
|
||||
# # https://www.heatblur.se/F-14Manual/general.html#an-arc-159-uhf-1-radio
|
||||
Radio("AN/ARC-159", (RadioRange(MHz(225), MHz(400), step=MHz(1)),)),
|
||||
# AN/ARC-182 can also operate from 30 MHz to 88 MHz, as well as from 225 MHz
|
||||
# to 400 MHz range, but we can't model gaps with the current implementation.
|
||||
# https://www.heatblur.se/F-14Manual/general.html#an-arc-182-v-uhf-2-radio
|
||||
Radio("AN/ARC-182", (RadioRange(MHz(108), MHz(174), step=MHz(1)),)),
|
||||
# Also capable of [103, 156) at 25 kHz intervals, but we can't do gaps.
|
||||
Radio("FR 22", (RadioRange(MHz(225), MHz(400), step=kHz(50)),)),
|
||||
# P-51 / P-47 Radio
|
||||
# 4 preset channels (A/B/C/D)
|
||||
Radio("SCR522", (RadioRange(MHz(100), MHz(156), step=kHz(25)),)),
|
||||
Radio("R&S M3AR VHF", (RadioRange(MHz(120), MHz(174), step=MHz(1)),)),
|
||||
Radio("R&S M3AR UHF", (RadioRange(MHz(225), MHz(400), step=MHz(1)),)),
|
||||
# MiG-15bis
|
||||
Radio("RSI-6K HF", (RadioRange(MHz(3, 750), MHz(5), step=kHz(25)),)),
|
||||
# MiG-19P
|
||||
Radio("RSIU-4V", (RadioRange(MHz(100), MHz(150), step=MHz(1)),)),
|
||||
# MiG-21bis
|
||||
Radio("RSIU-5V", (RadioRange(MHz(118), MHz(140), step=MHz(1)),)),
|
||||
# Ka-50
|
||||
# Note: Also capable of 100MHz-150MHz, but we can't model gaps.
|
||||
Radio("R-800L1", (RadioRange(MHz(220), MHz(400), step=kHz(25)),)),
|
||||
Radio("R-828", (RadioRange(MHz(20), MHz(60), step=kHz(25)),)),
|
||||
# UH-1H
|
||||
Radio("AN/ARC-51BX", (RadioRange(MHz(225), MHz(400), step=kHz(50)),)),
|
||||
Radio("AN/ARC-131", (RadioRange(MHz(30), MHz(76), step=kHz(50)),)),
|
||||
Radio("AN/ARC-134", (RadioRange(MHz(116), MHz(150), step=kHz(25)),)),
|
||||
Radio("R&S Series 6000", (RadioRange(MHz(100), MHz(156), step=kHz(25)),)),
|
||||
]
|
||||
|
||||
|
||||
def get_radio(name: str) -> Radio:
|
||||
"""Returns the radio with the given name.
|
||||
|
||||
Args:
|
||||
name: Name of the radio to return.
|
||||
|
||||
Returns:
|
||||
The radio matching name.
|
||||
|
||||
Raises:
|
||||
KeyError: No matching radio was found.
|
||||
"""
|
||||
for radio in RADIOS:
|
||||
if radio.name == name:
|
||||
return radio
|
||||
raise KeyError(f"Unknown radio: {name}")
|
||||
|
||||
|
||||
class RadioRegistry:
|
||||
"""Manages allocation of radio channels.
|
||||
|
||||
There's some room for improvement here. We could prefer to allocate
|
||||
frequencies that are available to the fewest number of radios first, so
|
||||
radios with wide bands like the AN/ARC-210 don't exhaust all the channels
|
||||
available to narrower radios like the AN/ARC-186(V). In practice there are
|
||||
probably plenty of channels, so we can deal with that later if we need to.
|
||||
|
||||
We could also allocate using a larger increment, returning to smaller
|
||||
increments each time the range is exhausted. This would help with the
|
||||
previous problem, as the AN/ARC-186(V) would still have plenty of 25 kHz
|
||||
increment channels left after the AN/ARC-210 moved on to the higher
|
||||
frequencies. This would also look a little nicer than having every flight
|
||||
allocated in the 30 MHz range.
