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[3/3] Rework hold points.
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@@ -1,2 +1,3 @@
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from .holdzonegeometry import HoldZoneGeometry
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from .ipzonegeometry import IpZoneGeometry
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from .joinzonegeometry import JoinZoneGeometry
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108
game/flightplan/holdzonegeometry.py
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108
game/flightplan/holdzonegeometry.py
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@@ -0,0 +1,108 @@
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from __future__ import annotations
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from typing import TYPE_CHECKING
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import shapely.ops
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from dcs import Point
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from shapely.geometry import Point as ShapelyPoint, Polygon, MultiPolygon
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from game.theater import ConflictTheater
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from game.utils import nautical_miles
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if TYPE_CHECKING:
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from game.coalition import Coalition
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class HoldZoneGeometry:
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"""Defines the zones used for finding optimal hold point placement.
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The zones themselves are stored in the class rather than just the resulting hold
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point so that the zones can be drawn in the map for debugging purposes.
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"""
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def __init__(
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self,
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target: Point,
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home: Point,
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ip: Point,
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join: Point,
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coalition: Coalition,
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theater: ConflictTheater,
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) -> None:
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# Hold points are placed one of two ways. Either approach guarantees:
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#
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# * Safe hold point.
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# * Minimum distance to the join point.
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# * Not closer to the target than the join point.
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#
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# 1. As near the join point as possible with a specific distance from the
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# departure airfield. This prevents loitering directly above the airfield but
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# also keeps the hold point close to the departure airfield.
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#
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# 2. Alternatively, if the entire home zone is excluded by the above criteria,
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# as neat the departure airfield as possible within a minimum distance from
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# the join point, with a restricted turn angle at the join point. This
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# handles the case where we need to backtrack from the departure airfield and
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# the join point to place the hold point, but the turn angle limit restricts
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# the maximum distance of the backtrack while maintaining the direction of
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# the flight plan.
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self.threat_zone = coalition.opponent.threat_zone.all
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self.home = ShapelyPoint(home.x, home.y)
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self.join = ShapelyPoint(join.x, join.y)
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self.join_bubble = self.join.buffer(coalition.doctrine.push_distance.meters)
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join_to_target_distance = join.distance_to_point(target)
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self.target_bubble = ShapelyPoint(target.x, target.y).buffer(
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join_to_target_distance
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)
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self.home_bubble = self.home.buffer(coalition.doctrine.hold_distance.meters)
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excluded_zones = shapely.ops.unary_union(
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[self.join_bubble, self.target_bubble, self.threat_zone]
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)
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if not isinstance(excluded_zones, MultiPolygon):
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excluded_zones = MultiPolygon([excluded_zones])
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self.excluded_zones = excluded_zones
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join_heading = ip.heading_between_point(join)
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# Arbitrarily large since this is later constrained by the map boundary, and
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# we'll be picking a location close to the IP anyway. Just used to avoid real
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# distance calculations to project to the map edge.
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large_distance = nautical_miles(400).meters
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turn_limit = 40
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join_limit_ccw = join.point_from_heading(
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join_heading - turn_limit, large_distance
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)
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join_limit_cw = join.point_from_heading(
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join_heading + turn_limit, large_distance
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)
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join_direction_limit_wedge = Polygon(
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[
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(join.x, join.y),
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(join_limit_ccw.x, join_limit_ccw.y),
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(join_limit_cw.x, join_limit_cw.y),
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]
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)
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permissible_zones = (
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coalition.nav_mesh.map_bounds(theater)
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.intersection(join_direction_limit_wedge)
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.difference(self.excluded_zones)
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.difference(self.home_bubble)
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)
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if not isinstance(permissible_zones, MultiPolygon):
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permissible_zones = MultiPolygon([permissible_zones])
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self.permissible_zones = permissible_zones
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self.preferred_lines = self.home_bubble.boundary.difference(self.excluded_zones)
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def find_best_hold_point(self) -> Point:
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if self.preferred_lines.is_empty:
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hold, _ = shapely.ops.nearest_points(self.permissible_zones, self.home)
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else:
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hold, _ = shapely.ops.nearest_points(self.preferred_lines, self.join)
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return Point(hold.x, hold.y)
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@@ -4,7 +4,7 @@ from typing import TYPE_CHECKING
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import shapely.ops
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from dcs import Point
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from shapely.geometry import Point as ShapelyPoint
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from shapely.geometry import Point as ShapelyPoint, MultiPolygon
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from game.utils import nautical_miles, meters
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@@ -81,10 +81,14 @@ class IpZoneGeometry:
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# the home bubble.
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self.permissible_zone = self.ip_bubble
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self.safe_zone = self.permissible_zone.difference(
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safe_zones = self.permissible_zone.difference(
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self.threat_zone.buffer(attack_distance_buffer.meters)
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)
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if not isinstance(safe_zones, MultiPolygon):
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safe_zones = MultiPolygon([safe_zones])
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self.safe_zones = safe_zones
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def _unsafe_ip(self) -> ShapelyPoint:
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unthreatened_home_zone = self.home_bubble.difference(self.threat_zone)
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if unthreatened_home_zone.is_empty:
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@@ -104,10 +108,10 @@ class IpZoneGeometry:
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def _safe_ip(self) -> ShapelyPoint:
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# We have a zone of possible IPs that are safe, close enough, and in range. Pick
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# the IP in the zone that's closest to the target.
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return shapely.ops.nearest_points(self.safe_zone, self.home)[0]
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return shapely.ops.nearest_points(self.safe_zones, self.home)[0]
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def find_best_ip(self) -> Point:
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if self.safe_zone.is_empty:
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if self.safe_zones.is_empty:
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ip = self._unsafe_ip()
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else:
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ip = self._safe_ip()
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@@ -4,7 +4,12 @@ from typing import TYPE_CHECKING
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import shapely.ops
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from dcs import Point
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from shapely.geometry import Point as ShapelyPoint, Polygon
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from shapely.geometry import (
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Point as ShapelyPoint,
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Polygon,
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MultiPolygon,
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MultiLineString,
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)
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from game.theater import ConflictTheater
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from game.utils import nautical_miles
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@@ -51,10 +56,14 @@ class JoinZoneGeometry:
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self.home_bubble = self.home.buffer(min_distance_from_home.meters)
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self.excluded_zone = shapely.ops.unary_union(
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[self.home_bubble, self.ip_bubble, self.target_bubble, self.threat_zone]
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excluded_zones = shapely.ops.unary_union(
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[self.ip_bubble, self.target_bubble, self.threat_zone]
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)
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if not isinstance(excluded_zones, MultiPolygon):
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excluded_zones = MultiPolygon([excluded_zones])
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self.excluded_zones = excluded_zones
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ip_heading = target.heading_between_point(ip)
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# Arbitrarily large since this is later constrained by the map boundary, and
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@@ -73,12 +82,14 @@ class JoinZoneGeometry:
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]
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)
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self.permissible_line = (
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coalition.nav_mesh.map_bounds(theater)
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.intersection(ip_direction_limit_wedge)
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.intersection(self.excluded_zone.boundary)
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)
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permissible_lines = ip_direction_limit_wedge.intersection(
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self.excluded_zones.boundary
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).difference(self.home_bubble)
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if not isinstance(permissible_lines, MultiLineString):
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permissible_lines = MultiLineString([permissible_lines])
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self.permissible_lines = permissible_lines
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def find_best_join_point(self) -> Point:
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join, _ = shapely.ops.nearest_points(self.permissible_line, self.home)
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join, _ = shapely.ops.nearest_points(self.permissible_lines, self.home)
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return Point(join.x, join.y)
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