from __future__ import annotations import itertools from functools import cached_property from pathlib import Path from typing import Iterator, List, Dict, Tuple, TYPE_CHECKING from dcs import Mission from dcs.countries import CombinedJointTaskForcesBlue, CombinedJointTaskForcesRed from dcs.country import Country from dcs.planes import F_15C from dcs.ships import Stennis, LHA_Tarawa, HandyWind, USS_Arleigh_Burke_IIa from dcs.statics import Fortification, Warehouse from dcs.terrain import Airport from dcs.unitgroup import PlaneGroup, ShipGroup, VehicleGroup, StaticGroup from dcs.vehicles import Armor, Unarmed, MissilesSS, AirDefence from game.point_with_heading import PointWithHeading from game.positioned import Positioned from game.profiling import logged_duration from game.scenery_group import SceneryGroup from game.utils import Distance, meters, Heading from game.theater.controlpoint import ( Airfield, Carrier, ControlPoint, Fob, Lha, OffMapSpawn, ) if TYPE_CHECKING: from game.theater.conflicttheater import ConflictTheater class MizCampaignLoader: BLUE_COUNTRY = CombinedJointTaskForcesBlue() RED_COUNTRY = CombinedJointTaskForcesRed() OFF_MAP_UNIT_TYPE = F_15C.id CV_UNIT_TYPE = Stennis.id LHA_UNIT_TYPE = LHA_Tarawa.id FRONT_LINE_UNIT_TYPE = Armor.M_113.id SHIPPING_LANE_UNIT_TYPE = HandyWind.id FOB_UNIT_TYPE = Unarmed.SKP_11.id FARP_HELIPADS_TYPE = ["Invisible FARP", "SINGLE_HELIPAD"] OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id MISSILE_SITE_UNIT_TYPE = MissilesSS.Scud_B.id COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.Hy_launcher.id # Multiple options for air defenses so campaign designers can more accurately see # the coverage of their IADS for the expected type. LONG_RANGE_SAM_UNIT_TYPES = { AirDefence.Patriot_ln.id, AirDefence.S_300PS_5P85C_ln.id, AirDefence.S_300PS_5P85D_ln.id, } MEDIUM_RANGE_SAM_UNIT_TYPES = { AirDefence.Hawk_ln.id, AirDefence.S_75M_Volhov.id, AirDefence._5p73_s_125_ln.id, } SHORT_RANGE_SAM_UNIT_TYPES = { AirDefence.M1097_Avenger.id, AirDefence.Rapier_fsa_launcher.id, AirDefence._2S6_Tunguska.id, AirDefence.Strela_1_9P31.id, } AAA_UNIT_TYPES = { AirDefence.Flak18.id, AirDefence.Vulcan.id, AirDefence.ZSU_23_4_Shilka.id, } EWR_UNIT_TYPE = AirDefence._1L13_EWR.id ARMOR_GROUP_UNIT_TYPE = Armor.M_1_Abrams.id FACTORY_UNIT_TYPE = Fortification.Workshop_A.id AMMUNITION_DEPOT_UNIT_TYPE = Warehouse._Ammunition_depot.id STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id def __init__(self, miz: Path, theater: ConflictTheater) -> None: self.theater = theater self.mission = Mission() with logged_duration("Loading miz"): self.mission.load_file(str(miz)) self.control_point_id = itertools.count(1000) # If there are no red carriers there usually aren't red units. Make sure # both countries are initialized so we don't have to deal with None. if self.mission.country(self.BLUE_COUNTRY.name) is None: self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY) if self.mission.country(self.RED_COUNTRY.name) is None: self.mission.coalition["red"].add_country(self.RED_COUNTRY) @staticmethod def control_point_from_airport(airport: Airport) -> ControlPoint: cp = Airfield(airport, starts_blue=airport.is_blue()) # Use the unlimited aircraft option to determine if an airfield should # be owned by the player when the campaign is "inverted". cp.captured_invert = airport.unlimited_aircrafts return cp def country(self, blue: bool) -> Country: country = self.mission.country( self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name ) # Should be guaranteed because we initialized them. assert country return country @property def blue(self) -> Country: return self.country(blue=True) @property def red(self) -> Country: return self.country(blue=False) def off_map_spawns(self, blue: bool) -> Iterator[PlaneGroup]: for group in self.country(blue).plane_group: if group.units[0].type == self.OFF_MAP_UNIT_TYPE: yield group def carriers(self, blue: bool) -> Iterator[ShipGroup]: for group in self.country(blue).ship_group: if group.units[0].type == self.CV_UNIT_TYPE: yield group def lhas(self, blue: bool) -> Iterator[ShipGroup]: for group in self.country(blue).ship_group: if group.units[0].type == self.LHA_UNIT_TYPE: yield group def fobs(self, blue: bool) -> Iterator[VehicleGroup]: for group in self.country(blue).vehicle_group: if group.units[0].type == self.FOB_UNIT_TYPE: yield group @property def