Move theater into game.

This commit is contained in:
Dan Albert 2020-11-17 18:11:33 -08:00
parent 482bedd739
commit 8345063e84
41 changed files with 1363 additions and 1369 deletions

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@ -36,11 +36,6 @@ jobs:
run: |
./venv/scripts/activate
mypy gen
- name: mypy theater
run: |
./venv/scripts/activate
mypy theater
- name: update build number
run: |

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@ -43,11 +43,6 @@ jobs:
./venv/scripts/activate
mypy gen
- name: mypy theater
run: |
./venv/scripts/activate
mypy theater
- name: Build binaries
run: |
./venv/scripts/activate

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@ -1,5 +1,4 @@
import logging
import math
import random
import sys
from datetime import date, datetime, timedelta
@ -7,8 +6,7 @@ from typing import Dict, List
from dcs.action import Coalition
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike, Task
from dcs.unittype import UnitType
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from game import db
@ -21,8 +19,6 @@ from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.ground_forces.ai_ground_planner import GroundPlanner
from theater import ConflictTheater, ControlPoint
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from . import persistency
from .debriefing import Debriefing
from .event.event import Event, UnitsDeliveryEvent
@ -30,6 +26,7 @@ from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .infos.information import Information
from .settings import Settings
from .theater import ConflictTheater, ControlPoint
from .weather import Conditions, TimeOfDay
COMMISION_UNIT_VARIETY = 4

5
game/theater/__init__.py Normal file
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@ -0,0 +1,5 @@
from .base import *
from .conflicttheater import *
from .controlpoint import *
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject

192
game/theater/base.py Normal file
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@ -0,0 +1,192 @@
import itertools
import logging
import math
import typing
from typing import Dict, Type
from dcs.planes import PlaneType
from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
from dcs.unittype import UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game import db
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.3
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
class Base:
aircraft = {} # type: typing.Dict[PlaneType, int]
armor = {} # type: typing.Dict[VehicleType, int]
aa = {} # type: typing.Dict[AirDefence, int]
strength = 1 # type: float
def __init__(self):
self.aircraft = {}
self.armor = {}
self.aa = {}
self.commision_points: Dict[Type, float] = {}
self.strength = 1
@property
def total_planes(self) -> int:
return sum(self.aircraft.values())
@property
def total_armor(self) -> int:
return sum(self.armor.values())
@property
def total_aa(self) -> int:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]])
def total_units_of_type(self, unit_type) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type])
@property
def all_units(self):
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
def _find_best_unit(self, available_units: Dict[UnitType, int],
for_type: Task, count: int) -> Dict[UnitType, int]:
if count <= 0:
logging.warning("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [key for key in available_units if
key in db.UNIT_BY_TASK[for_type]]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
for unit_type in sorted_units:
existing_count = available_units[unit_type] # type: int
if not existing_count:
continue
if count <= 0:
break
result_unit_count = min(count, existing_count)
count -= result_unit_count
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
return self._find_best_unit(self.aircraft, for_type, count)
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
return self._find_best_unit(self.armor, for_type, count)
def append_commision_points(self, for_type, points: float) -> int:
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
return int(math.floor(points))
return 0
def filter_units(self, applicable_units: typing.Collection):
self.aircraft = {k: v for k, v in self.aircraft.items() if k in applicable_units}
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
def commision_units(self, units: typing.Dict[typing.Any, int]):
for value in units.values():
assert value > 0
assert value == math.floor(value)
for unit_type, unit_count in units.items():
for_task = db.unit_task(unit_type)
target_dict = None
if for_task == CAS or for_task == CAP or for_task == Embarking:
target_dict = self.aircraft
elif for_task == PinpointStrike:
target_dict = self.armor
elif for_task == AirDefence:
target_dict = self.aa
assert target_dict is not None
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
for unit_type, count in units_lost.items():
if unit_type in self.aircraft:
target_array = self.aircraft
elif unit_type in self.armor:
target_array = self.armor
else:
print("Base didn't find event type {}".format(unit_type))
continue
if unit_type not in target_array:
print("Base didn't find event type {}".format(unit_type))
continue
target_array[unit_type] = max(target_array[unit_type] - count, 0)
if target_array[unit_type] == 0:
del target_array[unit_type]
def affect_strength(self, amount):
self.strength += amount
if self.strength > BASE_MAX_STRENGTH:
self.strength = BASE_MAX_STRENGTH
elif self.strength <= 0:
self.strength = BASE_MIN_STRENGTH
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
else:
count = self.total_planes
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
def assemble_count(self):
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_planes, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_attack(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_defense(self) -> typing.Dict[Armor, int]:
count = int(self.total_armor * min(self.strength + 0.5, 1))
return self._find_best_armor(PinpointStrike, count)
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())

