mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Move theater into game.
This commit is contained in:
@@ -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
5
game/theater/__init__.py
Normal file
@@ -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
192
game/theater/base.py
Normal file
@@ -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())
|
||||
515
game/theater/conflicttheater.py
Normal file
515
game/theater/conflicttheater.py
Normal file
@@ -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
|
||||
262
game/theater/controlpoint.py
Normal file
262
game/theater/controlpoint.py
Normal file
@@ -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
|
||||
]
|
||||
1
game/theater/frontline.py
Normal file
1
game/theater/frontline.py
Normal file
@@ -0,0 +1 @@
|
||||
"""Only here to keep compatibility for save games generated in version 2.2.0"""
|
||||
41
game/theater/landmap.py
Normal file
41
game/theater/landmap.py
Normal file
@@ -0,0 +1,41 @@
|
||||
import pickle
|
||||
from typing import Collection, Optional, Tuple
|
||||
import logging
|
||||
|
||||
Zone = Collection[Tuple[float, float]]
|
||||
Landmap = Tuple[Collection[Zone], Collection[Zone], Collection[Zone]]
|
||||
|
||||
|
||||
def load_landmap(filename: str) -> Optional[Landmap]:
|
||||
try:
|
||||
with open(filename, "rb") as f:
|
||||
return pickle.load(f)
|
||||
except:
|
||||
logging.exception(f"Failed to load landmap {filename}")
|
||||
return None
|
||||
|
||||
|
||||
def poly_contains(x, y, poly):
|
||||
n = len(poly)
|
||||
inside = False
|
||||
xints = 0.0
|
||||
p1x, p1y = poly[0]
|
||||
for i in range(n+1):
|
||||
p2x, p2y = poly[i % n]
|
||||
if y > min(p1y, p2y):
|
||||
if y <= max(p1y, p2y):
|
||||
if x <= max(p1x, p2x):
|
||||
if p1y != p2y:
|
||||
xints = (y-p1y)*(p2x-p1x)/(p2y-p1y)+p1x
|
||||
if p1x == p2x or x <= xints:
|
||||
inside = not inside
|
||||
p1x, p1y = p2x, p2y
|
||||
return inside
|
||||
|
||||
def poly_centroid(poly) -> Tuple[float, float]:
|
||||
x_list = [vertex[0] for vertex in poly]
|
||||
y_list = [vertex[1] for vertex in poly]
|
||||
x = sum(x_list) / len(poly)
|
||||
y = sum(y_list) / len(poly)
|
||||
return (x, y)
|
||||
|
||||
43
game/theater/missiontarget.py
Normal file
43
game/theater/missiontarget.py
Normal file
@@ -0,0 +1,43 @@
|
||||
from __future__ import annotations
|
||||
|
||||
from typing import Iterator, TYPE_CHECKING
|
||||
|
||||
from dcs.mapping import Point
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from gen.flights.flight import FlightType
|
||||
|
||||
|
||||
class MissionTarget:
|
||||
def __init__(self, name: str, position: Point) -> None:
|
||||
"""Initializes a mission target.
|
||||
|
||||
Args:
|
||||
name: The name of the mission target.
|
||||
position: The location of the mission target.
|
||||
"""
|
||||
self.name = name
|
||||
self.position = position
|
||||
|
||||
def distance_to(self, other: MissionTarget) -> int:
|
||||
"""Computes the distance to the given mission target."""
|
||||
return self.position.distance_to_point(other.position)
|
||||
|
||||
def is_friendly(self, to_player: bool) -> bool:
|
||||
"""Returns True if the objective is in friendly territory."""
