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Use navmeshes to improve TARCAP flight plans.
Started with TARCAP because they're simple, but will follow and extend this to the other flight plans next. This works by building navigation meshes (navmeshes) of the theater based on the threat regions. A navmesh is created for each faction to allow the unique pathing around each side's threats. Navmeshes are built such that there are nav edges around threat zones to allow the planner to pick waypoints that (slightly) route around threats before approaching the target. Using the navmesh, routes are found using A*. Performance appears adequate, and could probably be improved with a cache if needed since the small number of origin points means many flights will share portions of their flight paths. This adds a few visual debugging tools to the map. They're disabled by default, but changing the local `debug` variable in `DisplayOptions` to `True` will make them appear in the display options menu. These are: * Display navmeshes (red and blue). Displaying either navmesh will draw each navmesh polygon on the map view and highlight the mesh that contains the cursor. Neighbors are indicated by a small yellow line pointing from the center of the polygon's edge/vertext that is shared with its neighbor toward the centroid of the zone. * Shortest path from control point to mouse location. The first control point for the selected faction is arbitrarily selected, and the shortest path from that control point to the mouse cursor will be drawn on the map. * TARCAP plan near mouse location. A TARCAP will be planned from the faction's first control point to the target nearest the mouse cursor. https://github.com/Khopa/dcs_liberation/issues/292
This commit is contained in:
@@ -450,17 +450,21 @@ class CasFlightPlan(PatrollingFlightPlan):
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@dataclass(frozen=True)
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class TarCapFlightPlan(PatrollingFlightPlan):
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takeoff: FlightWaypoint
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nav_to: List[FlightWaypoint]
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nav_from: List[FlightWaypoint]
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land: FlightWaypoint
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divert: Optional[FlightWaypoint]
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lead_time: timedelta
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def iter_waypoints(self) -> Iterator[FlightWaypoint]:
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yield self.takeoff
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yield from self.nav_to
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yield from [
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self.takeoff,
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self.patrol_start,
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self.patrol_end,
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self.land,
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]
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yield from self.nav_from
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yield self.land
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if self.divert is not None:
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yield self.divert
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@@ -876,7 +880,7 @@ class FlightPlanBuilder:
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int(self.doctrine.max_patrol_altitude.meters)
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))
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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start, end = builder.race_track(start, end, patrol_alt)
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return BarCapFlightPlan(
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@@ -903,7 +907,7 @@ class FlightPlanBuilder:
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start = target.point_from_heading(heading,
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-self.doctrine.sweep_distance.meters)
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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start, end = builder.sweep(start, target,
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self.doctrine.ingress_altitude)
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@@ -1000,7 +1004,7 @@ class FlightPlanBuilder:
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int(self.doctrine.max_patrol_altitude.meters)))
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# Create points
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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if isinstance(location, FrontLine):
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orbit0p, orbit1p = self.racetrack_for_frontline(location)
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@@ -1019,6 +1023,10 @@ class FlightPlanBuilder:
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patrol_duration=self.doctrine.cap_duration,
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engagement_distance=self.doctrine.cap_engagement_range,
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takeoff=builder.takeoff(flight.departure),
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nav_to=builder.nav_path(flight.departure.position, orbit0p,
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patrol_alt),
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nav_from=builder.nav_path(orbit1p, flight.arrival.position,
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patrol_alt),
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patrol_start=start,
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patrol_end=end,
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land=builder.land(flight.arrival),
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@@ -1113,7 +1121,7 @@ class FlightPlanBuilder:
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def generate_escort(self, flight: Flight) -> StrikeFlightPlan:
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assert self.package.waypoints is not None
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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ingress, target, egress = builder.escort(
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self.package.waypoints.ingress, self.package.target,
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self.package.waypoints.egress)
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@@ -1151,7 +1159,7 @@ class FlightPlanBuilder:
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center = ingress.point_from_heading(heading, distance / 2)
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egress = ingress.point_from_heading(heading, distance)
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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return CasFlightPlan(
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package=self.package,
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@@ -1247,7 +1255,7 @@ class FlightPlanBuilder:
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flight: The flight to generate the landing waypoint for.
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arrival: Arrival airfield or carrier.