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@ -0,0 +1,515 @@
from __future__ import annotations
import logging
import json
from dataclasses import dataclass
from itertools import tee
from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Tuple, Union
from dcs.mapping import Point
from dcs.terrain import (
caucasus,
nevada,
normandy,
persiangulf,
syria,
thechannel,
)
from dcs.terrain.terrain import Terrain
from gen.flights.flight import FlightType
from .controlpoint import ControlPoint, MissionTarget
from .landmap import Landmap, load_landmap, poly_contains
Numeric = Union[int, float]
SIZE_TINY = 150
SIZE_SMALL = 600
SIZE_REGULAR = 1000
SIZE_BIG = 2000
SIZE_LARGE = 3000
IMPORTANCE_LOW = 1
IMPORTANCE_MEDIUM = 1.2
IMPORTANCE_HIGH = 1.4
"""
ALL_RADIALS = [0, 45, 90, 135, 180, 225, 270, 315, ]
COAST_NS_E = [45, 90, 135, ]
COAST_EW_N = [315, 0, 45, ]
COAST_NSEW_E = [225, 270, 315, ]
COAST_NSEW_W = [45, 90, 135, ]
COAST_NS_W = [225, 270, 315, ]
COAST_EW_S = [135, 180, 225, ]
"""
LAND = [0, 45, 90, 135, 180, 225, 270, 315, ]
COAST_V_E = [0, 45, 90, 135, 180]
COAST_V_W = [180, 225, 270, 315, 0]
COAST_A_W = [315, 0, 45, 135, 180, 225, 270]
COAST_A_E = [0, 45, 90, 135, 180, 225, 315]
COAST_H_N = [270, 315, 0, 45, 90]
COAST_H_S = [90, 135, 180, 225, 270]
COAST_DL_E = [45, 90, 135, 180, 225]
COAST_DL_W = [225, 270, 315, 0, 45]
COAST_DR_E = [315, 0, 45, 90, 135]
COAST_DR_W = [135, 180, 225, 315]
FRONTLINE_MIN_CP_DISTANCE = 5000
def pairwise(iterable):
"""
itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ...
"""
a, b = tee(iterable)
next(b, None)
return zip(a, b)
class ConflictTheater:
terrain: Terrain
reference_points: Dict[Tuple[float, float], Tuple[float, float]]
overview_image: str
landmap: Optional[Landmap]
"""
land_poly = None # type: Polygon
"""
daytime_map: Dict[str, Tuple[int, int]]
frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
def __init__(self):
self.controlpoints: List[ControlPoint] = []
self.frontline_data = FrontLine.load_json_frontlines(self)
"""
self.land_poly = geometry.Polygon(self.landmap[0][0])
for x in self.landmap[1]:
self.land_poly = self.land_poly.difference(geometry.Polygon(x))
"""
def add_controlpoint(self, point: ControlPoint,
connected_to: Optional[List[ControlPoint]] = None):
if connected_to is None:
connected_to = []
for connected_point in connected_to:
point.connect(to=connected_point)
self.controlpoints.append(point)
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for cp in self.controlpoints:
for g in cp.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_in_sea(self, point: Point) -> bool:
if not self.landmap:
return False
if self.is_on_land(point):
return False
for sea in self.landmap[2]:
if poly_contains(point.x, point.y, sea):
return True
return False
def is_on_land(self, point: Point) -> bool:
if not self.landmap:
return True
is_point_included = False
for inclusion_zone in self.landmap[0]:
if poly_contains(point.x, point.y, inclusion_zone):
is_point_included = True
if not is_point_included:
return False
for exclusion_zone in self.landmap[1]:
if poly_contains(point.x, point.y, exclusion_zone):
return False
return True
def player_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if point.captured]
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if not point.captured]
def add_json_cp(self, theater, p: dict) -> ControlPoint:
if p["type"] == "airbase":
airbase = theater.terrain.airports[p["id"]].__class__
if "radials" in p.keys():
radials = p["radials"]
else:
radials = LAND
if "size" in p.keys():
size = p["size"]
else:
size = SIZE_REGULAR
if "importance" in p.keys():
importance = p["importance"]
else:
importance = IMPORTANCE_MEDIUM
cp = ControlPoint.from_airport(airbase, radials, size, importance)
elif p["type"] == "carrier":
cp = ControlPoint.carrier("carrier", Point(p["x"], p["y"]), p["id"])
else:
cp = ControlPoint.lha("lha", Point(p["x"], p["y"]), p["id"])
if "captured_invert" in p.keys():
cp.captured_invert = p["captured_invert"]
else:
cp.captured_invert = False
return cp
@staticmethod
def from_json(data: Dict[str, Any]) -> ConflictTheater:
theaters = {
"Caucasus": CaucasusTheater,
"Nevada": NevadaTheater,
"Persian Gulf": PersianGulfTheater,
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
}
theater = theaters[data["theater"]]
t = theater()
cps = {}
for p in data["player_points"]:
cp = t.add_json_cp(theater, p)
cp.captured = True
cps[p["id"]] = cp
t.add_controlpoint(cp)
for p in data["enemy_points"]:
cp = t.add_json_cp(theater, p)
cps[p["id"]] = cp
t.add_controlpoint(cp)
for l in data["links"]:
cps[l[0]].connect(cps[l[1]])
cps[l[1]].connect(cps[l[0]])
return t
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = {(-317948.32727306, 635639.37385346): (278.5 * 4, 319 * 4),
(-355692.3067714, 617269.96285781): (263 * 4, 352 * 4), }
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
"dusk": (18, 20),
"night": (0, 5),
}
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = {
(persiangulf.Shiraz_International_Airport.position.x, persiangulf.Shiraz_International_Airport.position.y): (
772, -1970),
(persiangulf.Liwa_Airbase.position.x, persiangulf.Liwa_Airbase.position.y): (1188, 78), }
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
overview_image = "nevada.gif"
reference_points = {(nevada.Mina_Airport_3Q0.position.x, nevada.Mina_Airport_3Q0.position.y): (45 * 2, -360 * 2),
(nevada.Laughlin_Airport.position.x, nevada.Laughlin_Airport.position.y): (440 * 2, 80 * 2), }
landmap = load_landmap("resources\\nevlandmap.p")
daytime_map = {
"dawn": (4, 6),
"day": (6, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
overview_image = "normandy.gif"
reference_points = {(normandy.Needs_Oar_Point.position.x, normandy.Needs_Oar_Point.position.y): (-170, -1000),
(normandy.Evreux.position.x, normandy.Evreux.position.y): (2020, 500)}
landmap = load_landmap("resources\\normandylandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
overview_image = "thechannel.gif"
reference_points = {(thechannel.Abbeville_Drucat.position.x, thechannel.Abbeville_Drucat.position.y): (2400, 4100),
(thechannel.Detling.position.x, thechannel.Detling.position.y): (1100, 2000)}
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
overview_image = "syria.gif"
reference_points = {(syria.Eyn_Shemer.position.x, syria.Eyn_Shemer.position.y): (1300, 1380),
(syria.Tabqa.position.x, syria.Tabqa.position.y): (2060, 570)}
landmap = load_landmap("resources\\syrialandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@dataclass
class ComplexFrontLine:
"""
Stores data necessary for building a multi-segment frontline.
"points" should be ordered from closest to farthest distance originating from start_cp.position
"""
start_cp: ControlPoint
points: List[Point]
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> Numeric:
"""The heading of the frontline segment from player to enemy control point"""
return self.point_a.heading_between_point(self.point_b)
@property
def attack_distance(self) -> Numeric:
"""Length of the segment"""
return self.point_a.distance_to_point(self.point_b)
class FrontLine(MissionTarget):
"""Defines a front line location between two control points.
Front lines are the area where ground combat happens.
Overwrites the entirety of MissionTarget __init__ method to allow for
dynamic position calculation.
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
self.segments: List[FrontLineSegment] = []
self.theater = theater
self._build_segments()
self.name = f"Front line {control_point_a}/{control_point_b}"
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
return False
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.CAS,
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.control_point_a, self.control_point_b
@property
def middle_point(self):
self.point_from_a(self.attack_distance / 2)
@property
def attack_distance(self):
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@property
def active_segment(self) -> FrontLineSegment:
"""The FrontLine segment where there can be an active conflict"""
if self._position_distance <= self.segments[0].attack_distance:
return self.segments[0]
remaining_dist = self._position_distance
for segment in self.segments:
if remaining_dist <= segment.attack_distance:
return segment
else:
remaining_dist -= segment.attack_distance
logging.error(
"Frontline attack distance is greater than the sum of its segments"
)
return self.segments[0]
def point_from_a(self, distance: Numeric) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.control_point_a.position.point_from_heading(
self.segments[0].attack_heading, distance
)
remaining_dist = distance
for segment in self.segments:
if remaining_dist < segment.attack_distance:
return segment.point_a.point_from_heading(
segment.attack_heading, remaining_dist
)
else:
remaining_dist -= segment.attack_distance
@property
def _position_distance(self) -> float:
"""
The distance from point "a" where the conflict should occur
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.control_point_b.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.control_point_a.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
"""
Ensures the frontline conflict is never located within the minimum distance
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
def _build_segments(self) -> None:
"""Create line segments for the frontline"""
control_point_ids = "|".join(
[str(self.control_point_a.id), str(self.control_point_b.id)]
) # from_cp.id|to_cp.id
reversed_cp_ids = "|".join(
[str(self.control_point_b.id), str(self.control_point_a.id)]
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
# First, check if control point id pair matches in order, and create segments if a match is found.
if control_point_ids in complex_frontlines:
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# Check the reverse order and build in reverse if found.
elif reversed_cp_ids in complex_frontlines:
point_pairs = pairwise(
reversed(complex_frontlines[reversed_cp_ids].points)
)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# If no complex frontline has been configured, fall back to the old straight line method.
else:
self.segments.append(
FrontLineSegment(
self.control_point_a.position, self.control_point_b.position
)
)
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
with open(path, "r") as file:
logging.debug(f"Loading frontline from {path}...")
data = json.load(file)
return {
frontline: ComplexFrontLine(
data[frontline]["start_cp"],
[Point(i[0], i[1]) for i in data[frontline]["points"]],
)
for frontline in data
}
except OSError:
logging.warning(
f"Unable to load preset frontlines for {theater.terrain.name}"
)
return None