|
||||
"""
|
||||
|
||||
# Not a real radio, but useful for allocating a channel usable for
|
||||
# inter-flight communications.
|
||||
BLUFOR_UHF = Radio("BLUFOR UHF", (RadioRange(MHz(225), MHz(400), step=MHz(1)),))
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.allocated_channels: Set[RadioFrequency] = set()
|
||||
self.radio_allocators: Dict[Radio, Iterator[RadioFrequency]] = {}
|
||||
|
||||
radios = itertools.chain(RADIOS, [self.BLUFOR_UHF])
|
||||
for radio in radios:
|
||||
self.radio_allocators[radio] = radio.range()
|
||||
|
||||
def alloc_for_radio(self, radio: Radio) -> RadioFrequency:
|
||||
"""Allocates a radio channel tunable by the given radio.
|
||||
|
||||
Args:
|
||||
radio: The radio to allocate a channel for.
|
||||
|
||||
Returns:
|
||||
A radio channel compatible with the given radio.
|
||||
|
||||
Raises:
|
||||
OutOfChannelsError: All channels compatible with the given radio are
|
||||
already allocated.
|
||||
"""
|
||||
allocator = self.radio_allocators[radio]
|
||||
try:
|
||||
while (channel := next(allocator)) in self.allocated_channels:
|
||||
pass
|
||||
self.reserve(channel)
|
||||
return channel
|
||||
except StopIteration:
|
||||
# In the event of too many channel users, fail gracefully by reusing
|
||||
# the last channel.
|
||||
# https://github.com/dcs-liberation/dcs_liberation/issues/598
|
||||
channel = radio.last_channel
|
||||
logging.warning(
|
||||
f"No more free channels for {radio.name}. Reusing {channel}."
|
||||
)
|
||||
return channel
|
||||
|
||||
def alloc_uhf(self) -> RadioFrequency:
|
||||
"""Allocates a UHF radio channel suitable for inter-flight comms.
|
||||
|
||||
Returns:
|
||||
A UHF radio channel suitable for inter-flight comms.
|
||||
|
||||
Raises:
|
||||
OutOfChannelsError: All channels compatible with the given radio are
|
||||
already allocated.
|
||||
"""
|
||||
return self.alloc_for_radio(self.BLUFOR_UHF)
|
||||
|
||||
def reserve(self, frequency: RadioFrequency) -> None:
|
||||
"""Reserves the given channel.
|
||||
|
||||
Reserving a channel ensures that it will not be allocated in the future.
|
||||
|
||||
Args:
|
||||
frequency: The channel to reserve.
|
||||
|
||||
Raises:
|
||||
ChannelInUseError: The given frequency is already in use.
|
||||
"""
|
||||
if frequency in self.allocated_channels:
|
||||
raise ChannelInUseError(frequency)
|
||||
self.allocated_channels.add(frequency)
|
||||
@@ -10,8 +10,8 @@ from dcs.terrain.terrain import Airport
|
||||
from game.weather import Conditions
|
||||
from game.utils import Heading
|
||||
from .airfields import AIRFIELD_DATA
|
||||
from .radios import RadioFrequency
|
||||
from .tacan import TacanChannel
|
||||
from game.radio.radios import RadioFrequency
|
||||
from game.radio.tacan import TacanChannel
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
|
||||
112
gen/tacan.py
112
gen/tacan.py
@@ -1,112 +0,0 @@
|
||||
"""TACAN channel handling."""
|
||||
from dataclasses import dataclass
|
||||
from enum import Enum
|
||||
from typing import Dict, Iterator, Set
|
||||
|
||||
|
||||
class TacanUsage(Enum):
|
||||
TransmitReceive = "transmit receive"
|
||||
AirToAir = "air to air"
|
||||
|
||||
|
||||
class TacanBand(Enum):
|
||||
X = "X"
|
||||
Y = "Y"
|
||||
|
||||
def range(self) -> Iterator["TacanChannel"]:
|
||||
"""Returns an iterator over the channels in this band."""