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"""
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
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builder = WaypointBuilder(flight, self.game, self.is_player)
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return builder.land(arrival)
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def strike_flightplan(
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@@ -1255,8 +1263,7 @@ class FlightPlanBuilder:
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ingress_type: FlightWaypointType,
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targets: Optional[List[StrikeTarget]] = None) -> StrikeFlightPlan:
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assert self.package.waypoints is not None
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builder = WaypointBuilder(self.game.conditions, flight, self.doctrine,
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targets)
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builder = WaypointBuilder(flight, self.game, self.is_player, targets)
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target_waypoints: List[FlightWaypoint] = []
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if targets is not None:
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@@ -1,21 +1,31 @@
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from __future__ import annotations
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import random
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from dataclasses import dataclass
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from typing import List, Optional, Tuple, Union
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from typing import (
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Iterable,
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Iterator,
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List,
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Optional,
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TYPE_CHECKING,
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Tuple,
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Union,
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)
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from dcs.mapping import Point
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from dcs.unit import Unit
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from dcs.unitgroup import VehicleGroup
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from game.data.doctrine import Doctrine
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if TYPE_CHECKING:
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from game import Game
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from game.theater import (
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ControlPoint,
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MissionTarget,
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OffMapSpawn,
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TheaterGroundObject,
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)
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from game.utils import Distance, meters
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from game.weather import Conditions
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from game.utils import Distance, meters, nautical_miles
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from .flight import Flight, FlightWaypoint, FlightWaypointType
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@@ -26,12 +36,13 @@ class StrikeTarget:
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class WaypointBuilder:
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def __init__(self, conditions: Conditions, flight: Flight,
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doctrine: Doctrine,
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def __init__(self, flight: Flight, game: Game, player: bool,
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targets: Optional[List[StrikeTarget]] = None) -> None:
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self.conditions = conditions
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self.flight = flight
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self.doctrine = doctrine
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self.conditions = game.conditions
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self.doctrine = game.faction_for(player).doctrine
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self.threat_zones = game.threat_zone_for(not player)
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self.navmesh = game.navmesh_for(player)
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self.targets = targets
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@property
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@@ -429,3 +440,80 @@ class WaypointBuilder:
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egress = self.egress(egress, target)
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return ingress, waypoint, egress
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@staticmethod
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def nav(position: Point, altitude: Distance) -> FlightWaypoint:
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"""Creates a navigation point.
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Args:
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position: Position of the waypoint.
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altitude: Altitude of the waypoint.
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"""
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waypoint = FlightWaypoint(
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FlightWaypointType.NAV,
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position.x,
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position.y,
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altitude
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)
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waypoint.name = "NAV"
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waypoint.description = ""
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waypoint.pretty_name = ""
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return waypoint
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def nav_path(self, a: Point, b: Point,
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altitude: Distance) -> List[FlightWaypoint]:
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path = self.clean_nav_points(self.navmesh.shortest_path(a, b))
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return [self.nav(self.perturb(p), altitude) for p in path]
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def clean_nav_points(self, points: Iterable[Point]) -> Iterator[Point]:
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# Examine a sliding window of three waypoints. `current` is the waypoint
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# being checked for prunability. `previous` is the last emitted waypoint
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# before `current`. `nxt` is the waypoint after `current`.
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previous: Optional[Point] = None
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current: Optional[Point] = None
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for nxt in points:
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if current is None:
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current = nxt
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continue
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if previous is None:
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previous = current
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current = nxt
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continue
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if self.nav_point_prunable(previous, current, nxt):
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current = nxt
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continue
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yield current
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previous = current
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current = nxt
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def nav_point_prunable(self, previous: Point, current: Point,
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nxt: Point) -> bool:
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previous_threatened = self.threat_zones.path_threatened(previous,
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current)
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next_threatened = self.threat_zones.path_threatened(current, nxt)
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pruned_threatened = self.threat_zones.path_threatened(previous, nxt)
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previous_distance = meters(previous.distance_to_point(current))
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distance = meters(current.distance_to_point(nxt))
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distance_without = previous_distance + distance
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if distance > distance_without:
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# Don't prune paths to make them longer.
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return False
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# We could shorten the path by removing the intermediate
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# waypoint. Do so if the new path isn't higher threat.
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if not pruned_threatened:
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# The new path is not threatened, so safe to prune.
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return True
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# The new path is threatened. Only allow if both paths were
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# threatened anyway.
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return previous_threatened and next_threatened
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@staticmethod
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def perturb(point: Point) -> Point:
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deviation = nautical_miles(1)
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x_adj = random.randint(int(-deviation.meters), int(deviation.meters))
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y_adj = random.randint(int(-deviation.meters), int(deviation.meters))
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return Point(point.x + x_adj, point.y + y_adj)
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