import typing import pdb import dcs from random import randint from dcs import Mission from dcs.mission import * from dcs.vehicles import * from dcs.unitgroup import * from dcs.unittype import * from dcs.mapping import * from dcs.point import * from dcs.task import * from dcs.country import * from theater import * AIR_DISTANCE = 40000 CAPTURE_AIR_ATTACKERS_DISTANCE = 25000 CAPTURE_AIR_DEFENDERS_DISTANCE = 60000 CAP_CAS_DISTANCE = 10000, 120000 GROUND_INTERCEPT_SPREAD = 5000 GROUND_DISTANCE_FACTOR = 1 GROUND_ATTACK_DISTANCE = 25000, 13000 TRANSPORT_FRONTLINE_DIST = 1800 INTERCEPT_ATTACKERS_HEADING = -45, 45 INTERCEPT_DEFENDERS_HEADING = -10, 10 INTERCEPT_CONFLICT_DISTANCE = 50000 INTERCEPT_ATTACKERS_DISTANCE = 100000 INTERCEPT_MAX_DISTANCE = 160000 INTERCEPT_MIN_DISTANCE = 100000 NAVAL_INTERCEPT_DISTANCE_FACTOR = 1 NAVAL_INTERCEPT_DISTANCE_MAX = 40000 NAVAL_INTERCEPT_STEP = 5000 FRONTLINE_LENGTH = 80000 FRONTLINE_MIN_CP_DISTANCE = 5000 FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7 def _opposite_heading(h): return h+180 def _heading_sum(h, a) -> int: h += a if h > 360: return h - 360 elif h < 0: return 360 + h else: return h class Conflict: attackers_side = None # type: Country defenders_side = None # type: Country from_cp = None # type: ControlPoint to_cp = None # type: ControlPoint position = None # type: Point size = None # type: int radials = None # type: typing.List[int] heading = None # type: int distance = None # type: int ground_attackers_location = None # type: Point ground_defenders_location = None # type: Point air_attackers_location = None # type: Point air_defenders_location = None # type: Point def __init__(self, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint, attackers_side: Country, defenders_side: Country, position: Point, heading=None, distance=None, ground_attackers_location: Point = None, ground_defenders_location: Point = None, air_attackers_location: Point = None, air_defenders_location: Point = None): self.attackers_side = attackers_side self.defenders_side = defenders_side self.from_cp = from_cp self.to_cp = to_cp self.theater = theater self.position = position self.heading = heading self.distance = distance self.size = to_cp.size self.radials = to_cp.radials self.ground_attackers_location = ground_attackers_location self.ground_defenders_location = ground_defenders_location self.air_attackers_location = air_attackers_location self.air_defenders_location = air_defenders_location @property def center(self) -> Point: return self.position.point_from_heading(self.heading, self.distance / 2) @property def tail(self) -> Point: return self.position.point_from_heading(self.heading, self.distance) @property def is_vector(self) -> bool: return self.heading is not None @property def opposite_heading(self) -> int: return _heading_sum(self.heading, 180) @property def to_size(self): return self.to_cp.size * GROUND_DISTANCE_FACTOR def find_insertion_point(self, other_point: Point) -> Point: dx = self.position.x - self.tail.x dy = self.position.y - self.tail.y dr2 = float(dx ** 2 + dy ** 2) lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2 if lerp < 0: lerp = 0 elif lerp > 1: lerp = 1 x = lerp * dx + self.tail.x y = lerp * dy + self.tail.y return Point(x, y) @classmethod def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool: return from_cp.has_frontline and to_cp.has_frontline @classmethod def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Tuple[Point, int]: distance = max(from_cp.position.distance_to_point(to_cp.position) * FRONTLINE_DISTANCE_STRENGTH_FACTOR * to_cp.base.strength, FRONTLINE_MIN_CP_DISTANCE) heading = to_cp.position.heading_between_point(from_cp.position) return to_cp.position.point_from_heading(heading, distance), heading @classmethod def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Tuple[Point, int, int]: center_position, heading = cls.frontline_position(from_cp, to_cp) left_position = center_position for offset in range(0, int(FRONTLINE_LENGTH / 2), 1000): pos = center_position.point_from_heading(_heading_sum(heading, -90), offset) if not theater.is_on_land(pos): break else: left_position = pos right_position = center_position for offset in range(0, int(FRONTLINE_LENGTH / 2), 1000): pos = center_position.point_from_heading(_heading_sum(heading, 90), offset) if not theater.is_on_land(pos): break else: right_position = pos return left_position, _heading_sum(heading, 90), right_position.distance_to_point(left_position) @classmethod def _find_ground_location(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point: for _ in range(0, int(max_distance), 800): for _ in range(3): if theater.is_on_land(initial): return initial initial = initial.random_point_within(1000, 1000) initial = initial.point_from_heading(heading, 800) print("Didn't find ground position!") return None @classmethod def capture_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): position = to_cp.position attack_raw_heading = to_cp.position.heading_between_point(from_cp.position) attack_heading = to_cp.find_radial(attack_raw_heading) defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading) distance = to_cp.size * GROUND_DISTANCE_FACTOR