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@ -0,0 +1,262 @@
from __future__ import annotations
import itertools
import re
from enum import Enum
from typing import Dict, Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport
from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
TheaterGroundObject,
)
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint(MissionTarget):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
frontline_offset = 0.0
alt = 0
def __init__(self, id: int, name: str, position: Point,
at: db.StartingPosition, radials: List[int], size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r" |-", name)[:2]), position)
self.id = id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
obj.airport = airport()
return obj
@classmethod
def carrier(cls, name: str, at: Point, id: int):
import game.theater.conflicttheater
cp = cls(id, name, at, at, game.theater.conflicttheater.LAND, game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
return cp
@classmethod
def lha(cls, name: str, at: Point, id: int):
import game.theater.conflicttheater
cp = cls(id, name, at, at, game.theater.conflicttheater.LAND, game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
return cp
@property
def heading(self):
if self.cptype == ControlPointType.AIRBASE:
return self.airport.runways[0].heading
elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
return 0 # TODO compute heading
else:
return 0
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return self.cptype in [ControlPointType.LHA_GROUP]
@property
def sea_radials(self) -> List[int]:
# TODO: fix imports
all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
result = []
for r in all_radials:
if r not in self.radials:
result.append(r)
return result
@property
def available_aircraft_slots(self):
"""
:return: The maximum number of aircraft that can be stored in this control point
"""
if self.cptype == ControlPointType.AIRBASE:
return len(self.airport.parking_slots)
elif self.is_lha:
return 20
elif self.is_carrier:
return 90
else:
return 0
def connect(self, to):
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_radial(self, heading: int, ignored_radial: int = None) -> int:
closest_radial = 0
closest_radial_delta = 360
for radial in [x for x in self.radials if x != ignored_radial]:
delta = abs(radial - heading)
if delta < closest_radial_delta:
closest_radial = radial
closest_radial_delta = delta
return closest_radial
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import BaseDefenseGenerator
self.base_defenses = []
BaseDefenseGenerator(game, self).generate()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
if self.is_fleet:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: Buddy tanking for the A-4?
# TODO: Rescue chopper?
# TODO: Inter-ship logistics?
]
else:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
if self.is_fleet:
yield FlightType.ANTISHIP
else:
yield from [
# TODO: FlightType.STRIKE
]