|
||||
raise NotImplementedError
|
||||
|
||||
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
||||
from gen.flights.flight import FlightType
|
||||
if self.is_friendly(for_player):
|
||||
yield FlightType.BARCAP
|
||||
else:
|
||||
yield from [
|
||||
FlightType.ESCORT,
|
||||
FlightType.TARCAP,
|
||||
FlightType.SEAD,
|
||||
FlightType.SWEEP,
|
||||
# TODO: FlightType.ELINT,
|
||||
# TODO: FlightType.EWAR,
|
||||
# TODO: FlightType.RECON,
|
||||
]
|
||||
648
game/theater/start_generator.py
Normal file
648
game/theater/start_generator.py
Normal file
@@ -0,0 +1,648 @@
|
||||
from __future__ import annotations
|
||||
|
||||
import logging
|
||||
import math
|
||||
import pickle
|
||||
import random
|
||||
from typing import Any, Dict, List, Optional
|
||||
|
||||
from dcs.mapping import Point
|
||||
from dcs.task import CAP, CAS, PinpointStrike
|
||||
from dcs.vehicles import AirDefence
|
||||
|
||||
from game import Game, db
|
||||
from game.factions.faction import Faction
|
||||
from game.settings import Settings
|
||||
from game.version import VERSION
|
||||
from gen import namegen
|
||||
from gen.defenses.armor_group_generator import generate_armor_group
|
||||
from gen.fleet.ship_group_generator import (
|
||||
generate_carrier_group,
|
||||
generate_lha_group,
|
||||
generate_ship_group,
|
||||
)
|
||||
from gen.locations.preset_location_finder import PresetLocationFinder
|
||||
from gen.locations.preset_locations import PresetLocation
|
||||
from gen.missiles.missiles_group_generator import generate_missile_group
|
||||
from gen.sam.sam_group_generator import (
|
||||
generate_anti_air_group,
|
||||
generate_ewr_group, generate_shorad_group,
|
||||
)
|
||||
from theater import (
|
||||
ConflictTheater,
|
||||
ControlPoint,
|
||||
ControlPointType,
|
||||
TheaterGroundObject,
|
||||
)
|
||||
from game.theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
|
||||
from game.theater.theatergroundobject import (
|
||||
EwrGroundObject,
|
||||
SamGroundObject,
|
||||
BuildingGroundObject,
|
||||
CarrierGroundObject,
|
||||
LhaGroundObject,
|
||||
MissileSiteGroundObject,
|
||||
ShipGroundObject,
|
||||
VehicleGroupGroundObject,
|
||||
)
|
||||
|
||||
GroundObjectTemplates = Dict[str, Dict[str, Any]]
|
||||
|
||||
UNIT_VARIETY = 6
|
||||
UNIT_AMOUNT_FACTOR = 16
|
||||
UNIT_COUNT_IMPORTANCE_LOG = 1.3
|
||||
|
||||
COUNT_BY_TASK = {
|
||||
PinpointStrike: 12,
|
||||
CAP: 8,
|
||||
CAS: 4,
|
||||
AirDefence: 1,
|
||||
}
|
||||
|
||||
|
||||
class GameGenerator:
|
||||
def __init__(self, player: str, enemy: str, theater: ConflictTheater,
|
||||
settings: Settings, start_date, starting_budget: int,
|
||||
multiplier: float, midgame: bool) -> None:
|
||||
self.player = player
|
||||
self.enemy = enemy
|
||||
self.theater = theater
|
||||
self.settings = settings
|
||||
self.start_date = start_date
|
||||
self.starting_budget = starting_budget
|
||||
self.multiplier = multiplier
|
||||
self.midgame = midgame
|
||||
|
||||
def generate(self) -> Game:
|
||||
# Reset name generator
|
||||
namegen.reset()
|
||||
self.prepare_theater()
|
||||
self.populate_red_airbases()
|
||||
game = Game(player_name=self.player,
|
||||
enemy_name=self.enemy,
|
||||
theater=self.theater,
|
||||
start_date=self.start_date,
|
||||
settings=self.settings)
|
||||
|
||||
GroundObjectGenerator(game).generate()
|
||||
game.budget = self.starting_budget
|
||||
game.settings.multiplier = self.multiplier
|
||||
game.settings.sams = True
|
||||
game.settings.version = VERSION
|
||||
return game
|
||||
|
||||
def prepare_theater(self) -> None:
|
||||
to_remove = []
