Move Flight and its related components out of gen.

This commit is contained in:
Dan Albert
2021-09-13 23:23:59 -07:00
parent 52b9656a1a
commit be69d17345
87 changed files with 587 additions and 551 deletions

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@@ -83,14 +83,13 @@ from game.theater.theatergroundobject import TheaterGroundObject
from game.transfers import MultiGroupTransport
from game.unitmap import UnitMap
from game.utils import Distance, meters, nautical_miles, pairwise
from gen.ato import AirTaskingOrder, Package
from game.ato.airtaaskingorder import AirTaskingOrder
from game.ato.package import Package
from gen.callsigns import create_group_callsign_from_unit
from gen.flights.flight import (
Flight,
FlightType,
FlightWaypoint,
FlightWaypointType,
)
from game.ato.flighttype import FlightType
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flight import Flight
from gen.lasercoderegistry import LaserCodeRegistry
from gen.radios import RadioFrequency, RadioRegistry
from gen.runways import RunwayData

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@@ -1,234 +0,0 @@
"""Air Tasking Orders.
The classes of the Air Tasking Order (ATO) define all of the missions that have
been planned, and which aircraft have been assigned to them. Each planned
mission, or "package" is composed of individual flights. The package may contain
dissimilar aircraft performing different roles, but all for the same goal. For
example, the package to strike an enemy airfield may contain an escort flight,
a SEAD flight, and the strike aircraft themselves. CAP packages may contain only
the single CAP flight.
"""
from __future__ import annotations
import logging
from collections import defaultdict
from dataclasses import dataclass, field
from datetime import timedelta
from typing import Dict, List, Optional
from dcs.mapping import Point
from game.theater.missiontarget import MissionTarget
from game.utils import Speed
from .flights.flight import Flight, FlightType
from .flights.flightplan import FormationFlightPlan
from .flights.traveltime import TotEstimator
@dataclass(frozen=True)
class Task:
"""The main task of a flight or package."""
#: The type of task.
task_type: FlightType
#: The location of the objective.
location: str
@dataclass(frozen=True)
class PackageWaypoints:
join: Point
ingress: Point
split: Point
@dataclass
class Package:
"""A mission package."""
#: The mission target. Currently can be either a ControlPoint or a
#: TheaterGroundObject (non-ControlPoint map objectives).
target: MissionTarget
#: The set of flights in the package.
flights: List[Flight] = field(default_factory=list)
delay: int = field(default=0)
#: True if the package ToT should be reset to ASAP whenever the player makes
#: a change. This is really a UI property rather than a game property, but
#: we want it to persist in the save.
auto_asap: bool = field(default=False)
#: Desired TOT as an offset from mission start.
time_over_target: timedelta = field(default=timedelta())
waypoints: Optional[PackageWaypoints] = field(default=None)
@property
def has_players(self) -> bool:
return any(flight.client_count for flight in self.flights)
@property
def formation_speed(self) -> Optional[Speed]:
"""The speed of the package when in formation.
If none of the flights in the package will join a formation, this
returns None. This is nto uncommon, since only strike-like (strike,
DEAD, anti-ship, BAI, etc.) flights and their escorts fly in formation.
Others (CAP and CAS, currently) will coordinate in target timing but
fly their own path to the target.
"""
speeds = []
for flight in self.flights:
if isinstance(flight.flight_plan, FormationFlightPlan):
speeds.append(flight.flight_plan.best_flight_formation_speed)
if not speeds:
return None
return min(speeds)
# TODO: Should depend on the type of escort.
# SEAD might be able to leave before CAP.
@property
def escort_start_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
waypoint = flight.flight_plan.request_escort_at()
if waypoint is None:
continue
tot = flight.flight_plan.tot_for_waypoint(waypoint)
if tot is None:
logging.error(
f"{flight} requested escort at {waypoint} but that "
"waypoint has no TOT. It may not be escorted."
)
continue
times.append(tot)
if times:
return min(times)
return None
@property
def escort_end_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
waypoint = flight.flight_plan.dismiss_escort_at()
if waypoint is None:
continue
tot = flight.flight_plan.tot_for_waypoint(waypoint)
if tot is None:
tot = flight.flight_plan.depart_time_for_waypoint(waypoint)
if tot is None:
logging.error(
f"{flight} dismissed escort at {waypoint} but that "
"waypoint has no TOT or departure time. It may not be "
"escorted."
)
continue
times.append(tot)
if times:
return max(times)
return None
@property
def mission_departure_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
times.append(flight.flight_plan.mission_departure_time)
if times:
return max(times)
return None
def set_tot_asap(self) -> None:
self.time_over_target = TotEstimator(self).earliest_tot()
def add_flight(self, flight: Flight) -> None:
"""Adds a flight to the package."""
self.flights.append(flight)
def remove_flight(self, flight: Flight) -> None:
"""Removes a flight from the package."""
self.flights.remove(flight)
if not self.flights:
self.waypoints = None
@property
def primary_task(self) -> Optional[FlightType]:
if not self.flights:
return None
flight_counts: Dict[FlightType, int] = defaultdict(lambda: 0)
for flight in self.flights:
flight_counts[flight.flight_type] += 1
# The package will contain a mix of mission types, but in general we can
# determine the goal of the mission because some mission types are more
# likely to be the main task than others. For example, a package with
# only CAP flights is a CAP package, a flight with CAP and strike is a
# strike package, a flight with CAP and DEAD is a DEAD package, and a
# flight with strike and SEAD is an OCA/Strike package. This list defines the
# priority order for package task names. The package's primary task will be the
# first task in this list that matches a flight in the package.
tasks_by_priority = [
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
FlightType.BAI,
FlightType.DEAD,
FlightType.TRANSPORT,
FlightType.SEAD,
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.AEWC,
FlightType.FERRY,
FlightType.REFUELING,
FlightType.SWEEP,
FlightType.ESCORT,
]
for task in tasks_by_priority:
if flight_counts[task]:
return task
# If we get here, our task_priorities list above is incomplete. Log the
# issue and return the type of *any* flight in the package.
some_mission = next(iter(self.flights)).flight_type
logging.warning(f"Unhandled mission type: {some_mission}")
return some_mission
@property
def package_description(self) -> str:
"""Generates a package description based on flight composition."""
task = self.primary_task
if task is None:
return "No mission"
oca_strike_types = {FlightType.OCA_AIRCRAFT, FlightType.OCA_RUNWAY}
if task in oca_strike_types:
return "OCA Strike"
return str(task)
def __hash__(self) -> int:
# TODO: Far from perfect. Number packages?
return hash(self.target.name)
@dataclass
class AirTaskingOrder:
"""The entire ATO for one coalition."""
#: The set of all planned packages in the ATO.
packages: List[Package] = field(default_factory=list)
def add_package(self, package: Package) -> None:
"""Adds a package to the ATO."""
self.packages.append(package)
def remove_package(self, package: Package) -> None:
"""Removes a package from the ATO."""
self.packages.remove(package)
def clear(self) -> None:
"""Removes all packages from the ATO."""
self.packages.clear()