|
||||
return (TacanChannel(x, self) for x in range(1, 126 + 1))
|
||||
|
||||
def valid_channels(self, usage: TacanUsage) -> Iterator["TacanChannel"]:
|
||||
for x in self.range():
|
||||
if x.number not in UNAVAILABLE[usage][self]:
|
||||
yield x
|
||||
|
||||
|
||||
# Avoid certain TACAN channels for various reasons
|
||||
# https://forums.eagle.ru/topic/276390-datalink-issue/
|
||||
UNAVAILABLE = {
|
||||
TacanUsage.TransmitReceive: {
|
||||
TacanBand.X: set(range(2, 30 + 1)) | set(range(47, 63 + 1)),
|
||||
TacanBand.Y: set(range(2, 30 + 1)) | set(range(64, 92 + 1)),
|
||||
},
|
||||
TacanUsage.AirToAir: {
|
||||
TacanBand.X: set(range(1, 36 + 1)) | set(range(64, 99 + 1)),
|
||||
TacanBand.Y: set(range(1, 36 + 1)) | set(range(64, 99 + 1)),
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@dataclass(frozen=True)
|
||||
class TacanChannel:
|
||||
number: int
|
||||
band: TacanBand
|
||||
|
||||
def __str__(self) -> str:
|
||||
return f"{self.number}{self.band.value}"
|
||||
|
||||
|
||||
class OutOfTacanChannelsError(RuntimeError):
|
||||
"""Raised when all channels in this band have been allocated."""
|
||||
|
||||
def __init__(self, band: TacanBand) -> None:
|
||||
super().__init__(f"No available channels in TACAN {band.value} band")
|
||||
|
||||
|
||||
class TacanChannelInUseError(RuntimeError):
|
||||
"""Raised when attempting to reserve an in-use channel."""
|
||||
|
||||
def __init__(self, channel: TacanChannel) -> None:
|
||||
super().__init__(f"{channel} is already in use")
|
||||
|
||||
|
||||
class TacanRegistry:
|
||||
"""Manages allocation of TACAN channels."""
|
||||
|
||||
def __init__(self) -> None:
|
||||
self.allocated_channels: Set[TacanChannel] = set()
|
||||
self.allocators: Dict[TacanBand, Dict[TacanUsage, Iterator[TacanChannel]]] = {}
|
||||
|
||||
for band in TacanBand:
|
||||
self.allocators[band] = {}
|
||||
for usage in TacanUsage:
|
||||
self.allocators[band][usage] = band.valid_channels(usage)
|
||||
|
||||
def alloc_for_band(
|
||||
self, band: TacanBand, intended_usage: TacanUsage
|
||||
) -> TacanChannel:
|
||||
"""Allocates a TACAN channel in the given band.
|
||||
|
||||
Args:
|
||||
band: The TACAN band to allocate a channel for.
|
||||
intended_usage: What the caller intends to use the tacan channel for.
|
||||
|
||||
Returns:
|
||||
A TACAN channel in the given band.
|
||||
|
||||
Raises:
|
||||
OutOfTacanChannelsError: All channels compatible with the given radio are
|
||||
already allocated.
|
||||
"""
|
||||
allocator = self.allocators[band][intended_usage]
|
||||
try:
|
||||
while (channel := next(allocator)) in self.allocated_channels:
|
||||
pass
|
||||
return channel
|
||||
except StopIteration:
|
||||
raise OutOfTacanChannelsError(band)
|
||||
|
||||
def mark_unavailable(self, channel: TacanChannel) -> None:
|
||||
"""Reserves the given channel.
|
||||
|
||||
Reserving a channel ensures that it will not be allocated in the future.
|
||||
|
||||
Args:
|
||||
channel: The channel to reserve.
|
||||
|
||||
Raises:
|
||||
TacanChannelInUseError: The given channel is already in use.