|
||||
# Auto-capture half the bases if midgame.
|
||||
if self.midgame:
|
||||
control_points = self.theater.controlpoints
|
||||
for control_point in control_points[:len(control_points) // 2]:
|
||||
control_point.captured = True
|
||||
|
||||
# Remove carrier and lha, invert situation if needed
|
||||
for cp in self.theater.controlpoints:
|
||||
no_carrier = self.settings.do_not_generate_carrier
|
||||
no_lha = self.settings.do_not_generate_lha
|
||||
if cp.cptype is ControlPointType.AIRCRAFT_CARRIER_GROUP and \
|
||||
no_carrier:
|
||||
to_remove.append(cp)
|
||||
elif cp.cptype is ControlPointType.LHA_GROUP and no_lha:
|
||||
to_remove.append(cp)
|
||||
|
||||
if self.settings.inverted:
|
||||
cp.captured = cp.captured_invert
|
||||
|
||||
# do remove
|
||||
for cp in to_remove:
|
||||
self.theater.controlpoints.remove(cp)
|
||||
|
||||
# TODO: Fix this. This captures all bases for blue.
|
||||
# reapply midgame inverted if needed
|
||||
if self.midgame and self.settings.inverted:
|
||||
for i, cp in enumerate(reversed(self.theater.controlpoints)):
|
||||
if i > len(self.theater.controlpoints):
|
||||
break
|
||||
else:
|
||||
cp.captured = True
|
||||
|
||||
def populate_red_airbases(self) -> None:
|
||||
for control_point in self.theater.enemy_points():
|
||||
if control_point.captured:
|
||||
continue
|
||||
self.populate_red_airbase(control_point)
|
||||
|
||||
def populate_red_airbase(self, control_point: ControlPoint) -> None:
|
||||
# Force reset cp on generation
|
||||
control_point.base.aircraft = {}
|
||||
control_point.base.armor = {}
|
||||
control_point.base.aa = {}
|
||||
control_point.base.commision_points = {}
|
||||
control_point.base.strength = 1
|
||||
|
||||
for task in [PinpointStrike, CAP, CAS, AirDefence]:
|
||||
if IMPORTANCE_HIGH <= control_point.importance <= IMPORTANCE_LOW:
|
||||
raise ValueError(
|
||||
f"CP importance must be between {IMPORTANCE_LOW} and "
|
||||
f"{IMPORTANCE_HIGH}, is {control_point.importance}")
|
||||
|
||||
importance_factor = ((control_point.importance - IMPORTANCE_LOW) /
|
||||
(IMPORTANCE_HIGH - IMPORTANCE_LOW))
|
||||
# noinspection PyTypeChecker
|
||||
unit_types = db.choose_units(task, importance_factor, UNIT_VARIETY,
|
||||
self.enemy)
|
||||
if not unit_types:
|
||||
continue
|
||||
|
||||
count_log = math.log(control_point.importance + 0.01,
|
||||
UNIT_COUNT_IMPORTANCE_LOG)
|
||||
count = max(
|
||||
COUNT_BY_TASK[task] * self.multiplier * (1 + count_log), 1
|
||||
)
|
||||
|
||||
count_per_type = max(int(float(count) / len(unit_types)), 1)
|
||||
for unit_type in unit_types:
|
||||
control_point.base.commision_units({unit_type: count_per_type})
|
||||
|
||||
|
||||
class ControlPointGroundObjectGenerator:
|
||||
def __init__(self, game: Game, control_point: ControlPoint) -> None:
|
||||
self.game = game
|
||||
self.control_point = control_point
|
||||
self.preset_locations = PresetLocationFinder.compute_possible_locations(game.theater.terrain.name, control_point.full_name)
|
||||
|
||||
@property
|
||||
def faction_name(self) -> str:
|
||||
if self.control_point.captured:
|
||||
return self.game.player_name
|
||||
else:
|
||||
return self.game.enemy_name
|
||||
|
||||
@property
|
||||
def faction(self) -> Faction:
|
||||
return db.FACTIONS[self.faction_name]
|
||||
|
||||
def generate(self) -> bool:
|
||||
self.control_point.connected_objectives = []
|
||||
if self.faction.navy_generators:
|
||||
# Even airbases can generate navies if they are close enough to the
|
||||
# water. This is not controlled by the control point definition, but
|
||||
# rather by whether or not the generator can find a valid position
|
||||
# for the ship.
|
||||
self.generate_navy()
|
||||
|
||||
return True
|
||||
|
||||
def generate_navy(self) -> None:
|
||||
skip_player_navy = self.game.settings.do_not_generate_player_navy
|
||||
if self.control_point.captured and skip_player_navy:
|
||||
return
|
||||
|
||||
skip_enemy_navy = self.game.settings.do_not_generate_enemy_navy
|
||||
if not self.control_point.captured and skip_enemy_navy:
|
||||
return
|
||||
|
||||
for _ in range(self.faction.navy_group_count):
|
||||
self.generate_ship()
|
||||
|
||||
def generate_ship(self) -> None:
|
||||
point = find_location(False, self.control_point.position,
|
||||
self.game.theater, 5000, 40000, [], False)
|
||||
if point is None:
|
||||
logging.error(
|
||||
f"Could not find point for {self.control_point}'s navy")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = ShipGroundObject(namegen.random_objective_name(), group_id, point,
|
||||
self.control_point)
|
||||
|
||||
group = generate_ship_group(self.game, g, self.faction_name)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def pick_preset_location(self, offshore=False) -> Optional[PresetLocation]:
|
||||
"""
|
||||
Return a preset location if any is setup and still available for this point
|
||||
@:param offshore Whether this should be an offshore location
|
||||
@:return The preset location if found; None if it couldn't be found
|
||||
"""
|
||||
if offshore:
|
||||
if len(self.preset_locations.offshore_locations) > 0:
|
||||
location = random.choice(self.preset_locations.offshore_locations)
|
||||
self.preset_locations.offshore_locations.remove(location)
|
||||
logging.info("Picked a preset offshore location")
|
||||
return location
|
||||
else:
|
||||
if len(self.preset_locations.ashore_locations) > 0:
|
||||
location = random.choice(self.preset_locations.ashore_locations)
|
||||
self.preset_locations.ashore_locations.remove(location)
|
||||
logging.info("Picked a preset ashore location")
|
||||
return location
|
||||
logging.info("No preset location found")
|
||||
return None
|
||||
|
||||
|
||||
class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
carrier_names = self.faction.carrier_names
|
||||
if not carrier_names:
|
||||
logging.info(
|
||||
f"Skipping generation of {self.control_point.name} because "
|
||||
f"{self.faction_name} has no carriers")
|
||||
return False
|
||||
|
||||
# Create ground object group
|
||||
group_id = self.game.next_group_id()
|
||||
g = CarrierGroundObject(namegen.random_objective_name(), group_id,
|
||||
self.control_point)
|
||||
group = generate_carrier_group(self.faction_name, self.game, g)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
self.control_point.name = random.choice(carrier_names)
|
||||
return True
|
||||
|
||||
|
||||
class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
lha_names = self.faction.helicopter_carrier_names
|
||||
if not lha_names:
|
||||
logging.info(
|
||||
f"Skipping generation of {self.control_point.name} because "
|
||||
f"{self.faction_name} has no LHAs")
|
||||
return False
|
||||
|
||||
# Create ground object group
|
||||
group_id = self.game.next_group_id()
|
||||
g = LhaGroundObject(namegen.random_objective_name(), group_id,
|
||||
self.control_point)
|
||||
group = generate_lha_group(self.faction_name, self.game, g)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
self.control_point.name = random.choice(lha_names)
|
||||
return True
|
||||
|
||||
|
||||
class BaseDefenseGenerator:
|
||||
def __init__(self, game: Game, control_point: ControlPoint) -> None:
|
||||
self.game = game
|
||||
self.control_point = control_point
|
||||
|
||||
@property
|
||||
def faction_name(self) -> str:
|
||||
if self.control_point.captured:
|
||||
return self.game.player_name
|
||||
else:
|
||||
return self.game.enemy_name
