from __future__ import annotations from game.scenery_group import SceneryGroup import logging import pickle import random from dataclasses import dataclass from datetime import datetime from typing import Any, Dict, Iterable, List, Optional, Set from dcs.mapping import Point from dcs.task import CAP, CAS, PinpointStrike from dcs.vehicles import AirDefence from game import Game, db from game.factions.faction import Faction from game.theater import Carrier, Lha, LocationType, PointWithHeading from game.theater.theatergroundobject import ( BuildingGroundObject, CarrierGroundObject, EwrGroundObject, FactoryGroundObject, LhaGroundObject, MissileSiteGroundObject, SamGroundObject, ShipGroundObject, SceneryGroundObject, VehicleGroupGroundObject, CoastalSiteGroundObject, ) from game.version import VERSION from gen import namegen from gen.coastal.coastal_group_generator import generate_coastal_group from gen.defenses.armor_group_generator import generate_armor_group from gen.fleet.ship_group_generator import ( generate_carrier_group, generate_lha_group, generate_ship_group, ) from gen.missiles.missiles_group_generator import generate_missile_group from gen.sam.airdefensegroupgenerator import AirDefenseRange from gen.sam.sam_group_generator import generate_anti_air_group from gen.sam.ewr_group_generator import generate_ewr_group from . import ( ConflictTheater, ControlPoint, ControlPointType, Fob, OffMapSpawn, ) from ..profiling import logged_duration from ..settings import Settings GroundObjectTemplates = Dict[str, Dict[str, Any]] UNIT_VARIETY = 6 UNIT_AMOUNT_FACTOR = 16 UNIT_COUNT_IMPORTANCE_LOG = 1.3 COUNT_BY_TASK = { PinpointStrike: 12, CAP: 8, CAS: 4, AirDefence: 1, } @dataclass(frozen=True) class GeneratorSettings: start_date: datetime player_budget: int enemy_budget: int midgame: bool inverted: bool no_carrier: bool no_lha: bool no_player_navy: bool no_enemy_navy: bool class GameGenerator: def __init__( self, player: str, enemy: str, theater: ConflictTheater, settings: Settings, generator_settings: GeneratorSettings, ) -> None: self.player = player self.enemy = enemy self.theater = theater self.settings = settings self.generator_settings = generator_settings def generate(self) -> Game: with logged_duration("TGO population"): # Reset name generator namegen.reset() self.prepare_theater() game = Game( player_name=self.player, enemy_name=self.enemy, theater=self.theater, start_date=self.generator_settings.start_date, settings=self.settings, player_budget=self.generator_settings.player_budget, enemy_budget=self.generator_settings.enemy_budget, ) GroundObjectGenerator(game, self.generator_settings).generate() game.settings.version = VERSION game.begin_turn_0() return game def prepare_theater(self) -> None: to_remove: List[ControlPoint] = [] # Auto-capture half the bases if midgame. if self.generator_settings.midgame: control_points = self.theater.controlpoints for control_point in control_points[: len(control_points) // 2]: control_point.captured = True # Remove carrier and lha, invert situation if needed for cp in self.theater.controlpoints: if isinstance(cp, Carrier) and self.generator_settings.no_carrier: to_remove.append(cp) elif isinstance(cp, Lha) and self.generator_settings.no_lha: to_remove.append(cp) if self.generator_settings.inverted: cp.captured = cp.captured_invert # do remove for cp in to_remove: self.theater.controlpoints.remove(cp) # TODO: Fix this. This captures all bases for blue. # reapply midgame inverted if needed if self.generator_settings.midgame and self.generator_settings.inverted: for i, cp in enumerate(reversed(self.theater.controlpoints)): if i > len(self.theater.controlpoints): break else: cp.captured = True class LocationFinder: def __init__(self, control_point: ControlPoint) -> None: self.control_point = control_point def location_for(self, location_type: LocationType) -> Optional[PointWithHeading]: position = self.control_point.preset_locations.random_for(location_type) if position is not None: logging.warning( f"Campaign relies on random generation of %s at %s. Support for random " "objectives will be removed soon.", location_type.value, self.control_point, ) return position return None class ControlPointGroundObjectGenerator: def __init__( self, game: Game, generator_settings: GeneratorSettings, control_point: ControlPoint, ) -> None: self.game = game self.generator_settings = generator_settings self.control_point = control_point self.location_finder = LocationFinder(control_point) @property def faction_name(self) -> str: if self.control_point.captured: return self.game.player_name else: return self.game.enemy_name @property def faction(self) -> Faction: return