|
||||
"""
|
||||
if channel in self.allocated_channels:
|
||||
raise TacanChannelInUseError(channel)
|
||||
self.allocated_channels.add(channel)
|
||||
@@ -1,209 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
from dcs.action import MarkToAll, SetFlag, DoScript, ClearFlag
|
||||
from dcs.condition import (
|
||||
TimeAfter,
|
||||
AllOfCoalitionOutsideZone,
|
||||
PartOfCoalitionInZone,
|
||||
FlagIsFalse,
|
||||
FlagIsTrue,
|
||||
)
|
||||
from dcs.mission import Mission
|
||||
from dcs.task import Option
|
||||
from dcs.translation import String
|
||||
from dcs.triggers import (
|
||||
Event,
|
||||
TriggerOnce,
|
||||
TriggerCondition,
|
||||
)
|
||||
from dcs.unit import Skill
|
||||
|
||||
from game.theater import Airfield
|
||||
from game.theater.controlpoint import Fob
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game.game import Game
|
||||
|
||||
PUSH_TRIGGER_SIZE = 3000
|
||||
PUSH_TRIGGER_ACTIVATION_AGL = 25
|
||||
|
||||
REGROUP_ZONE_DISTANCE = 12000
|
||||
REGROUP_ALT = 5000
|
||||
|
||||
TRIGGER_WAYPOINT_OFFSET = 2
|
||||
TRIGGER_MIN_DISTANCE_FROM_START = 10000
|
||||
# modified since we now have advanced SAM units
|
||||
TRIGGER_RADIUS_MINIMUM = 3000000
|
||||
|
||||
TRIGGER_RADIUS_SMALL = 50000
|
||||
TRIGGER_RADIUS_MEDIUM = 100000
|
||||
TRIGGER_RADIUS_LARGE = 150000
|
||||
TRIGGER_RADIUS_ALL_MAP = 3000000
|
||||
|
||||
|
||||
class Silence(Option):
|
||||
Key = 7
|
||||
|
||||
|
||||
class TriggersGenerator:
|
||||
capture_zone_types = (Fob,)
|
||||
capture_zone_flag = 600
|
||||
|
||||
def __init__(self, mission: Mission, game: Game) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
|
||||
def _set_allegiances(self, player_coalition: str, enemy_coalition: str) -> None:
|
||||
"""
|
||||
Set airbase initial coalition
|
||||
"""
|
||||
|
||||
# Empty neutrals airports
|
||||
cp_ids = [cp.id for cp in self.game.theater.controlpoints]
|
||||
for airport in self.mission.terrain.airport_list():
|
||||
if airport.id not in cp_ids:
|
||||
airport.unlimited_fuel = False
|
||||
airport.unlimited_munitions = False
|
||||
airport.unlimited_aircrafts = False
|
||||
airport.gasoline_init = 0
|
||||
airport.methanol_mixture_init = 0
|
||||
airport.diesel_init = 0
|
||||
airport.jet_init = 0
|
||||
airport.operating_level_air = 0
|
||||
airport.operating_level_equipment = 0
|
||||
airport.operating_level_fuel = 0
|
||||
|
||||
for airport in self.mission.terrain.airport_list():
|
||||
if airport.id not in cp_ids:
|
||||
airport.unlimited_fuel = True
|
||||
airport.unlimited_munitions = True
|
||||
airport.unlimited_aircrafts = True
|
||||
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if isinstance(cp, Airfield):
|
||||
cp_airport = self.mission.terrain.airport_by_id(cp.airport.id)
|
||||
if cp_airport is None:
|
||||
raise RuntimeError(
|
||||
f"Could not find {cp.airport.name} in the mission"
|
||||
)
|
||||
cp_airport.set_coalition(
|
||||
cp.captured and player_coalition or enemy_coalition
|
||||
)
|
||||
|
||||
def _set_skill(self, player_coalition: str, enemy_coalition: str) -> None:
|
||||
"""
|
||||
Set skill level for all aircraft in the mission
|
||||
"""
|
||||
for coalition_name, coalition in self.mission.coalition.items():
|
||||
if coalition_name == player_coalition:
|
||||
skill_level = Skill(self.game.settings.player_skill)
|
||||
elif coalition_name == enemy_coalition:
|
||||
skill_level = Skill(self.game.settings.enemy_vehicle_skill)
|
||||
else:
|
||||
continue
|
||||
|
||||
for country in coalition.countries.values():
|
||||
for vehicle_group in country.vehicle_group:
|
||||
vehicle_group.set_skill(skill_level)
|
||||
|
||||
def _gen_markers(self) -> None:
|
||||
"""
|
||||
Generate markers on F10 map for each existing objective
|
||||
"""
|
||||
if self.game.settings.generate_marks:
|
||||
mark_trigger = TriggerOnce(Event.NoEvent, "Marks generator")
|
||||
mark_trigger.add_condition(TimeAfter(1))
|
||||
v = 10
|
||||
for cp in self.game.theater.controlpoints:
|
||||
seen = set()
|
||||
for ground_object in cp.ground_objects:
|
||||
if ground_object.obj_name in seen:
|
||||
continue
|
||||
|
||||
seen.add(ground_object.obj_name)
|
||||
for location in ground_object.mark_locations:
|
||||
zone = self.mission.triggers.add_triggerzone(
|
||||
location, radius=10, hidden=True, name="MARK"
|
||||
)
|
||||
if cp.captured:
|
||||
name = ground_object.obj_name + " [ALLY]"
|
||||
else:
|
||||
name = ground_object.obj_name + " [ENEMY]"
|
||||
mark_trigger.add_action(MarkToAll(v, zone.id, String(name)))
|
||||
v += 1
|
||||
self.mission.triggerrules.triggers.append(mark_trigger)
|
||||
|
||||
def _generate_capture_triggers(
|
||||
self, player_coalition: str, enemy_coalition: str
|
||||
) -> None:
|
||||
"""Creates a pair of triggers for each control point of `cls.capture_zone_types`.