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@ -0,0 +1 @@
"""Only here to keep compatibility for save games generated in version 2.2.0"""

View File

@ -34,8 +34,8 @@ from theater import (
ControlPointType,
TheaterGroundObject,
)
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from theater.theatergroundobject import (
from game.theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from game.theater.theatergroundobject import (
EwrGroundObject,
SamGroundObject,
BuildingGroundObject,

View File

@ -0,0 +1,336 @@
from __future__ import annotations
import itertools
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import Group
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from gen.flights.flight import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"power": "Power plant",
"ammo": "Ammo depot",
"fuel": "Fuel depot",
"aa": "AA Defense Site",
"ware": "Warehouse",
"farp": "FARP",
"fob": "FOB",
"factory": "Factory",
"comms": "Comms. tower",
"oil": "Oil platform",
"derrick": "Derrick",
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR":"EWR",
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"aa": "AA",
"ware": "WARE",
"farp": "FARP",
"fob": "FOB",
"factory": "FACTORY",
"comms": "COMMST",
"oil": "OILP",
"derrick": "DERK",
"ww2bunker": "BUNK",
"village": "VLG",
"allycamp": "CMP",
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, sea_object: bool) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
self.heading = heading
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.airbase_group = airbase_group
self.sea_object = sea_object
self.is_dead = False
# TODO: There is never more than one group.
self.groups: List[Group] = []
@property
def units(self) -> List[Unit]:
"""
:return: all the units at this location
"""
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
def is_same_group(self, identifier: str) -> bool:
return self.group_id == identifier
@property
def obj_name(self) -> str:
return self.name
@property
def faction_color(self) -> str:
return "BLUE" if self.control_point.captured else "RED"
def is_friendly(self, to_player: bool) -> bool:
return self.control_point.is_friendly(to_player)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
]
yield from super().mission_types(for_player)
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, control_point: ControlPoint,
dcs_identifier: str) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=False,
sea_object=False
)
self.object_id = object_id
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}|{self.object_id}"
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
class GenericCarrierGroundObject(NavalGroundObject):
pass
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
)
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
# armor garrisons at airbases. These should each be split into their own types.
class SamGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
class EwrGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="EWR",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="EWR",
airbase_group=True,
sea_object=False
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
return f"{self.faction_color}|{super().group_name}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
class ShipGroundObject(NavalGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"

View File

@ -84,7 +84,7 @@ from gen.flights.flight import (
from gen.radios import MHz, Radio, RadioFrequency, RadioRegistry, get_radio
from gen.runways import RunwayData
from theater import TheaterGroundObject
from theater.controlpoint import ControlPoint, ControlPointType
from game.theater.controlpoint import ControlPoint, ControlPointType
from .conflictgen import Conflict
from .flights.flightplan import (
CasFlightPlan,

View File

@ -16,7 +16,7 @@ from typing import Dict, List, Optional
from dcs.mapping import Point
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
from .flights.flight import Flight, FlightType
from .flights.flightplan import FormationFlightPlan

View File

@ -2,19 +2,18 @@
Briefing generation logic
"""
from __future__ import annotations
import os
import random
import logging
from dataclasses import dataclass
from theater import FrontLine
from typing import List, Dict, TYPE_CHECKING
from jinja2 import Environment, FileSystemLoader, select_autoescape
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 theater import ControlPoint
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData

View File

@ -14,7 +14,7 @@ from dcs.ships import (
from game.factions.faction import Faction
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game

View File

@ -2,7 +2,7 @@ from __future__ import annotations
from typing import TYPE_CHECKING
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
from gen.sam.group_generator import ShipGroupGenerator
from dcs.unittype import ShipType

View File

@ -16,7 +16,7 @@ from dcs.ships import (
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:

View File

@ -55,7 +55,7 @@ from theater import (
)
# Avoid importing some types that cause circular imports unless type checking.
from theater.theatergroundobject import (
from game.theater.theatergroundobject import (
EwrGroundObject,
NavalGroundObject, VehicleGroupGroundObject,
)

View File

@ -9,7 +9,7 @@ from dcs.point import MovingPoint, PointAction
from dcs.unittype import FlyingType
from game import db
from theater.controlpoint import ControlPoint, MissionTarget
from game.theater.controlpoint import ControlPoint, MissionTarget
if TYPE_CHECKING:
from gen.ato import Package

View File

@ -27,7 +27,7 @@ from theater import (
SamGroundObject,
TheaterGroundObject,
)
from theater.theatergroundobject import EwrGroundObject
from game.theater.theatergroundobject import EwrGroundObject
from .closestairfields import ObjectiveDistanceCache
from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from .traveltime import GroundSpeed, TravelTime

View File

@ -28,7 +28,7 @@ from game import db
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
from game.db import unit_type_from_name
from theater import ControlPoint, TheaterGroundObject
from theater.theatergroundobject import (
from game.theater.theatergroundobject import (
BuildingGroundObject, CarrierGroundObject,
GenericCarrierGroundObject,
LhaGroundObject, ShipGroundObject,

View File

@ -2,7 +2,7 @@ from abc import ABC
from game import Game
from gen.sam.group_generator import GroupGenerator
from theater.theatergroundobject import SamGroundObject
from game.theater.theatergroundobject import SamGroundObject
class GenericSamGroupGenerator(GroupGenerator, ABC):