|
||||
|
||||
@property
|
||||
def faction(self) -> Faction:
|
||||
return db.FACTIONS[self.faction_name]
|
||||
|
||||
def generate(self) -> None:
|
||||
self.generate_ewr()
|
||||
self.generate_garrison()
|
||||
self.generate_base_defenses()
|
||||
|
||||
def generate_ewr(self) -> None:
|
||||
position = self._find_location()
|
||||
if position is None:
|
||||
logging.error("Could not find position for "
|
||||
f"{self.control_point} EWR")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = EwrGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point)
|
||||
|
||||
group = generate_ewr_group(self.game, g, self.faction_name)
|
||||
if group is None:
|
||||
return
|
||||
|
||||
g.groups = [group]
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_base_defenses(self) -> None:
|
||||
# First group has a 1/2 chance of being a SAM, 1/6 chance of SHORAD,
|
||||
# and a 1/6 chance of a garrison.
|
||||
#
|
||||
# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
|
||||
# being a garrison.
|
||||
for i in range(random.randint(2, 5)):
|
||||
if i == 0 and random.randint(0, 1) == 0:
|
||||
self.generate_sam()
|
||||
elif random.randint(0, 2) == 1:
|
||||
self.generate_shorad()
|
||||
else:
|
||||
self.generate_garrison()
|
||||
|
||||
def generate_garrison(self) -> None:
|
||||
position = self._find_location()
|
||||
if position is None:
|
||||
logging.error("Could not find position for "
|
||||
f"{self.control_point} garrison")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = VehicleGroupGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point,
|
||||
for_airbase=True)
|
||||
|
||||
group = generate_armor_group(self.faction_name, self.game, g)
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_sam(self) -> None:
|
||||
position = self._find_location()
|
||||
if position is None:
|
||||
logging.error("Could not find position for "
|
||||
f"{self.control_point} SAM")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=True)
|
||||
|
||||
group = generate_anti_air_group(self.game, g, self.faction_name)
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def generate_shorad(self) -> None:
|
||||
position = self._find_location()
|
||||
if position is None:
|
||||
logging.error("Could not find position for "
|
||||
f"{self.control_point} SHORAD")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=True)
|
||||
|
||||
group = generate_shorad_group(self.game, g, self.faction_name)
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.base_defenses.append(g)
|
||||
|
||||
def _find_location(self) -> Optional[Point]:
|
||||
position = find_location(True, self.control_point.position,
|
||||
self.game.theater, 400, 3200, [], True)
|
||||
|
||||
# Retry once, searching a bit further (On some big airbase, 3200 is too short (Ex : Incirlik))
|
||||
# But searching farther on every base would be problematic, as some base defense units
|
||||
# would end up very far away from small airfields.
|
||||
# (I know it's not good for performance, but this is only done on campaign generation)
|
||||
# TODO : Make the whole process less stupid with preset possible positions for each airbase
|
||||
if position is None:
|
||||
position = find_location(True, self.control_point.position,
|
||||
self.game.theater, 3200, 4800, [], True)
|
||||
return position
|
||||
|
||||
|
||||
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
|
||||
def __init__(self, game: Game, control_point: ControlPoint,
|
||||
templates: GroundObjectTemplates) -> None:
|
||||
super().__init__(game, control_point)
|
||||
self.templates = templates
|
||||
|
||||
def generate(self) -> bool:
|
||||
if not super().generate():
|
||||
return False
|
||||
|
||||
BaseDefenseGenerator(self.game, self.control_point).generate()
|
||||
self.generate_ground_points()
|
||||
|
||||
if self.faction.missiles:
|
||||
self.generate_missile_sites()
|
||||
|
||||
return True
|
||||
|
||||
def generate_ground_points(self) -> None:
|
||||
"""Generate ground objects and AA sites for the control point."""