|
||||
One for the initial capture of a control point, and one if it is recaptured.
|
||||
Directly appends to the global `base_capture_events` var declared by `dcs_libaration.lua`
|
||||
"""
|
||||
for cp in self.game.theater.controlpoints:
|
||||
if isinstance(cp, self.capture_zone_types):
|
||||
if cp.captured:
|
||||
attacking_coalition = enemy_coalition
|
||||
attack_coalition_int = 1 # 1 is the Event int for Red
|
||||
defending_coalition = player_coalition
|
||||
defend_coalition_int = 2 # 2 is the Event int for Blue
|
||||
else:
|
||||
attacking_coalition = player_coalition
|
||||
attack_coalition_int = 2
|
||||
defending_coalition = enemy_coalition
|
||||
defend_coalition_int = 1
|
||||
|
||||
trigger_zone = self.mission.triggers.add_triggerzone(
|
||||
cp.position, radius=3000, hidden=False, name="CAPTURE"
|
||||
)
|
||||
flag = self.get_capture_zone_flag()
|
||||
capture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
|
||||
capture_trigger.add_condition(
|
||||
AllOfCoalitionOutsideZone(defending_coalition, trigger_zone.id)
|
||||
)
|
||||
capture_trigger.add_condition(
|
||||
PartOfCoalitionInZone(
|
||||
attacking_coalition, trigger_zone.id, unit_type="GROUND"
|
||||
)
|
||||
)
|
||||
capture_trigger.add_condition(FlagIsFalse(flag=flag))
|
||||
script_string = String(
|
||||
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{attack_coalition_int}||{cp.full_name}"'
|
||||
)
|
||||
capture_trigger.add_action(DoScript(script_string))
|
||||
capture_trigger.add_action(SetFlag(flag=flag))
|
||||
self.mission.triggerrules.triggers.append(capture_trigger)
|
||||
|
||||
recapture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
|
||||
recapture_trigger.add_condition(
|
||||
AllOfCoalitionOutsideZone(attacking_coalition, trigger_zone.id)
|
||||
)
|
||||
recapture_trigger.add_condition(
|
||||
PartOfCoalitionInZone(
|
||||
defending_coalition, trigger_zone.id, unit_type="GROUND"
|
||||
)
|
||||
)
|
||||
recapture_trigger.add_condition(FlagIsTrue(flag=flag))
|
||||
script_string = String(
|
||||
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{defend_coalition_int}||{cp.full_name}"'
|
||||
)
|
||||
recapture_trigger.add_action(DoScript(script_string))
|
||||
recapture_trigger.add_action(ClearFlag(flag=flag))
|
||||
self.mission.triggerrules.triggers.append(recapture_trigger)
|
||||
|
||||
def generate(self) -> None:
|
||||
player_coalition = "blue"
|
||||
enemy_coalition = "red"
|
||||
|
||||
self._set_skill(player_coalition, enemy_coalition)
|
||||
self._set_allegiances(player_coalition, enemy_coalition)
|
||||
self._gen_markers()
|
||||
self._generate_capture_triggers(player_coalition, enemy_coalition)
|
||||
|
||||
@classmethod
|
||||
def get_capture_zone_flag(cls) -> int:
|
||||
flag = cls.capture_zone_flag
|
||||
cls.capture_zone_flag += 1
|
||||
return flag
|
||||
108
gen/visualgen.py
108
gen/visualgen.py
@@ -1,108 +0,0 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import random