View File

@ -1,7 +1,7 @@
from __future__ import annotations
import math
import random
from typing import TYPE_CHECKING, Optional
from typing import TYPE_CHECKING
from dcs import unitgroup
from dcs.point import PointAction
@ -9,7 +9,7 @@ from dcs.unit import Vehicle, Ship
from dcs.unittype import VehicleType
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game

View File

@ -1,18 +1,21 @@
import random
from typing import List, Optional, Type
from dcs.vehicles import AirDefence
from dcs.unitgroup import VehicleGroup
from dcs.vehicles import AirDefence
from game import Game, db
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import SamGroundObject
from gen.sam.aaa_bofors import BoforsGenerator
from gen.sam.aaa_flak import FlakGenerator
from gen.sam.aaa_flak18 import Flak18Generator
from gen.sam.aaa_ww2_ally_flak import AllyWW2FlakGenerator
from gen.sam.aaa_zu23_insurgent import ZU23InsurgentGenerator
from gen.sam.cold_war_flak import EarlyColdWarFlakGenerator, ColdWarFlakGenerator
from gen.sam.cold_war_flak import (
ColdWarFlakGenerator,
EarlyColdWarFlakGenerator,
)
from gen.sam.ewrs import (
BigBirdGenerator,
BoxSpringGenerator,
@ -25,6 +28,7 @@ from gen.sam.ewrs import (
StraightFlushGenerator,
TallRackGenerator,
)
from gen.sam.freya_ewr import FreyaGenerator
from gen.sam.group_generator import GroupGenerator
from gen.sam.sam_avenger import AvengerGenerator
from gen.sam.sam_chaparral import ChaparralGenerator
@ -50,9 +54,6 @@ from gen.sam.sam_zsu23 import ZSU23Generator
from gen.sam.sam_zu23 import ZU23Generator
from gen.sam.sam_zu23_ural import ZU23UralGenerator
from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
from gen.sam.freya_ewr import FreyaGenerator
from theater import TheaterGroundObject
from theater.theatergroundobject import SamGroundObject
SAM_MAP = {
"HawkGenerator": HawkGenerator,

View File

@ -2,7 +2,7 @@
from typing import Optional
from gen.flights.flight import Flight
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
from .models import GameModel, PackageModel
from .windows.mission.QEditFlightDialog import QEditFlightDialog
from .windows.mission.QPackageDialog import (

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@ -16,7 +16,7 @@ from gen.ato import AirTaskingOrder, Package
from gen.flights.flight import Flight
from gen.flights.traveltime import TotEstimator
from qt_ui.uiconstants import AIRCRAFT_ICONS
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
class DeletableChildModelManager:

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@ -1,10 +1,9 @@
import os
from typing import Dict
from pathlib import Path
from PySide2.QtGui import QColor, QFont, QPixmap
from theater.theatergroundobject import CATEGORY_MAP
from game.theater.theatergroundobject import CATEGORY_MAP
from .liberation_theme import get_theme_icons

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@ -5,7 +5,7 @@ from PySide2.QtWidgets import QComboBox
from dcs.planes import PlaneType
from game.inventory import GlobalAircraftInventory
from theater.controlpoint import ControlPoint
from game.theater.controlpoint import ControlPoint
class QOriginAirfieldSelector(QComboBox):

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@ -40,8 +40,8 @@ from qt_ui.widgets.map.QMapControlPoint import QMapControlPoint
from qt_ui.widgets.map.QMapGroundObject import QMapGroundObject
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from theater import ControlPoint
from theater.conflicttheater import FrontLine
from theater.theatergroundobject import (
from game.theater.conflicttheater import FrontLine
from game.theater.theatergroundobject import (
EwrGroundObject,
MissileSiteGroundObject,
TheaterGroundObject,

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@ -13,7 +13,7 @@ from PySide2.QtWidgets import (
from qt_ui.dialogs import Dialog
from qt_ui.windows.mission.QPackageDialog import QNewPackageDialog
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
class QMapObject(QGraphicsRectItem):

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@ -24,7 +24,7 @@ from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.ato import QFlightList
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.mission.flight.QFlightCreator import QFlightCreator
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
class QPackageDialog(QDialog):

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@ -4,7 +4,7 @@ from PySide2.QtWidgets import QAbstractItemView, QListView
from qt_ui.models import GameModel
from qt_ui.windows.mission.QFlightItem import QFlightItem
from theater.controlpoint import ControlPoint
from game.theater.controlpoint import ControlPoint
class QPlannedFlightsView(QListView):

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@ -15,7 +15,7 @@ from qt_ui.windows.newgame.QCampaignList import (
QCampaignList,
load_campaigns,
)
from theater.start_generator import GameGenerator
from game.theater.start_generator import GameGenerator
jinja_env = Environment(
loader=FileSystemLoader("resources/ui/templates"),

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@ -1,5 +1,2 @@
from .base import *
from .conflicttheater import *
from .controlpoint import *
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject
# For save game compatibility. Remove before 2.3.
from game.theater import *