attackers_location = position.point_from_heading(attack_heading, distance) attackers_location = Conflict._find_ground_location(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater) defenders_location = position.point_from_heading(defense_heading, distance) defenders_location = Conflict._find_ground_location(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater) return cls( position=position, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=attackers_location, ground_defenders_location=defenders_location, air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE), air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE) ) @classmethod def intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5 distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE) heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100)) position = from_cp.position.point_from_heading(heading, distance) return cls( position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE), theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=None, ground_defenders_location=None, air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE), air_defenders_location=position ) @classmethod def ground_attack_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): heading = random.choice(to_cp.radials) initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE) position = Conflict._find_ground_location(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater) if not position: heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position)) position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR) return cls( position=position, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=position, ground_defenders_location=None, air_attackers_location=None, air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE), ) @classmethod def frontline_cas_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): assert cls.has_frontline_between(from_cp, to_cp) position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater) return cls( position=position, heading=heading, distance=distance, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=None, ground_defenders_location=None, air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE), air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE), ) @classmethod def frontline_cap_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): assert cls.has_frontline_between(from_cp, to_cp) position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater) attack_position = position.point_from_heading(heading, randint(0, int(distance))) attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE) defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE)) return cls( position=position, heading=heading, distance=distance, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, air_attackers_location=attackers_position, air_defenders_location=defenders_position, ) @classmethod def ground_base_attack(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): position = to_cp.position attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position)) defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading) distance = to_cp.size * GROUND_DISTANCE_FACTOR defenders_location = position.point_from_heading(defense_heading, distance) defenders_location = Conflict._find_ground_location(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater) return cls( position=position, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=None, ground_defenders_location=defenders_location, air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE), air_defenders_location=position ) @classmethod def naval_intercept_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): radial = random.choice(to_cp.sea_radials) initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX) initial_position = to_cp.position.point_from_heading(radial, initial_distance) for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP): position = initial_position.point_from_heading(_opposite_heading(radial), offset) if not theater.is_on_land(position): break attacker_heading = from_cp.position.heading_between_point(to_cp.position) return cls( position=position, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=None, ground_defenders_location=position, air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE), air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE) ) @classmethod def transport_conflict(cls, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater): frontline_position, heading = cls.frontline_position(from_cp, to_cp) initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST) dest = cls._find_ground_location(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater) if not dest: radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position)) dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR) return cls( position=dest, theater=theater, from_cp=from_cp, to_cp=to_cp, attackers_side=attacker, defenders_side=defender, ground_attackers_location=from_cp.position, ground_defenders_location=frontline_position, air_attackers_location=from_cp.position.point_from_heading(0, 100), air_defenders_location=frontline_position )