|
||||
from typing import TYPE_CHECKING, Any
|
||||
|
||||
from dcs.mission import Mission
|
||||
from dcs.unit import Static
|
||||
from dcs.unittype import StaticType
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from game import Game
|
||||
|
||||
from .conflictgen import Conflict
|
||||
|
||||
|
||||
class MarkerSmoke(StaticType):
|
||||
id = "big_smoke"
|
||||
category = "Effects"
|
||||
name = "big_smoke"
|
||||
shape_name = 5 # type: ignore
|
||||
rate = 0.1 # type: ignore
|
||||
|
||||
|
||||
class Smoke(StaticType):
|
||||
id = "big_smoke"
|
||||
category = "Effects"
|
||||
name = "big_smoke"
|
||||
shape_name = 2 # type: ignore
|
||||
rate = 1
|
||||
|
||||
|
||||
class BigSmoke(StaticType):
|
||||
id = "big_smoke"
|
||||
category = "Effects"
|
||||
name = "big_smoke"
|
||||
shape_name = 3 # type: ignore
|
||||
rate = 1
|
||||
|
||||
|
||||
class MassiveSmoke(StaticType):
|
||||
id = "big_smoke"
|
||||
category = "Effects"
|
||||
name = "big_smoke"
|
||||
shape_name = 4 # type: ignore
|
||||
rate = 1
|
||||
|
||||
|
||||
def __monkey_static_dict(self: Static) -> dict[str, Any]:
|
||||
global __original_static_dict
|
||||
|
||||
d = __original_static_dict(self)
|
||||
if self.type == "big_smoke":
|
||||
d["effectPreset"] = self.shape_name
|
||||
d["effectTransparency"] = self.rate
|
||||
return d
|
||||
|
||||
|
||||
__original_static_dict = Static.dict
|
||||
Static.dict = __monkey_static_dict # type: ignore
|
||||
|
||||
FRONT_SMOKE_RANDOM_SPREAD = 4000
|
||||
FRONT_SMOKE_TYPE_CHANCES = {
|
||||
2: MassiveSmoke,
|
||||
15: BigSmoke,
|
||||
30: Smoke,
|
||||
100: Smoke,
|
||||
}
|
||||
|
||||
|
||||
class VisualGenerator:
|
||||
def __init__(self, mission: Mission, game: Game) -> None:
|
||||
self.mission = mission
|
||||
self.game = game
|
||||
|
||||
def _generate_frontline_smokes(self) -> None:
|
||||
for front_line in self.game.theater.conflicts():
|
||||
from_cp = front_line.blue_cp
|
||||
to_cp = front_line.red_cp
|
||||
if from_cp.is_global or to_cp.is_global:
|
||||
continue
|
||||
|
||||
plane_start, heading, distance = Conflict.frontline_vector(
|
||||
front_line, self.game.theater
|
||||
)
|
||||
if not plane_start:
|
||||
continue
|
||||
|
||||
for offset in range(0, distance, self.game.settings.perf_smoke_spacing):
|
||||
position = plane_start.point_from_heading(heading.degrees, offset)
|
||||
|
||||
for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
|
||||
if random.randint(0, 100) <= k:
|
||||
pos = position.random_point_within(
|
||||
FRONT_SMOKE_RANDOM_SPREAD, FRONT_SMOKE_RANDOM_SPREAD
|
||||
)
|
||||
if not self.game.theater.is_on_land(pos):
|
||||
break
|
||||
|
||||
self.mission.static_group(
|
||||
self.mission.country(self.game.red.country_name),
|
||||
"",
|
||||
_type=v,
|
||||
position=pos,
|
||||
)
|
||||
break
|
||||
|
||||
def generate(self) -> None:
|
||||
self._generate_frontline_smokes()
|
||||
Reference in New Issue
Block a user