from __future__ import annotations from dataclasses import dataclass from typing import Any, Optional, TYPE_CHECKING, Type from dcs.triggers import TriggerZone from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType from game.data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS from game.data.units import ANTI_AIR_UNIT_CLASSES from game.dcs.groundunittype import GroundUnitType from game.dcs.shipunittype import ShipUnitType from game.dcs.unittype import UnitType from game.point_with_heading import PointWithHeading from game.theater.iadsnetwork.iadsrole import IadsRole from game.utils import Heading, Distance, meters if TYPE_CHECKING: from game.layout.layout import LayoutUnit from game.sim import GameUpdateEvents from game.theater.theatergroundobject import TheaterGroundObject @dataclass class TheaterUnit: """Representation of a single Unit in the Game""" # Every Unit has a unique ID generated from the game id: int # The name of the Unit. Not required to be unique name: str # DCS UniType of the unit type: Type[DcsUnitType] # Position and orientation of the Unit position: PointWithHeading # The parent ground object ground_object: TheaterGroundObject # State of the unit, dead or alive alive: bool = True @staticmethod def from_template( id: int, dcs_type: Type[DcsUnitType], t: LayoutUnit, go: TheaterGroundObject ) -> TheaterUnit: return TheaterUnit( id, t.name, dcs_type, PointWithHeading.from_point(t.position, Heading.from_degrees(t.heading)), go, ) @property def unit_type(self) -> Optional[UnitType[Any]]: if issubclass(self.type, VehicleType): return next(GroundUnitType.for_dcs_type(self.type)) elif issubclass(self.type, ShipType): return next(ShipUnitType.for_dcs_type(self.type)) # None for not available StaticTypes return None def kill(self, events: GameUpdateEvents) -> None: self.alive = False self.ground_object.invalidate_threat_poly() events.update_tgo(self.ground_object) @property def unit_name(self) -> str: return f"{str(self.id).zfill(4)} | {self.name}" @property def display_name(self) -> str: dead_label = " [DEAD]" if not self.alive else "" unit_label = self.unit_type or self.type.name or self.name return f"{str(self.id).zfill(4)} | {unit_label}{dead_label}" @property def short_name(self) -> str: dead_label = " [DEAD]" if not self.alive else "" return f"{self.type.id[0:18]} {dead_label}" @property def is_static(self) -> bool: return issubclass(self.type, StaticType) @property def is_vehicle(self) -> bool: return issubclass(self.type, VehicleType) @property def is_ship(self) -> bool: return issubclass(self.type, ShipType) @property def is_anti_air(self) -> bool: return ( self.unit_type is not None and self.unit_type.unit_class in ANTI_AIR_UNIT_CLASSES ) @property def icon(self) -> str: return self.type.id @property def repairable(self) -> bool: # Only let units with UnitType be repairable as we just have prices for them return self.unit_type is not None @property def detection_range(self) -> Distance: unit_range = getattr(self.type, "detection_range", None) return meters(unit_range if unit_range is not None and self.alive else 0) @property def threat_range(self) -> Distance: unit_range = getattr(self.type, "threat_range", None) return meters(unit_range if unit_range is not None and self.alive else 0) class SceneryUnit(TheaterUnit): """Special TheaterUnit for handling scenery ground objects""" # Scenery Objects are identified by a special trigger zone zone: TriggerZone @property def display_name(self) -> str: dead_label = " [DEAD]" if not self.alive else "" return f"{str(self.id).zfill(4)} | {self.name}{dead_label}" @property def short_name(self) -> str: dead_label = " [DEAD]" if not self.alive else "" return f"{self.name[0:18]} {dead_label}" @property def icon(self) -> str: return "missing" @property def repairable(self) -> bool: return False @dataclass class TheaterGroup: """Logical group for multiple TheaterUnits at a specific position""" # Every Theater Group has a unique ID generated from the game id: int # Unique ID # The name of the Group. Not required to be unique name: str # Position and orientation of the Group position: PointWithHeading # All TheaterUnits within the group units: list[TheaterUnit] # The parent ground object ground_object: TheaterGroundObject @staticmethod def from_template( id: int, name: str, units: list[TheaterUnit], go: TheaterGroundObject, ) -> TheaterGroup: return TheaterGroup( id, name, PointWithHeading.from_point(go.position, go.heading), units, go, ) @property def group_name(self) -> str: return f"{str(self.id).zfill(4)} | {self.name}" @property def unit_count(self) -> int: return len(self.units) @property def alive_units(self) -> int: return sum(unit.alive for unit in self.units) def max_detection_range(self) -> Distance: """Calculate the maximum detection range of the TheaterGroup""" ranges = (u.detection_range for u in self.units if u.is_anti_air) return max(ranges, default=meters(0)) def max_threat_range(self, radar_only: bool = False) -> Distance: """Calculate the maximum threat range of the TheaterGroup. This also checks for Launcher and Tracker Pairs and if they are functioning or not. Allows to also use only radar emitting units for the calculation with the parameter.""" max_non_radar = meters(0) max_telar_range = meters(0) max_tel_range = meters(0) live_trs = set() launchers: dict[Type[VehicleType], Distance] = {} for unit in self.units: if not unit.alive or not unit.is_anti_air: continue if unit.type in TRACK_RADARS: live_trs.add(unit.type) elif unit.type in TELARS: max_telar_range = max(max_telar_range, unit.threat_range) elif ( issubclass(unit.type, VehicleType) and unit.type in LAUNCHER_TRACKER_PAIRS ): launchers[unit.type] = unit.threat_range else: max_non_radar = max(max_non_radar, unit.threat_range) for launcher, threat_range in launchers.items(): if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs: max_tel_range = max(max_tel_range, threat_range) if radar_only: return max(max_tel_range, max_telar_range) return max(max_tel_range, max_telar_range, max_non_radar) class IadsGroundGroup(TheaterGroup): # IADS GroundObject Groups have a specific Role for the system iads_role: IadsRole = IadsRole.NO_BEHAVIOR @staticmethod def from_group(group: TheaterGroup) -> IadsGroundGroup: return IadsGroundGroup( group.id, group.name, group.position, group.units, group.ground_object, )