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@@ -15,7 +15,7 @@ from game.theater import ControlPoint, FrontLine
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
from .flights.flight import FlightWaypoint
from game.ato.flightwaypoint import FlightWaypoint
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData

View File

@@ -108,7 +108,7 @@ from dcs.planes import (
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from gen.flights.flight import FlightType
from game.ato.flighttype import FlightType
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.hercules.hercules import Hercules

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@@ -1,369 +0,0 @@
from __future__ import annotations
from datetime import timedelta
from enum import Enum
from typing import List, Optional, TYPE_CHECKING, Union, Sequence
from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction
from dcs.unit import Unit
from game.dcs.aircrafttype import AircraftType
from game.theater.controlpoint import ControlPoint, MissionTarget
from game.utils import Distance, meters
from gen.flights.loadouts import Loadout
if TYPE_CHECKING:
from game.squadrons import Pilot, Squadron
from game.transfers import TransferOrder
from gen.ato import Package
from gen.flights.flightplan import FlightPlan
class FlightType(Enum):
"""Enumeration of mission types.
The value of each enumeration is the name that will be shown in the UI.
These values are persisted to the save game as well since they are a part of
each flight and thus a part of the ATO, so changing these values will break
save compat.
When adding new mission types to this list, you will also need to update:
* flightplan.py: Add waypoint population in generate_flight_plan. Add a new flight
plan type if necessary, though most are a subclass of StrikeFlightPlan.
* aircraft.py: Add a configuration method and call it in setup_flight_group. This is
responsible for configuring waypoint 0 actions like setting ROE, threat reaction,
and mission abort parameters (winchester, bingo, etc).
* Implementations of MissionTarget.mission_types: A mission type can only be planned
against compatible targets. The mission_types method of each target class defines
which missions may target it.
* ai_flight_planner_db.py: Add the new mission type to aircraft_for_task that
returns the list of compatible aircraft in order of preference.
You may also need to update:
* flight.py: Add a new waypoint type if necessary. Most mission types will need
these, as aircraft.py uses the ingress point type to specialize AI tasks, and non-
strike-like missions will need more specialized control.
* ai_flight_planner.py: Use the new mission type in propose_missions so the AI will
plan the new mission type.
* FlightType.is_air_to_air and FlightType.is_air_to_ground: If the new mission type
fits either of these categories, update those methods accordingly.
"""
TARCAP = "TARCAP"
BARCAP = "BARCAP"
CAS = "CAS"
INTERCEPTION = "Intercept"
STRIKE = "Strike"
ANTISHIP = "Anti-ship"
SEAD = "SEAD"
DEAD = "DEAD"
ESCORT = "Escort"
BAI = "BAI"
SWEEP = "Fighter sweep"
OCA_RUNWAY = "OCA/Runway"
OCA_AIRCRAFT = "OCA/Aircraft"
AEWC = "AEW&C"
TRANSPORT = "Transport"
SEAD_ESCORT = "SEAD Escort"
REFUELING = "Refueling"
FERRY = "Ferry"
def __str__(self) -> str:
return self.value
@classmethod
def from_name(cls, name: str) -> FlightType:
for entry in cls:
if name == entry.value:
return entry
raise KeyError(f"No FlightType with name {name}")
@property
def is_air_to_air(self) -> bool:
return self in {
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.INTERCEPTION,
FlightType.ESCORT,
FlightType.SWEEP,
}
@property
def is_air_to_ground(self) -> bool:
return self in {
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.SEAD,