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@ -1,192 +1,2 @@
import itertools
import logging
import math
import typing
from typing import Dict, Type
from dcs.planes import PlaneType
from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
from dcs.unittype import UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game import db
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.3
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
class Base:
aircraft = {} # type: typing.Dict[PlaneType, int]
armor = {} # type: typing.Dict[VehicleType, int]
aa = {} # type: typing.Dict[AirDefence, int]
strength = 1 # type: float
def __init__(self):
self.aircraft = {}
self.armor = {}
self.aa = {}
self.commision_points: Dict[Type, float] = {}
self.strength = 1
@property
def total_planes(self) -> int:
return sum(self.aircraft.values())
@property
def total_armor(self) -> int:
return sum(self.armor.values())
@property
def total_aa(self) -> int:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]])
def total_units_of_type(self, unit_type) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type])
@property
def all_units(self):
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
def _find_best_unit(self, available_units: Dict[UnitType, int],
for_type: Task, count: int) -> Dict[UnitType, int]:
if count <= 0:
logging.warning("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [key for key in available_units if
key in db.UNIT_BY_TASK[for_type]]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
for unit_type in sorted_units:
existing_count = available_units[unit_type] # type: int
if not existing_count:
continue
if count <= 0:
break
result_unit_count = min(count, existing_count)
count -= result_unit_count
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
return self._find_best_unit(self.aircraft, for_type, count)
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
return self._find_best_unit(self.armor, for_type, count)
def append_commision_points(self, for_type, points: float) -> int:
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
return int(math.floor(points))
return 0
def filter_units(self, applicable_units: typing.Collection):
self.aircraft = {k: v for k, v in self.aircraft.items() if k in applicable_units}
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
def commision_units(self, units: typing.Dict[typing.Any, int]):
for value in units.values():
assert value > 0
assert value == math.floor(value)
for unit_type, unit_count in units.items():
for_task = db.unit_task(unit_type)
target_dict = None
if for_task == CAS or for_task == CAP or for_task == Embarking:
target_dict = self.aircraft
elif for_task == PinpointStrike:
target_dict = self.armor
elif for_task == AirDefence:
target_dict = self.aa
assert target_dict is not None
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
for unit_type, count in units_lost.items():
if unit_type in self.aircraft:
target_array = self.aircraft
elif unit_type in self.armor:
target_array = self.armor
else:
print("Base didn't find event type {}".format(unit_type))
continue
if unit_type not in target_array:
print("Base didn't find event type {}".format(unit_type))
continue
target_array[unit_type] = max(target_array[unit_type] - count, 0)
if target_array[unit_type] == 0:
del target_array[unit_type]
def affect_strength(self, amount):
self.strength += amount
if self.strength > BASE_MAX_STRENGTH:
self.strength = BASE_MAX_STRENGTH
elif self.strength <= 0:
self.strength = BASE_MIN_STRENGTH
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
else:
count = self.total_planes
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
def assemble_count(self):
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_planes, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[PlaneType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_attack(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_defense(self) -> typing.Dict[Armor, int]:
count = int(self.total_armor * min(self.strength + 0.5, 1))
return self._find_best_armor(PinpointStrike, count)
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())
# For save compat. Remove in 2.3.
from game.theater.base import *