db.FACTIONS[self.faction_name] def generate(self) -> bool: self.control_point.connected_objectives = [] if self.faction.navy_generators: # Even airbases can generate navies if they are close enough to the water. self.generate_navy() return True def generate_navy(self) -> None: skip_player_navy = self.generator_settings.no_player_navy if self.control_point.captured and skip_player_navy: return skip_enemy_navy = self.generator_settings.no_enemy_navy if not self.control_point.captured and skip_enemy_navy: return self.generate_required_ships() for _ in range(self.faction.navy_group_count): self.generate_ship() def generate_required_ships(self) -> None: for position in self.control_point.preset_locations.required_ships: self.generate_ship_at(position) def generate_ship(self) -> None: point = self.location_finder.location_for(LocationType.Ship) if point is not None: self.generate_ship_at(point) def generate_ship_at(self, position: PointWithHeading) -> None: group_id = self.game.next_group_id() g = ShipGroundObject( namegen.random_objective_name(), group_id, position, self.control_point ) group = generate_ship_group(self.game, g, self.faction_name) g.groups = [] if group is not None: g.groups.append(group) self.control_point.connected_objectives.append(g) class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator): def generate(self) -> bool: return True class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator): def generate(self) -> bool: if not super().generate(): return False carrier_names = self.faction.carrier_names if not carrier_names: logging.info( f"Skipping generation of {self.control_point.name} because " f"{self.faction_name} has no carriers" ) return False # Create ground object group group_id = self.game.next_group_id() g = CarrierGroundObject( namegen.random_objective_name(), group_id, self.control_point ) group = generate_carrier_group(self.faction_name, self.game, g) g.groups = [] if group is not None: g.groups.append(group) self.control_point.connected_objectives.append(g) self.control_point.name = random.choice(carrier_names) return True class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator): def generate(self) -> bool: if not super().generate(): return False lha_names = self.faction.helicopter_carrier_names if not lha_names: logging.info( f"Skipping generation of {self.control_point.name} because " f"{self.faction_name} has no LHAs" ) return False # Create ground object group group_id = self.game.next_group_id() g = LhaGroundObject( namegen.random_objective_name(), group_id, self.control_point ) group = generate_lha_group(self.faction_name, self.game, g) g.groups = [] if group is not None: g.groups.append(group) self.control_point.connected_objectives.append(g) self.control_point.name = random.choice(lha_names) return True class BaseDefenseGenerator: def __init__(self, game: Game, control_point: ControlPoint) -> None: self.game = game self.control_point = control_point self.location_finder = LocationFinder(control_point) @property def faction_name(self) -> str: if self.control_point.captured: return self.game.player_name else: return self.game.enemy_name @property def faction(self) -> Faction: return db.FACTIONS[self.faction_name] def generate(self) -> None: self.generate_ewr() self.generate_garrison() self.generate_base_defenses() def generate_ewr(self) -> None: position = self.location_finder.location_for(LocationType.BaseEwr) if position is None: return group_id = self.game.next_group_id() g = EwrGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, True, ) group = generate_ewr_group(self.game, g, self.faction) if group is None: logging.error(f"Could not generate EWR at {self.control_point}") return g.groups = [group] self.control_point.base_defenses.append(g) def generate_base_defenses(self) -> None: # First group has a 1/2 chance of being a SAM, 1/6 chance of SHORAD, # and a 1/6 chance of a garrison. # # Further groups have a 1/3 chance of being SHORAD and 2/3 chance of # being a garrison. for i in range(random.randint(2, 5)): if i == 0 and random.randint(0, 1) == 0: self.generate_sam() elif random.randint(0, 2) == 1: self.generate_shorad() else: self.generate_garrison() def generate_garrison(self) -> None: position = self.location_finder.location_for(LocationType.Garrison) if position is None: return group_id = self.game.next_group_id() g = VehicleGroupGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=True, ) group = generate_armor_group(self.faction_name, self.game, g) if group is None: logging.error(f"Could not generate garrison at {self.control_point}") return g.groups.append(group) self.control_point.base_defenses.append(g) def