FlightType.DEAD,
FlightType.BAI,
FlightType.OCA_RUNWAY,
FlightType.OCA_AIRCRAFT,
FlightType.SEAD_ESCORT,
}
class FlightWaypointType(Enum):
"""Enumeration of waypoint types.
The value of the enum has no meaning but should remain stable to prevent breaking
save game compatibility.
When adding a new waypoint type, you will also need to update:
* waypointbuilder.py: Add a builder to simplify construction of the new waypoint
type unless the new waypoint type will be a parameter to an existing builder
method (such as how escort ingress waypoints work).
* aircraft.py: Associate AI actions with the new waypoint type by subclassing
PydcsWaypointBuilder and using it in PydcsWaypointBuilder.for_waypoint.
"""
TAKEOFF = 0 # Take off point
ASCEND_POINT = 1 # Ascension point after take off
PATROL = 2 # Patrol point
PATROL_TRACK = 3 # Patrol race track
NAV = 4 # Nav point
INGRESS_STRIKE = 5 # Ingress strike (For generator, means that this should have bombing on next TARGET_POINT points)
INGRESS_SEAD = 6 # Ingress sead (For generator, means that this should attack groups on TARGET_GROUP_LOC points)
INGRESS_CAS = 7 # Ingress cas (should start CAS task)
CAS = 8 # Should do CAS there
EGRESS = 9 # Should stop attack
DESCENT_POINT = 10 # Should start descending to pattern alt
LANDING_POINT = 11 # Should land there
TARGET_POINT = 12 # A target building or static object, position
TARGET_GROUP_LOC = 13 # A target group approximate location
TARGET_SHIP = 14 # Unused.
CUSTOM = 15 # User waypoint (no specific behaviour)
JOIN = 16
SPLIT = 17
LOITER = 18
INGRESS_ESCORT = 19
INGRESS_DEAD = 20
INGRESS_SWEEP = 21
INGRESS_BAI = 22
DIVERT = 23
INGRESS_OCA_RUNWAY = 24
INGRESS_OCA_AIRCRAFT = 25
PICKUP = 26
DROP_OFF = 27
BULLSEYE = 28
class FlightWaypoint:
def __init__(
self,
waypoint_type: FlightWaypointType,
x: float,
y: float,
alt: Distance = meters(0),
control_point: Optional[ControlPoint] = None,
) -> None:
"""Creates a flight waypoint.
Args:
waypoint_type: The waypoint type.
x: X coordinate of the waypoint.
y: Y coordinate of the waypoint.
alt: Altitude of the waypoint. By default this is MSL, but it can be
changed to AGL by setting alt_type to "RADIO"
control_point: The control point to associate with this waypoint. Needed for
landing points.
"""
self.waypoint_type = waypoint_type
self.x = x
self.y = y
self.alt = alt
self.control_point = control_point
self.alt_type = "BARO"
self.name = ""
# TODO: Merge with pretty_name.
# Only used in the waypoint list in the flight edit page. No sense
# having three names. A short and long form is enough.
self.description = ""
self.targets: Sequence[Union[MissionTarget, Unit]] = []
self.obj_name = ""
self.pretty_name = ""
self.only_for_player = False
self.flyover = False
# The minimum amount of fuel remaining at this waypoint in pounds.
self.min_fuel: Optional[float] = None
# These are set very late by the air conflict generator (part of mission
# generation). We do it late so that we don't need to propagate changes
# to waypoint times whenever the player alters the package TOT or the
# flight's offset in the UI.
self.tot: Optional[timedelta] = None
self.departure_time: Optional[timedelta] = None
@property
def position(self) -> Point:
return Point(self.x, self.y)
@classmethod
def from_pydcs(cls, point: MovingPoint, from_cp: ControlPoint) -> "FlightWaypoint":
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
point.position.x,
point.position.y,
meters(point.alt),
)
waypoint.alt_type = point.alt_type
# Other actions exist... but none of them *should* be the first
# waypoint for a flight.
waypoint.waypoint_type = {
PointAction.TurningPoint: FlightWaypointType.NAV,
PointAction.FlyOverPoint: FlightWaypointType.NAV,
PointAction.FromParkingArea: FlightWaypointType.TAKEOFF,