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@ -1,515 +1,2 @@
from __future__ import annotations
import logging
import json
from dataclasses import dataclass
from itertools import tee
from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Tuple, Union
from dcs.mapping import Point
from dcs.terrain import (
caucasus,
nevada,
normandy,
persiangulf,
syria,
thechannel,
)
from dcs.terrain.terrain import Terrain
from gen.flights.flight import FlightType
from .controlpoint import ControlPoint, MissionTarget
from .landmap import Landmap, load_landmap, poly_contains
Numeric = Union[int, float]
SIZE_TINY = 150
SIZE_SMALL = 600
SIZE_REGULAR = 1000
SIZE_BIG = 2000
SIZE_LARGE = 3000
IMPORTANCE_LOW = 1
IMPORTANCE_MEDIUM = 1.2
IMPORTANCE_HIGH = 1.4
"""
ALL_RADIALS = [0, 45, 90, 135, 180, 225, 270, 315, ]
COAST_NS_E = [45, 90, 135, ]
COAST_EW_N = [315, 0, 45, ]
COAST_NSEW_E = [225, 270, 315, ]
COAST_NSEW_W = [45, 90, 135, ]
COAST_NS_W = [225, 270, 315, ]
COAST_EW_S = [135, 180, 225, ]
"""
LAND = [0, 45, 90, 135, 180, 225, 270, 315, ]
COAST_V_E = [0, 45, 90, 135, 180]
COAST_V_W = [180, 225, 270, 315, 0]
COAST_A_W = [315, 0, 45, 135, 180, 225, 270]
COAST_A_E = [0, 45, 90, 135, 180, 225, 315]
COAST_H_N = [270, 315, 0, 45, 90]
COAST_H_S = [90, 135, 180, 225, 270]
COAST_DL_E = [45, 90, 135, 180, 225]
COAST_DL_W = [225, 270, 315, 0, 45]
COAST_DR_E = [315, 0, 45, 90, 135]
COAST_DR_W = [135, 180, 225, 315]
FRONTLINE_MIN_CP_DISTANCE = 5000
def pairwise(iterable):
"""
itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ...
"""
a, b = tee(iterable)
next(b, None)
return zip(a, b)
class ConflictTheater:
terrain: Terrain
reference_points: Dict[Tuple[float, float], Tuple[float, float]]
overview_image: str
landmap: Optional[Landmap]
"""
land_poly = None # type: Polygon
"""
daytime_map: Dict[str, Tuple[int, int]]
frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
def __init__(self):
self.controlpoints: List[ControlPoint] = []
self.frontline_data = FrontLine.load_json_frontlines(self)
"""
self.land_poly = geometry.Polygon(self.landmap[0][0])
for x in self.landmap[1]:
self.land_poly = self.land_poly.difference(geometry.Polygon(x))
"""
def add_controlpoint(self, point: ControlPoint,
connected_to: Optional[List[ControlPoint]] = None):
if connected_to is None:
connected_to = []
for connected_point in connected_to:
point.connect(to=connected_point)
self.controlpoints.append(point)
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for cp in self.controlpoints:
for g in cp.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_in_sea(self, point: Point) -> bool:
if not self.landmap:
return False
if self.is_on_land(point):
return False
for sea in self.landmap[2]:
if poly_contains(point.x, point.y, sea):
return True
return False
def is_on_land(self, point: Point) -> bool:
if not self.landmap:
return True
is_point_included = False
for inclusion_zone in self.landmap[0]:
if poly_contains(point.x, point.y, inclusion_zone):
is_point_included = True
if not is_point_included:
return False
for exclusion_zone in self.landmap[1]:
if poly_contains(point.x, point.y, exclusion_zone):
return False
return True
def player_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if point.captured]
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if not point.captured]
def add_json_cp(self, theater, p: dict) -> ControlPoint:
if p["type"] == "airbase":
airbase = theater.terrain.airports[p["id"]].__class__
if "radials" in p.keys():
radials = p["radials"]
else:
radials = LAND
if "size" in p.keys():
size = p["size"]
else:
size = SIZE_REGULAR
if "importance" in p.keys():
importance = p["importance"]
else:
importance = IMPORTANCE_MEDIUM
cp = ControlPoint.from_airport(airbase, radials, size, importance)
elif p["type"] == "carrier":
cp = ControlPoint.carrier("carrier", Point(p["x"], p["y"]), p["id"])
else:
cp = ControlPoint.lha("lha", Point(p["x"], p["y"]), p["id"])
if "captured_invert" in p.keys():
cp.captured_invert = p["captured_invert"]
else:
cp.captured_invert = False
return cp
@staticmethod
def from_json(data: Dict[str, Any]) -> ConflictTheater:
theaters = {
"Caucasus": CaucasusTheater,
"Nevada": NevadaTheater,
"Persian Gulf": PersianGulfTheater,
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
}
theater = theaters[data["theater"]]
t = theater()
cps = {}
for p in data["player_points"]:
cp = t.add_json_cp(theater, p)
cp.captured = True
cps[p["id"]] = cp
t.add_controlpoint(cp)
for p in data["enemy_points"]:
cp = t.add_json_cp(theater, p)
cps[p["id"]] = cp
t.add_controlpoint(cp)
for l in data["links"]:
cps[l[0]].connect(cps[l[1]])
cps[l[1]].connect(cps[l[0]])
return t
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = {(-317948.32727306, 635639.37385346): (278.5 * 4, 319 * 4),
(-355692.3067714, 617269.96285781): (263 * 4, 352 * 4), }
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
"dusk": (18, 20),
"night": (0, 5),
}
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = {
(persiangulf.Shiraz_International_Airport.position.x, persiangulf.Shiraz_International_Airport.position.y): (
772, -1970),
(persiangulf.Liwa_Airbase.position.x, persiangulf.Liwa_Airbase.position.y): (1188, 78), }
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
overview_image = "nevada.gif"
reference_points = {(nevada.Mina_Airport_3Q0.position.x, nevada.Mina_Airport_3Q0.position.y): (45 * 2, -360 * 2),
(nevada.Laughlin_Airport.position.x, nevada.Laughlin_Airport.position.y): (440 * 2, 80 * 2), }
landmap = load_landmap("resources\\nevlandmap.p")
daytime_map = {
"dawn": (4, 6),
"day": (6, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
overview_image = "normandy.gif"
reference_points = {(normandy.Needs_Oar_Point.position.x, normandy.Needs_Oar_Point.position.y): (-170, -1000),
(normandy.Evreux.position.x, normandy.Evreux.position.y): (2020, 500)}
landmap = load_landmap("resources\\normandylandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
overview_image = "thechannel.gif"
reference_points = {(thechannel.Abbeville_Drucat.position.x, thechannel.Abbeville_Drucat.position.y): (2400, 4100),
(thechannel.Detling.position.x, thechannel.Detling.position.y): (1100, 2000)}
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
overview_image = "syria.gif"
reference_points = {(syria.Eyn_Shemer.position.x, syria.Eyn_Shemer.position.y): (1300, 1380),
(syria.Tabqa.position.x, syria.Tabqa.position.y): (2060, 570)}
landmap = load_landmap("resources\\syrialandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@dataclass
class ComplexFrontLine:
"""
Stores data necessary for building a multi-segment frontline.
"points" should be ordered from closest to farthest distance originating from start_cp.position
"""
start_cp: ControlPoint
points: List[Point]
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> Numeric:
"""The heading of the frontline segment from player to enemy control point"""
return self.point_a.heading_between_point(self.point_b)
@property
def attack_distance(self) -> Numeric:
"""Length of the segment"""
return self.point_a.distance_to_point(self.point_b)
class FrontLine(MissionTarget):
"""Defines a front line location between two control points.
Front lines are the area where ground combat happens.
Overwrites the entirety of MissionTarget __init__ method to allow for
dynamic position calculation.
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
self.segments: List[FrontLineSegment] = []
self.theater = theater
self._build_segments()
self.name = f"Front line {control_point_a}/{control_point_b}"
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
return False
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.CAS,
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.control_point_a, self.control_point_b
@property
def middle_point(self):
self.point_from_a(self.attack_distance / 2)
@property
def attack_distance(self):
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@property
def active_segment(self) -> FrontLineSegment:
"""The FrontLine segment where there can be an active conflict"""
if self._position_distance <= self.segments[0].attack_distance:
return self.segments[0]
remaining_dist = self._position_distance
for segment in self.segments:
if remaining_dist <= segment.attack_distance:
return segment
else:
remaining_dist -= segment.attack_distance
logging.error(
"Frontline attack distance is greater than the sum of its segments"
)
return self.segments[0]
def point_from_a(self, distance: Numeric) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.control_point_a.position.point_from_heading(
self.segments[0].attack_heading, distance
)
remaining_dist = distance
for segment in self.segments:
if remaining_dist < segment.attack_distance:
return segment.point_a.point_from_heading(
segment.attack_heading, remaining_dist
)
else:
remaining_dist -= segment.attack_distance
@property
def _position_distance(self) -> float:
"""
The distance from point "a" where the conflict should occur
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.control_point_b.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.control_point_a.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
"""
Ensures the frontline conflict is never located within the minimum distance
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
def _build_segments(self) -> None:
"""Create line segments for the frontline"""
control_point_ids = "|".join(
[str(self.control_point_a.id), str(self.control_point_b.id)]
) # from_cp.id|to_cp.id
reversed_cp_ids = "|".join(
[str(self.control_point_b.id), str(self.control_point_a.id)]
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
# First, check if control point id pair matches in order, and create segments if a match is found.
if control_point_ids in complex_frontlines:
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# Check the reverse order and build in reverse if found.
elif reversed_cp_ids in complex_frontlines:
point_pairs = pairwise(
reversed(complex_frontlines[reversed_cp_ids].points)
)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# If no complex frontline has been configured, fall back to the old straight line method.
else:
self.segments.append(
FrontLineSegment(
self.control_point_a.position, self.control_point_b.position
)
)
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
with open(path, "r") as file:
logging.debug(f"Loading frontline from {path}...")
data = json.load(file)
return {
frontline: ComplexFrontLine(
data[frontline]["start_cp"],
[Point(i[0], i[1]) for i in data[frontline]["points"]],
)
for frontline in data
}
except OSError:
logging.warning(
f"Unable to load preset frontlines for {theater.terrain.name}"
)
return None
# For save compat. Remove in 2.3.
from game.theater.conflicttheater import *