|
||||
if self.control_point.is_global:
|
||||
return
|
||||
|
||||
# Always generate at least one AA point.
|
||||
self.generate_aa_site()
|
||||
|
||||
# And between 2 and 7 other objectives.
|
||||
amount = random.randrange(2, 7)
|
||||
for i in range(amount):
|
||||
# 1 in 4 additional objectives are AA.
|
||||
if random.randint(0, 3) == 0:
|
||||
self.generate_aa_site()
|
||||
else:
|
||||
self.generate_ground_point()
|
||||
|
||||
def generate_ground_point(self) -> None:
|
||||
try:
|
||||
category = random.choice(self.faction.building_set)
|
||||
except IndexError:
|
||||
logging.exception("Faction has no buildings defined")
|
||||
return
|
||||
|
||||
obj_name = namegen.random_objective_name()
|
||||
template = random.choice(list(self.templates[category].values()))
|
||||
|
||||
offshore = category == "oil"
|
||||
|
||||
# Pick from preset locations
|
||||
location = self.pick_preset_location(offshore)
|
||||
|
||||
# Else try the old algorithm
|
||||
if location is None:
|
||||
point = find_location(not offshore,
|
||||
self.control_point.position,
|
||||
self.game.theater, 10000, 40000,
|
||||
self.control_point.ground_objects)
|
||||
else:
|
||||
point = location.position
|
||||
|
||||
if point is None:
|
||||
logging.error(
|
||||
f"Could not find point for {obj_name} at {self.control_point}")
|
||||
return
|
||||
|
||||
object_id = 0
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
# TODO: Create only one TGO per objective, each with multiple units.
|
||||
for unit in template:
|
||||
object_id += 1
|
||||
|
||||
template_point = Point(unit["offset"].x, unit["offset"].y)
|
||||
g = BuildingGroundObject(
|
||||
obj_name, category, group_id, object_id, point + template_point,
|
||||
unit["heading"], self.control_point, unit["type"])
|
||||
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def generate_aa_site(self) -> None:
|
||||
obj_name = namegen.random_objective_name()
|
||||
|
||||
# Pick from preset locations
|
||||
location = self.pick_preset_location(False)
|
||||
|
||||
# If no preset location, then try the old algorithm
|
||||
if location is None:
|
||||
position = find_location(True, self.control_point.position,
|
||||
self.game.theater, 10000, 40000,
|
||||
self.control_point.ground_objects)
|
||||
else:
|
||||
position = location.position
|
||||
|
||||
if position is None:
|
||||
logging.error(
|
||||
f"Could not find point for {obj_name} at {self.control_point}")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = SamGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point, for_airbase=False)
|
||||
group = generate_anti_air_group(self.game, g, self.faction_name)
|
||||
if group is not None:
|
||||
g.groups = [group]
|
||||
self.control_point.connected_objectives.append(g)
|
||||
|
||||
def generate_missile_sites(self) -> None:
|
||||
for i in range(self.faction.missiles_group_count):
|
||||
self.generate_missile_site()
|
||||
|
||||
def generate_missile_site(self) -> None:
|
||||
|
||||
# Pick from preset locations
|
||||
location = self.pick_preset_location(False)
|
||||
|
||||
# If no preset location, then try the old algorithm
|
||||
if location is None:
|
||||
position = find_location(True, self.control_point.position,
|
||||
self.game.theater, 2500, 40000,
|
||||
[], False)
|
||||
else:
|
||||
position = location.position
|
||||
|
||||
|
||||
if position is None:
|
||||
logging.info(
|
||||
f"Could not find point for {self.control_point} missile site")
|
||||
return
|
||||
|
||||
group_id = self.game.next_group_id()
|
||||
|
||||
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
|
||||
position, self.control_point)
|
||||
group = generate_missile_group(self.game, g, self.faction_name)
|
||||
g.groups = []
|
||||
if group is not None:
|
||||
g.groups.append(group)
|
||||
self.control_point.connected_objectives.append(g)
|
||||
return
|
||||
|
||||
|
||||
class GroundObjectGenerator:
|
||||
def __init__(self, game: Game) -> None:
|
||||
self.game = game
|
||||
with open("resources/groundobject_templates.p", "rb") as f:
|
||||
self.templates: GroundObjectTemplates = pickle.load(f)
|
||||
|
||||
def generate(self) -> None:
|
||||
# Copied so we can remove items from the original list without breaking
|
||||
# the iterator.
|
||||
control_points = list(self.game.theater.controlpoints)
|
||||
for control_point in control_points:
|
||||
if not self.generate_for_control_point(control_point):
|
||||
self.game.theater.controlpoints.remove(control_point)
|
||||
|
||||
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
|
||||
generator: ControlPointGroundObjectGenerator
|
||||
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
|
||||
generator = CarrierGroundObjectGenerator(self.game, control_point)
|
||||
elif control_point.cptype == ControlPointType.LHA_GROUP:
|
||||
generator = LhaGroundObjectGenerator(self.game, control_point)
|
||||
else:
|
||||
generator = AirbaseGroundObjectGenerator(self.game, control_point,
|
||||
self.templates)
|
||||
return generator.generate()
|
||||
|
||||
|
||||
# TODO: https://stackoverflow.com/a/19482012/632035
|
||||
# A lot of the time spent on mission generation is spent in this function since
|
||||
# just randomly guess up to 1800 times and often fail. This is particularly
|
||||
# problematic while trying to find placement for navies in Nevada.
|
||||
def find_location(on_ground: bool, near: Point, theater: ConflictTheater,
|
||||
min_range: int, max_range: int,
|
||||
others: List[TheaterGroundObject],
|
||||
is_base_defense: bool = False) -> Optional[Point]:
|
||||
"""
|
||||
Find a valid ground object location
|
||||
:param on_ground: Whether it should be on ground or on sea (True = on
|
||||
ground)
|
||||
:param near: Point
|
||||
:param theater: Theater object
|
||||
:param min_range: Minimal range from point
|
||||
:param max_range: Max range from point
|
||||
:param others: Other already existing ground objects
|
||||
:param is_base_defense: True if the location is for base defense.
|
||||
:return:
|
||||
"""
|
||||
point = None
|
||||
for _ in range(300):
|
||||
|
||||
# Check if on land or sea
|
||||
p = near.random_point_within(max_range, min_range)
|
||||
if on_ground and theater.is_on_land(p):
|
||||
point = p
|
||||
elif not on_ground and theater.is_in_sea(p):
|
||||
point = p
|
||||
|
||||
if point:
|
||||
for angle in range(0, 360, 45):
|
||||
p = point.point_from_heading(angle, 2500)
|
||||
if on_ground and not theater.is_on_land(p):
|
||||
point = None
|
||||
break
|
||||
elif not on_ground and not theater.is_in_sea(p):
|
||||
point = None
|
||||
break
|
||||
if point:
|
||||
for other in others:
|
||||
if other.position.distance_to_point(point) < 10000:
|
||||
point = None
|
||||
break
|
||||
|
||||
if point:
|
||||
for control_point in theater.controlpoints:
|
||||
if is_base_defense:
|
||||
break
|
||||
if control_point.position != near:
|
||||
if point is None:
|
||||
break
|
||||
if control_point.position.distance_to_point(point) < 30000:
|
||||
point = None
|
||||
break
|
||||
for ground_obj in control_point.ground_objects:
|
||||
if ground_obj.position.distance_to_point(point) < 10000:
|
||||
point = None
|
||||
break
|
||||
|
||||
if point:
|
||||
return point
|
||||
return None
|
||||
336
game/theater/theatergroundobject.py
Normal file
336
game/theater/theatergroundobject.py
Normal 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}"
|
||||
Reference in New Issue
Block a user