PointAction.FromParkingAreaHot: FlightWaypointType.TAKEOFF,
PointAction.FromRunway: FlightWaypointType.TAKEOFF,
PointAction.FromGroundArea: FlightWaypointType.TAKEOFF,
PointAction.FromGroundAreaHot: FlightWaypointType.TAKEOFF,
}[point.action]
if waypoint.waypoint_type == FlightWaypointType.NAV:
waypoint.name = "NAV"
waypoint.pretty_name = "Nav"
waypoint.description = "Nav"
else:
waypoint.name = "TAKEOFF"
waypoint.pretty_name = "Takeoff"
waypoint.description = "Takeoff"
waypoint.description = f"Takeoff from {from_cp.name}"
return waypoint
class FlightRoster:
def __init__(self, squadron: Squadron, initial_size: int = 0) -> None:
self.squadron = squadron
self.pilots: list[Optional[Pilot]] = []
self.resize(initial_size)
@property
def max_size(self) -> int:
return len(self.pilots)
@property
def player_count(self) -> int:
return len([p for p in self.pilots if p is not None and p.player])
@property
def missing_pilots(self) -> int:
return len([p for p in self.pilots if p is None])
def resize(self, new_size: int) -> None:
if self.max_size > new_size:
self.squadron.return_pilots(
[p for p in self.pilots[new_size:] if p is not None]
)
self.pilots = self.pilots[:new_size]
return
self.pilots.extend(
[
self.squadron.claim_available_pilot()
for _ in range(new_size - self.max_size)
]
)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
if pilot is not None:
self.squadron.claim_pilot(pilot)
if (current_pilot := self.pilots[index]) is not None:
self.squadron.return_pilot(current_pilot)
self.pilots[index] = pilot
def clear(self) -> None:
self.squadron.return_pilots([p for p in self.pilots if p is not None])
class Flight:
def __init__(
self,
package: Package,
country: str,
squadron: Squadron,
count: int,
flight_type: FlightType,
start_type: str,
divert: Optional[ControlPoint],
custom_name: Optional[str] = None,
cargo: Optional[TransferOrder] = None,
roster: Optional[FlightRoster] = None,
) -> None:
self.package = package
self.country = country
self.squadron = squadron
self.squadron.claim_inventory(count)
if roster is None:
self.roster = FlightRoster(self.squadron, initial_size=count)
else:
self.roster = roster
self.departure = self.squadron.location
self.arrival = self.squadron.arrival
self.divert = divert
self.flight_type = flight_type
# TODO: Replace with FlightPlan.
self.targets: List[MissionTarget] = []
self.loadout = Loadout.default_for(self)
self.start_type = start_type
self.use_custom_loadout = False
self.custom_name = custom_name
# Only used by transport missions.
self.cargo = cargo
# Will be replaced with a more appropriate FlightPlan by
# FlightPlanBuilder, but an empty flight plan the flight begins with an
# empty flight plan.
from gen.flights.flightplan import CustomFlightPlan
self.flight_plan: FlightPlan = CustomFlightPlan(
package=package, flight=self, custom_waypoints=[]
)
@property
def count(self) -> int:
return self.roster.max_size
@property
def client_count(self) -> int:
return self.roster.player_count
@property
def unit_type(self) -> AircraftType:
return self.squadron.aircraft
@property
def from_cp(self) -> ControlPoint:
return self.departure
@property
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
def resize(self, new_size: int) -> None:
self.squadron.claim_inventory(new_size - self.count)
self.roster.resize(new_size)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
self.roster.set_pilot(index, pilot)
@property
def missing_pilots(self) -> int:
return self.roster.missing_pilots
def return_pilots_and_aircraft(self) -> None:
self.roster.clear()
self.squadron.claim_inventory(-self.count)
def __repr__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def __str__(self) -> str:
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"