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@ -1,262 +1,2 @@
from __future__ import annotations
import itertools
import re
from enum import Enum
from typing import Dict, Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport
from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
TheaterGroundObject,
)
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint(MissionTarget):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
frontline_offset = 0.0
alt = 0
def __init__(self, id: int, name: str, position: Point,
at: db.StartingPosition, radials: List[int], size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r" |-", name)[:2]), position)
self.id = id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
obj.airport = airport()
return obj
@classmethod
def carrier(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
return cp
@classmethod
def lha(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
return cp
@property
def heading(self):
if self.cptype == ControlPointType.AIRBASE:
return self.airport.runways[0].heading
elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
return 0 # TODO compute heading
else:
return 0
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return self.cptype in [ControlPointType.LHA_GROUP]
@property
def sea_radials(self) -> List[int]:
# TODO: fix imports
all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
result = []
for r in all_radials:
if r not in self.radials:
result.append(r)
return result
@property
def available_aircraft_slots(self):
"""
:return: The maximum number of aircraft that can be stored in this control point
"""
if self.cptype == ControlPointType.AIRBASE:
return len(self.airport.parking_slots)
elif self.is_lha:
return 20
elif self.is_carrier:
return 90
else:
return 0
def connect(self, to):
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_radial(self, heading: int, ignored_radial: int = None) -> int:
closest_radial = 0
closest_radial_delta = 360
for radial in [x for x in self.radials if x != ignored_radial]:
delta = abs(radial - heading)
if delta < closest_radial_delta:
closest_radial = radial
closest_radial_delta = delta
return closest_radial
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import BaseDefenseGenerator
self.base_defenses = []
BaseDefenseGenerator(game, self).generate()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
if self.is_fleet:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: Buddy tanking for the A-4?
# TODO: Rescue chopper?
# TODO: Inter-ship logistics?
]
else:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
if self.is_fleet:
yield FlightType.ANTISHIP
else:
yield from [
# TODO: FlightType.STRIKE
]
# For save compat. Remove in 2.3.
from game.theater.controlpoint import *

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@ -1,2 +1,3 @@
"""Only here to keep compatibility for save games generated in version 2.2.0"""
from theater.conflicttheater import *
# For save compat. Remove in 2.3.
from game.theater.frontline import *
from game.theater.conflicttheater import FrontLine

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@ -1,336 +1,2 @@
from __future__ import annotations
import itertools
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import Group
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from gen.flights.flight import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"power": "Power plant",
"ammo": "Ammo depot",
"fuel": "Fuel depot",
"aa": "AA Defense Site",
"ware": "Warehouse",
"farp": "FARP",
"fob": "FOB",
"factory": "Factory",
"comms": "Comms. tower",
"oil": "Oil platform",
"derrick": "Derrick",
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR":"EWR",
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"aa": "AA",
"ware": "WARE",
"farp": "FARP",
"fob": "FOB",
"factory": "FACTORY",
"comms": "COMMST",
"oil": "OILP",
"derrick": "DERK",
"ww2bunker": "BUNK",
"village": "VLG",
"allycamp": "CMP",
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, sea_object: bool) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
self.heading = heading
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.airbase_group = airbase_group
self.sea_object = sea_object
self.is_dead = False
# TODO: There is never more than one group.
self.groups: List[Group] = []
@property
def units(self) -> List[Unit]:
"""
:return: all the units at this location
"""
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
def is_same_group(self, identifier: str) -> bool:
return self.group_id == identifier
@property
def obj_name(self) -> str:
return self.name
@property
def faction_color(self) -> str:
return "BLUE" if self.control_point.captured else "RED"
def is_friendly(self, to_player: bool) -> bool:
return self.control_point.is_friendly(to_player)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
]
yield from super().mission_types(for_player)
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, control_point: ControlPoint,
dcs_identifier: str) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=False,
sea_object=False
)
self.object_id = object_id
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}|{self.object_id}"
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
class GenericCarrierGroundObject(NavalGroundObject):
pass
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
)
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
# armor garrisons at airbases. These should each be split into their own types.
class SamGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
class EwrGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="EWR",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="EWR",
airbase_group=True,
sea_object=False
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
return f"{self.faction_color}|{super().group_name}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
class ShipGroundObject(NavalGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
# For save compat. Remove in 2.3.
from game.theater.theatergroundobject import *

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@ -1,4 +0,0 @@
class WeatherForecast:
pass