generate_sam(self) -> None: position = self.location_finder.location_for(LocationType.BaseAirDefense) if position is None: return group_id = self.game.next_group_id() g = SamGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=True, ) groups = generate_anti_air_group(self.game, g, self.faction) if not groups: logging.error(f"Could not generate SAM at {self.control_point}") return g.groups = groups self.control_point.base_defenses.append(g) def generate_shorad(self) -> None: position = self.location_finder.location_for(LocationType.BaseAirDefense) if position is None: return group_id = self.game.next_group_id() g = SamGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=True, ) groups = generate_anti_air_group( self.game, g, self.faction, ranges=[{AirDefenseRange.Short, AirDefenseRange.AAA}], ) if not groups: logging.error(f"Could not generate SHORAD group at {self.control_point}") return g.groups = groups self.control_point.base_defenses.append(g) class FobDefenseGenerator(BaseDefenseGenerator): def generate(self) -> None: self.generate_garrison() self.generate_fob_defenses() def generate_fob_defenses(self): # First group has a 1/2 chance of being a SHORAD, # and a 1/2 chance of a garrison. # # Further groups have a 1/3 chance of being SHORAD and 2/3 chance of # being a garrison. for i in range(random.randint(2, 5)): if i == 0 and random.randint(0, 1) == 0: self.generate_shorad() elif i == 0 and random.randint(0, 1) == 0: self.generate_garrison() elif random.randint(0, 2) == 1: self.generate_shorad() else: self.generate_garrison() class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator): def __init__( self, game: Game, generator_settings: GeneratorSettings, control_point: ControlPoint, templates: GroundObjectTemplates, ) -> None: super().__init__(game, generator_settings, control_point) self.templates = templates def generate(self) -> bool: if not super().generate(): return False BaseDefenseGenerator(self.game, self.control_point).generate() self.generate_ground_points() return True def generate_ground_points(self) -> None: """Generate ground objects and AA sites for the control point.""" self.generate_armor_groups() skip_sams = self.generate_required_aa() skip_ewrs = self.generate_required_ewr() self.generate_scenery_sites() self.generate_strike_targets() self.generate_offshore_strike_targets() self.generate_factories() self.generate_ammunition_depots() if self.faction.missiles: self.generate_missile_sites() self.generate_required_missile_sites() if self.faction.coastal_defenses: self.generate_coastal_sites() self.generate_required_coastal_sites() if self.control_point.is_global: return # Always generate at least one AA point. self.generate_aa_site() # And between 2 and 7 other objectives. amount = random.randrange(2, 7) for i in range(amount): # 1 in 4 additional objectives are AA. if random.randint(0, 3) == 0: if skip_sams > 0: skip_sams -= 1 else: self.generate_aa_site() # 1 in 4 additional objectives are EWR. elif random.randint(0, 3) == 0: if skip_ewrs > 0: skip_ewrs -= 1 else: self.generate_ewr_site() else: self.generate_ground_point() def generate_armor_groups(self) -> None: for position in self.control_point.preset_locations.armor_groups: self.generate_armor_at(position) def generate_armor_at(self, position: PointWithHeading) -> None: group_id = self.game.next_group_id() g = VehicleGroupGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=False, ) group = generate_armor_group(self.faction_name, self.game, g) if group is None: logging.error( "Could not generate armor group for %s at %s", g.name, self.control_point, ) return g.groups = [group] self.control_point.connected_objectives.append(g) def generate_required_aa(self) -> int: """Generates the AA sites that are required by the campaign. Returns: The number of AA sites that were generated. """ presets = self.control_point.preset_locations for position in presets.required_long_range_sams: self.generate_aa_at( position, ranges=[ {AirDefenseRange.Long}, {AirDefenseRange.Medium}, {AirDefenseRange.Short}, {AirDefenseRange.AAA}, ], ) for position in presets.required_medium_range_sams: self.generate_aa_at( position, ranges=[ {AirDefenseRange.Medium}, {AirDefenseRange.Short}, {AirDefenseRange.AAA}, ], ) for position in presets.required_short_range_sams: self.generate_aa_at( position, ranges=[{AirDefenseRange.Short}, {AirDefenseRange.AAA}], ) for position in presets.required_aaa: self.generate_aa_at( position, ranges=[{AirDefenseRange.AAA}], ) return ( len(presets.required_long_range_sams) + len(presets.required_medium_range_sams) + len(presets.required_short_range_sams) + len(presets.required_aaa) ) def generate_required_ewr(self) -> int: """Generates the EWR sites that are required by the campaign. Returns: The number of EWR sites that were generated. """ presets = self.control_point.preset_locations for position in presets.required_ewrs: self.generate_ewr_at(position) return len(presets.required_ewrs) def generate_ground_point(self) -> None: try: category = random.choice(self.faction.building_set) except IndexError: logging.exception("Faction has no buildings defined") return if category == "oil": location_type = LocationType.OffshoreStrikeTarget else: location_type = LocationType.StrikeTarget # Pick from preset locations point = self.location_finder.location_for(location_type) if point is None: return self.generate_strike_target_at(category, point) def generate_strike_target_at(self, category: str, position: Point) -> None: obj_name = namegen.random_objective_name() template = random.choice(list(self.templates[category].values())) object_id = 0 group_id = self.game.next_group_id() # TODO: Create only one TGO per objective, each with multiple units. for unit in template: object_id += 1 template_point = Point(unit["offset"].x, unit["offset"].y) g = BuildingGroundObject( obj_name, category, group_id, object_id, position + template_point, unit["heading"], self.control_point, unit["type"], ) self.control_point.connected_objectives.append(g) def generate_ammunition_depots(self) -> None: for position in self.control_point.preset_locations.ammunition_depots: self.generate_strike_target_at(category="ammo", position=position) def generate_factories(self) -> None: """Generates the factories that are required by the campaign.""" for position in self.control_point.preset_locations.factories: self.generate_factory_at(position) def generate_factory_at(self, point: PointWithHeading) -> None: obj_name = namegen.random_objective_name() group_id = self.game.next_group_id() g = FactoryGroundObject( obj_name, group_id, point, point.heading, self.control_point, ) self.control_point.connected_objectives.append(g) def generate_aa_site(self) -> None: position = self.location_finder.location_for(LocationType.Sam) if position is None: return self.generate_aa_at( position, ranges=[ # Prefer to use proper SAMs, but fall back to SHORADs if needed. {AirDefenseRange.Long, AirDefenseRange.Medium}, {AirDefenseRange.Short}, ], ) def generate_aa_at( self, position: Point, ranges: Iterable[Set[AirDefenseRange]] ) -> None: group_id = self.game.next_group_id() g = SamGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=False, ) groups = generate_anti_air_group(self.game, g, self.faction, ranges) if not groups: logging.error( "Could not generate air defense group for %s at %s", g.name, self.control_point, ) return g.groups = groups self.control_point.connected_objectives.append(g) def generate_ewr_site(self) -> None: position = self.location_finder.location_for(LocationType.Ewr) if position is None: return self.generate_ewr_at(position) def generate_ewr_at(self, position: PointWithHeading) -> None: group_id = self.game.next_group_id() g = EwrGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, for_airbase=False, ) group = generate_ewr_group(self.game, g, self.faction) if group is None: logging.error( "Could not generate ewr group for %s at %s", g.name, self.control_point, ) return g.groups = [group] self.control_point.connected_objectives.append(g) def generate_scenery_sites(self) -> None: presets = self.control_point.preset_locations for scenery_group in presets.scenery: self.generate_tgo_for_scenery(scenery_group) def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None: obj_name = namegen.random_objective_name() category = scenery.category group_id = self.game.next_group_id() object_id = 0 # Each nested trigger zone is a target/building/unit for an objective. for zone in scenery.zones: object_id += 1 local_position = zone.position local_dcs_identifier = zone.name g = SceneryGroundObject( obj_name, category, group_id, object_id, local_position, self.control_point, local_dcs_identifier, zone, ) self.control_point.connected_objectives.append(g) return def generate_required_missile_sites(self) -> None: for position in self.control_point.preset_locations.required_missile_sites: self.generate_missile_site_at(position) def generate_missile_sites(self) -> None: for i in range(self.faction.missiles_group_count): self.generate_missile_site() def generate_missile_site(self) -> None: position = self.location_finder.location_for(LocationType.MissileSite) if position is not None: return self.generate_missile_site_at(position) def generate_missile_site_at(self, position: PointWithHeading) -> None: group_id = self.game.next_group_id() g = MissileSiteGroundObject( namegen.random_objective_name(), group_id, position, self.control_point ) group = generate_missile_group(self.game, g, self.faction_name) g.groups = [] if group is not None: g.groups.append(group) self.control_point.connected_objectives.append(g) return def generate_required_coastal_sites(self) -> None: for position in self.control_point.preset_locations.required_coastal_defenses: self.generate_coastal_site_at(position) def generate_coastal_sites(self) -> None: for i in range(self.faction.coastal_group_count): self.generate_coastal_site() def generate_coastal_site(self) -> None: position = self.location_finder.location_for(LocationType.Coastal) if position is not None: self.generate_coastal_site_at(position) def generate_coastal_site_at(self, position: PointWithHeading) -> None: group_id = self.game.next_group_id() g = CoastalSiteGroundObject( namegen.random_objective_name(), group_id, position, self.control_point, position.heading, ) group = generate_coastal_group(self.game, g, self.faction_name) g.groups = [] if group is not None: g.groups.append(group) self.control_point.connected_objectives.append(g) return def generate_strike_targets(self) -> None: """Generates the strike targets that are required by the campaign.""" building_set = list(set(self.faction.building_set) - {"oil"}) if not building_set: logging.error("Faction has no buildings defined") return for position in self.control_point.preset_locations.required_strike_locations: category = random.choice(building_set) self.generate_strike_target_at(category, position) def generate_offshore_strike_targets(self) -> None: """Generates the offshore strike targets that are required by the campaign.""" if "oil" not in self.faction.building_set: logging.error("Faction does not support offshore strike targets") return for ( position ) in self.control_point.preset_locations.required_offshore_strike_locations: self.generate_strike_target_at("oil", position) class FobGroundObjectGenerator(AirbaseGroundObjectGenerator): def generate(self) -> bool: self.generate_fob() FobDefenseGenerator(self.game, self.control_point).generate() self.generate_armor_groups() self.generate_factories() self.generate_ammunition_depots() self.generate_required_aa() self.generate_required_ewr() self.generate_scenery_sites() self.generate_strike_targets() self.generate_offshore_strike_targets() if self.faction.missiles: self.generate_missile_sites() self.generate_required_missile_sites() if self.faction.coastal_defenses: self.generate_coastal_sites() self.generate_required_coastal_sites() return True def generate_fob(self) -> None: category = "fob" obj_name = self.control_point.name template = random.choice(list(self.templates[category].values())) point = self.control_point.position # Pick from preset locations object_id = 0 group_id = self.game.next_group_id() # TODO: Create only one TGO per objective, each with multiple units. for unit in template: object_id += 1 template_point = Point(unit["offset"].x, unit["offset"].y) g = BuildingGroundObject( obj_name, category, group_id, object_id, point + template_point, unit["heading"], self.control_point, unit["type"], airbase_group=True, ) self.control_point.connected_objectives.append(g) class GroundObjectGenerator: def __init__(self, game: Game, generator_settings: GeneratorSettings) -> None: self.game = game self.generator_settings = generator_settings with open("resources/groundobject_templates.p", "rb") as f: self.templates: GroundObjectTemplates = pickle.load(f) def generate(self) -> None: # Copied so we can remove items from the original list without breaking # the iterator. control_points = list(self.game.theater.controlpoints) for control_point in control_points: if not self.generate_for_control_point(control_point): self.game.theater.controlpoints.remove(control_point) def generate_for_control_point(self, control_point: ControlPoint) -> bool: generator: ControlPointGroundObjectGenerator if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP: generator = CarrierGroundObjectGenerator( self.game, self.generator_settings, control_point ) elif control_point.cptype == ControlPointType.LHA_GROUP: generator = LhaGroundObjectGenerator( self.game, self.generator_settings, control_point ) elif isinstance(control_point, OffMapSpawn): generator = NoOpGroundObjectGenerator( self.game, self.generator_settings, control_point ) elif isinstance(control_point, Fob): generator = FobGroundObjectGenerator( self.game, self.generator_settings, control_point, self.templates ) else: generator = AirbaseGroundObjectGenerator( self.game, self.generator_settings, control_point, self.templates ) return generator.generate()