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@@ -37,19 +37,23 @@ from game.theater.theatergroundobject import (
NavalGroundObject,
BuildingGroundObject,
)
from game.threatzones import ThreatZones
from game.utils import Distance, Heading, Speed, feet, meters, nautical_miles, knots
from .closestairfields import ObjectiveDistanceCache
from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from game.ato.flighttype import FlightType
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flight import Flight
from .traveltime import GroundSpeed, TravelTime
from .waypointbuilder import StrikeTarget, WaypointBuilder
from ..conflictgen import Conflict, FRONTLINE_LENGTH
if TYPE_CHECKING:
from gen.ato import Package
from game.ato.package import Package
from game.coalition import Coalition
from game.threatzones import ThreatZones
from game.transfers import Convoy
INGRESS_TYPES = {
FlightWaypointType.INGRESS_CAS,
FlightWaypointType.INGRESS_ESCORT,
@@ -1005,7 +1009,7 @@ class FlightPlanBuilder:
raise PlanningError(f"{task} flight plan generation not implemented")
def regenerate_package_waypoints(self) -> None:
from gen.ato import PackageWaypoints
from game.ato.packagewaypoints import PackageWaypoints
package_airfield = self.package_airfield()

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@@ -8,7 +8,7 @@ from game.data.weapons import Weapon, Pylon, WeaponType
from game.dcs.aircrafttype import AircraftType
if TYPE_CHECKING:
from gen.flights.flight import Flight
from game.ato.flight import Flight
class Loadout:
@@ -123,7 +123,7 @@ class Loadout:
@classmethod
def default_loadout_names_for(cls, flight: Flight) -> Iterator[str]:
from gen.flights.flight import FlightType
from game.ato.flighttype import FlightType
# This is a list of mappings from the FlightType of a Flight to the type of
# payload defined in the resources/payloads/UNIT_TYPE.lua file. A Flight has no

View File

@@ -16,10 +16,10 @@ from game.utils import (
mach,
meters,
)
from gen.flights.flight import Flight
from game.ato.flight import Flight
if TYPE_CHECKING:
from gen.ato import Package
from game.ato.package import Package
class GroundSpeed:

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@@ -29,7 +29,9 @@ from game.theater import (
TheaterGroundObject,
)
from game.utils import Distance, meters, nautical_miles
from .flight import Flight, FlightWaypoint, FlightWaypointType
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.flightwaypoint import FlightWaypoint
from game.ato.flight import Flight
@dataclass(frozen=True)

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@@ -45,7 +45,9 @@ from game.weather import Weather
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
from .flights.flight import FlightWaypoint, FlightWaypointType, FlightType
from game.ato.flighttype import FlightType
from game.ato.flightwaypointtype import FlightWaypointType
from game.ato.flightwaypoint import FlightWaypoint
from .radios import RadioFrequency
from .runways import RunwayData

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@@ -10,7 +10,7 @@ from game.dcs.aircrafttype import AircraftType
from game.dcs.unittype import UnitType
if TYPE_CHECKING:
from gen.flights.flight import Flight
from game.ato.flight import Flight
ALPHA_MILITARY = [
"Alpha",