ships(self) -> Iterator[ShipGroup]: for group in self.red.ship_group: if group.units[0].type == self.SHIP_UNIT_TYPE: yield group @property def offshore_strike_targets(self) -> Iterator[StaticGroup]: for group in self.red.static_group: if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE: yield group @property def missile_sites(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE: yield group @property def coastal_defenses(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE: yield group @property def long_range_sams(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type in self.LONG_RANGE_SAM_UNIT_TYPES: yield group @property def medium_range_sams(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type in self.MEDIUM_RANGE_SAM_UNIT_TYPES: yield group @property def short_range_sams(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type in self.SHORT_RANGE_SAM_UNIT_TYPES: yield group @property def aaa(self) -> Iterator[VehicleGroup]: for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group): if group.units[0].type in self.AAA_UNIT_TYPES: yield group @property def ewrs(self) -> Iterator[VehicleGroup]: for group in self.red.vehicle_group: if group.units[0].type in self.EWR_UNIT_TYPE: yield group @property def armor_groups(self) -> Iterator[VehicleGroup]: for group in itertools.chain(self.blue.vehicle_group, self.red.vehicle_group): if group.units[0].type in self.ARMOR_GROUP_UNIT_TYPE: yield group @property def helipads(self) -> Iterator[StaticGroup]: for group in self.blue.static_group: if group.units[0].type in self.FARP_HELIPADS_TYPE: yield group @property def factories(self) -> Iterator[StaticGroup]: for group in self.blue.static_group: if group.units[0].type in self.FACTORY_UNIT_TYPE: yield group @property def ammunition_depots(self) -> Iterator[StaticGroup]: for group in itertools.chain(self.blue.static_group, self.red.static_group): if group.units[0].type in self.AMMUNITION_DEPOT_UNIT_TYPE: yield group @property def strike_targets(self) -> Iterator[StaticGroup]: for group in itertools.chain(self.blue.static_group, self.red.static_group): if group.units[0].type in self.STRIKE_TARGET_UNIT_TYPE: yield group @property def scenery(self) -> List[SceneryGroup]: return SceneryGroup.from_trigger_zones(self.mission.triggers._zones) @cached_property def control_points(self) -> Dict[int, ControlPoint]: control_points = {} for airport in self.mission.terrain.airport_list(): if airport.is_blue() or airport.is_red(): control_point = self.control_point_from_airport(airport) control_points[control_point.id] = control_point for blue in (False, True): for group in self.off_map_spawns(blue): control_point = OffMapSpawn( next(self.control_point_id), str(group.name), group.position, starts_blue=blue, ) control_point.captured_invert = group.late_activation control_points[control_point.id] = control_point for ship in self.carriers(blue): control_point = Carrier( ship.name, ship.position, next(self.control_point_id), starts_blue=blue, ) control_point.captured_invert = ship.late_activation control_points[control_point.id] = control_point for ship in self.lhas(blue): control_point = Lha( ship.name, ship.position, next(self.control_point_id), starts_blue=blue, ) control_point.captured_invert = ship.late_activation control_points[control_point.id] = control_point for fob in self.fobs(blue): control_point = Fob( str(fob.name), fob.position, next(self.control_point_id), starts_blue=blue, ) control_point.captured_invert = fob.late_activation control_points[control_point.id] = control_point return control_points @property def front_line_path_groups(self) -> Iterator[VehicleGroup]: for group in self.country(blue=True).vehicle_group: if group.units[0].type == self.FRONT_LINE_UNIT_TYPE: yield group @property def shipping_lane_groups(self) -> Iterator[ShipGroup]: for group in self.country(blue=True).ship_group: if group.units[0].type == self.SHIPPING_LANE_UNIT_TYPE: yield group def add_supply_routes(self) -> None: for group in self.front_line_path_groups: # The unit will have its first waypoint at the source CP and the final # waypoint at the destination CP. Each waypoint defines the path of the # cargo ship. waypoints = [p.position for p in group.points] origin = self.theater.closest_control_point(waypoints[0]) if origin is None: raise RuntimeError( f"No control point near the first waypoint of {group.name}" ) destination = self.theater.closest_control_point(waypoints[-1]) if destination is None: raise RuntimeError( f"No control point near the final waypoint of {group.name}" ) self.control_points[origin.id].create_convoy_route(destination, waypoints) self.control_points[destination.id].create_convoy_route( origin, list(reversed(waypoints)) ) def add_shipping_lanes(self) -> None: for group in self.shipping_lane_groups: # The unit will have its first waypoint at the source CP and the final # waypoint at the destination CP. Each waypoint defines the path of the # cargo ship. waypoints = [p.position for p in group.points] origin = self.theater.closest_control_point(waypoints[0]) if origin is None: raise RuntimeError( f"No control point near the first waypoint of {group.name}" ) destination = self.theater.closest_control_point(waypoints[-1]) if destination is None: raise RuntimeError( f"No control point near the final waypoint of {group.name}" ) self.control_points[origin.id].create_shipping_lane(destination, waypoints) self.control_points[destination.id].create_shipping_lane( origin, list(reversed(waypoints)) ) def objective_info( self, near: Positioned, allow_naval: bool = False ) -> Tuple[ControlPoint, Distance]: closest = self.theater.closest_control_point(near.position, allow_naval) distance = meters(closest.position.distance_to_point(near.position)) return closest, distance def add_preset_locations(self) -> None: for static in self.offshore_strike_targets: closest, distance = self.objective_info(static) closest.preset_locations.offshore_strike_locations.append( PointWithHeading.from_point( static.position, Heading.from_degrees(static.units[0].heading) ) ) for ship in self.ships: closest, distance = self.objective_info(ship, allow_naval=True) closest.preset_locations.ships.append( PointWithHeading.from_point( ship.position, Heading.from_degrees(ship.units[0].heading) ) ) for group in self.missile_sites: closest, distance = self.objective_info(group) closest.preset_locations.missile_sites.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.coastal_defenses: closest, distance = self.objective_info(group) closest.preset_locations.coastal_defenses.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.long_range_sams: closest, distance = self.objective_info(group) closest.preset_locations.long_range_sams.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.medium_range_sams: closest, distance = self.objective_info(group) closest.preset_locations.medium_range_sams.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.short_range_sams: closest, distance = self.objective_info(group) closest.preset_locations.short_range_sams.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.aaa: closest, distance = self.objective_info(group) closest.preset_locations.aaa.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.ewrs: closest, distance = self.objective_info(group) closest.preset_locations.ewrs.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for group in self.armor_groups: closest, distance = self.objective_info(group) closest.preset_locations.armor_groups.append( PointWithHeading.from_point( group.position, Heading.from_degrees(group.units[0].heading) ) ) for static in self.helipads: closest, distance = self.objective_info(static) closest.helipads.append( PointWithHeading.from_point( static.position, Heading.from_degrees(static.units[0].heading) ) ) for static in self.factories: closest, distance = self.objective_info(static) closest.preset_locations.factories.append( PointWithHeading.from_point( static.position, Heading.from_degrees(static.units[0].heading) ) ) for static in self.ammunition_depots: closest, distance = self.objective_info(static) closest.preset_locations.ammunition_depots.append( PointWithHeading.from_point( static.position, Heading.from_degrees(static.units[0].heading) ) ) for static in self.strike_targets: closest, distance = self.objective_info(static) closest.preset_locations.strike_locations.append( PointWithHeading.from_point( static.position, Heading.from_degrees(static.units[0].heading) ) ) for scenery_group in self.scenery: closest, distance = self.objective_info(scenery_group) closest.preset_locations.scenery.append(scenery_group) def populate_theater(self) -> None: for control_point in self.control_points.values(): self.theater.add_controlpoint(control_point) self.add_preset_locations() self.add_supply_routes() self.add_shipping_lanes()