"""Generators for creating the groups for ground objectives. The classes in this file are responsible for creating the vehicle groups, ship groups, statics, missile sites, and AA sites for the mission. Each of these objectives is defined in the Theater by a TheaterGroundObject. These classes create the pydcs groups and statics for those areas and add them to the mission. """ from __future__ import annotations import logging import random from collections import defaultdict from typing import Any, Dict, Iterator, List, Optional, TYPE_CHECKING, Type from dcs import Mission, Point, unitgroup from dcs.action import DoScript, SceneryDestructionZone from dcs.condition import MapObjectIsDead from dcs.country import Country from dcs.point import StaticPoint from dcs.ships import ( CVN_71, CVN_72, CVN_73, CVN_75, CV_1143_5, KUZNECOW, Stennis, ) from dcs.statics import Fortification from dcs.task import ( ActivateBeaconCommand, ActivateICLSCommand, EPLRS, FireAtPoint, OptAlarmState, ) from dcs.translation import String from dcs.triggers import Event, TriggerOnce, TriggerStart, TriggerZone from dcs.unit import Unit from dcs.unitgroup import MovingGroup, ShipGroup, StaticGroup, VehicleGroup from dcs.unittype import ShipType, VehicleType from dcs.vehicles import vehicle_map from game.radio.radios import RadioFrequency, RadioRegistry from game.radio.tacan import TacanBand, TacanChannel, TacanRegistry, TacanUsage from game.runways import RunwayData from game.theater import ControlPoint, TheaterGroundObject, TheaterUnit from game.theater.theatergroundobject import ( CarrierGroundObject, GenericCarrierGroundObject, LhaGroundObject, MissileSiteGroundObject, ) from game.theater.theatergroup import SceneryUnit, TheaterGroup from game.unitmap import UnitMap from game.utils import Heading, feet, knots, mps if TYPE_CHECKING: from game import Game FARP_FRONTLINE_DISTANCE = 10000 AA_CP_MIN_DISTANCE = 40000 class GroundObjectGenerator: """generates the DCS groups and units from the TheaterGroundObject""" def __init__( self, ground_object: TheaterGroundObject, country: Country, game: Game, mission: Mission, unit_map: UnitMap, ) -> None: self.ground_object = ground_object self.country = country self.game = game self.m = mission self.unit_map = unit_map @property def culled(self) -> bool: return self.game.iads_considerate_culling(self.ground_object) def generate(self) -> None: if self.culled: return for group in self.ground_object.groups: vehicle_units = [] ship_units = [] # Split the different unit types to be compliant to dcs limitation for unit in group.units: if unit.is_static: # A Static unit has to be a single static group self.create_static_group(unit) elif unit.is_vehicle and unit.alive: # All alive Vehicles vehicle_units.append(unit) elif unit.is_ship and unit.alive: # All alive Ships ship_units.append(unit) if vehicle_units: self.create_vehicle_group(group.group_name, vehicle_units) if ship_units: self.create_ship_group(group.group_name, ship_units) def create_vehicle_group( self, group_name: str, units: list[TheaterUnit] ) -> VehicleGroup: vehicle_group: Optional[VehicleGroup] = None for unit in units: assert issubclass(unit.type, VehicleType) if vehicle_group is None: vehicle_group = self.m.vehicle_group( self.country, group_name, unit.type, position=unit.position, heading=unit.position.heading.degrees, ) vehicle_group.units[0].player_can_drive = True self.enable_eplrs(vehicle_group, unit.type) vehicle_group.units[0].name = unit.unit_name self.set_alarm_state(vehicle_group) else: vehicle_unit = self.m.vehicle(unit.unit_name, unit.type) vehicle_unit.player_can_drive = True vehicle_unit.position = unit.position vehicle_unit.heading = unit.position.heading.degrees vehicle_group.add_unit(vehicle_unit) self._register_theater_unit(unit, vehicle_group.units[-1]) if vehicle_group is None: raise RuntimeError(f"Error creating VehicleGroup for {group_name}") return vehicle_group def create_ship_group( self, group_name: str, units: list[TheaterUnit], frequency: Optional[RadioFrequency] = None, ) -> ShipGroup: ship_group: Optional[ShipGroup] = None for unit in units: assert issubclass(unit.type, ShipType) if ship_group is None: ship_group = self.m.ship_group( self.country, group_name, unit.type, position=unit.position, heading=unit.position.heading.degrees, ) if frequency: ship_group.set_frequency(frequency.hertz) ship_group.units[0].name = unit.unit_name self.set_alarm_state(ship_group) else: ship_unit = self.m.ship(unit.unit_name, unit.type) if frequency: ship_unit.set_frequency(frequency.hertz) ship_unit.position = unit.position ship_unit.heading = unit.position.heading.degrees ship_group.add_unit(ship_unit) self._register_theater_unit(unit, ship_group.units[-1]) if ship_group is None: raise RuntimeError(f"Error creating ShipGroup for {group_name}") return ship_group def create_static_group(self, unit: TheaterUnit) -> None: if isinstance(unit, SceneryUnit): # Special handling for scenery objects: # Only create a trigger zone and no "real" dcs unit self.add_trigger_zone_for_scenery(unit) return static_group = self.m.static_group( country=self.country, name=unit.unit_name, _type=unit.type, position=unit.position, heading=unit.position.heading.degrees, dead=not unit.alive, ) self._register_theater_unit(unit, static_group.units[0]) @staticmethod def enable_eplrs(group: VehicleGroup, unit_type: Type[VehicleType]) -> None: if unit_type.eplrs: group.points[0].tasks.append(EPLRS(group.id)) def set_alarm_state(self, group: MovingGroup[Any]) -> None: if self.game.settings.perf_red_alert_state: group.points[0].tasks.append(OptAlarmState(2)) else: group.points[0].tasks.append(OptAlarmState(1)) def _register_theater_unit( self, theater_unit: TheaterUnit, dcs_unit: Unit, ) -> None: self.unit_map.add_theater_unit_mapping(theater_unit, dcs_unit) def add_trigger_zone_for_scenery(self, scenery: SceneryUnit) -> None: # Align the trigger zones to the faction color on the DCS briefing/F10 map. color = ( {1: 0.2, 2: 0.7, 3: 1, 4: 0.15} if scenery.ground_object.is_friendly(to_player=True) else {1: 1, 2: 0.2, 3: 0.2, 4: 0.15} ) # Create the smallest valid size trigger zone (16 feet) so that risk of overlap # is minimized. As long as the triggerzone is over the scenery object, we're ok. smallest_valid_radius = feet(16).meters trigger_zone = self.m.triggers.add_triggerzone( scenery.zone.position, smallest_valid_radius, scenery.zone.hidden, scenery.zone.name, color, scenery.zone.properties, ) # DCS only visually shows a scenery object is dead when # this trigger rule is applied. Otherwise you can kill a # structure twice. if not scenery.alive: self.generate_destruction_trigger_rule(trigger_zone) else: self.generate_on_dead_trigger_rule(trigger_zone) self.unit_map.add_scenery(scenery, trigger_zone) def generate_destruction_trigger_rule(self, trigger_zone: TriggerZone) -> None: # Add destruction zone trigger t = TriggerStart(comment="Destruction") t.actions.append( SceneryDestructionZone(destruction_level=100, zone=trigger_zone.id) ) self.m.triggerrules.triggers.append(t) def generate_on_dead_trigger_rule(self, trigger_zone: TriggerZone) -> None: # Add a TriggerRule with the MapObjectIsDead condition to recognize killed # map objects and add them to the state.json with a DoScript t = TriggerOnce(Event.NoEvent, f"MapObjectIsDead Trigger {trigger_zone.id}") t.add_condition(MapObjectIsDead(trigger_zone.id)) script_string = String( f'killed_ground_units[#killed_ground_units + 1] = "{trigger_zone.name}"' ) t.actions.append(DoScript(script_string)) self.m.triggerrules.triggers.append(t) class MissileSiteGenerator(GroundObjectGenerator): @property def culled(self) -> bool: # Don't cull missile sites - their range is long enough to make them easily # culled despite being a threat. return False def generate(self) -> None: super(MissileSiteGenerator, self).generate() # Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now) # TODO : Should be pre-planned ? # TODO : Add delay to task to spread fire task over mission duration ? for group in self.ground_object.groups: vg = self.m.find_group(group.group_name) if vg is not None: targets = self.possible_missile_targets() if targets: target = random.choice(targets) real_target = target.point_from_heading( Heading.random().degrees, random.randint(0, 2500) ) vg.points[0].add_task(FireAtPoint(real_target)) logging.info("Set up fire task for missile group.") else: logging.info( "Couldn't setup missile site to fire, no valid target in range." ) else: logging.info( "Couldn't setup missile site to fire, group was not generated." ) def possible_missile_targets(self) -> List[Point]: """ Find enemy control points in range :return: List of possible missile targets """ targets: List[Point] = [] for cp in self.game.theater.controlpoints: if cp.captured != self.ground_object.control_point.captured: distance = cp.position.distance_to_point(self.ground_object.position) if distance < self.missile_site_range: targets.append(cp.position) return targets @property def missile_site_range(self) -> int: """ Get the missile site range :return: Missile site range """ site_range = 0 for group in self.ground_object.groups: vg = self.m.find_group(group.group_name) if vg is not None: for u in vg.units: if u.type in vehicle_map: if vehicle_map[u.type].threat_range > site_range: site_range = vehicle_map[u.type].threat_range return site_range class GenericCarrierGenerator(GroundObjectGenerator): """Base type for carrier group generation. Used by both CV(N) groups and LHA groups. """ def __init__( self, ground_object: GenericCarrierGroundObject, control_point: ControlPoint, country: Country, game: Game, mission: Mission, radio_registry: RadioRegistry, tacan_registry: TacanRegistry, icls_alloc: Iterator[int], runways: Dict[str, RunwayData], unit_map: UnitMap, ) -> None: super().__init__(ground_object, country, game, mission, unit_map) self.ground_object = ground_object self.control_point = control_point self.radio_registry = radio_registry self.tacan_registry = tacan_registry self.icls_alloc = icls_alloc self.runways = runways def generate(self) -> None: # This can also be refactored as the general generation was updated atc = self.radio_registry.alloc_uhf() for g_id, group in enumerate(self.ground_object.groups): if not group.units: logging.warning(f"Found empty carrier group in {self.control_point}") continue ship_group = self.create_ship_group(group.group_name, group.units, atc) # Always steam into the wind, even if the carrier is being moved. # There are multiple unsimulated hours between turns, so we can # count those as the time the carrier uses to move and the mission # time as the recovery window. brc = self.steam_into_wind(ship_group) # Set Carrier Specific Options if g_id == 0: # Correct unit type for the carrier. # This is only used for the super carrier setting ship_group.units[0].type = self.get_carrier_type(group).id tacan = self.tacan_registry.alloc_for_band( TacanBand.X, TacanUsage.TransmitReceive ) tacan_callsign = self.tacan_callsign() icls = next(self.icls_alloc) self.activate_beacons(ship_group, tacan, tacan_callsign, icls) self.add_runway_data( brc or Heading.from_degrees(0), atc, tacan, tacan_callsign, icls ) def get_carrier_type(self, group: TheaterGroup) -> Type[ShipType]: carrier_type = group.units[0].type if issubclass(carrier_type, ShipType): return carrier_type raise RuntimeError(f"First unit of TGO {group.name} is no Ship") def steam_into_wind(self, group: ShipGroup) -> Optional[Heading]: wind = self.game.conditions.weather.wind.at_0m brc = Heading.from_degrees(wind.direction).opposite # Aim for 25kts over the deck. carrier_speed = knots(25) - mps(wind.speed) for attempt in range(5): point = group.points[0].position.point_from_heading( brc.degrees, 100000 - attempt * 20000 ) if self.game.theater.is_in_sea(point): group.points[0].speed = carrier_speed.meters_per_second group.add_waypoint(point, carrier_speed.kph) return brc return None def tacan_callsign(self) -> str: raise NotImplementedError @staticmethod def activate_beacons( group: ShipGroup, tacan: TacanChannel, callsign: str, icls: int ) -> None: group.points[0].tasks.append( ActivateBeaconCommand( channel=tacan.number, modechannel=tacan.band.value, callsign=callsign, unit_id=group.units[0].id, aa=False, ) ) group.points[0].tasks.append( ActivateICLSCommand(icls, unit_id=group.units[0].id) ) def add_runway_data( self, brc: Heading, atc: RadioFrequency, tacan: TacanChannel, callsign: str, icls: int, ) -> None: # TODO: Make unit name usable. # This relies on one control point mapping exactly # to one LHA, carrier, or other usable "runway". # This isn't wholly true, since the DD escorts of # the carrier group are valid for helicopters, but # they aren't exposed as such to the game. Should # clean this up so that's possible. We can't use the # unit name since it's an arbitrary ID. self.runways[self.control_point.name] = RunwayData( self.control_point.name, brc, "N/A", atc=atc, tacan=tacan, tacan_callsign=callsign, icls=icls, ) class CarrierGenerator(GenericCarrierGenerator): """Generator for CV(N) groups.""" def get_carrier_type(self, group: TheaterGroup) -> Type[ShipType]: unit_type = super().get_carrier_type(group) if self.game.settings.supercarrier: unit_type = self.upgrade_to_supercarrier(unit_type, self.control_point.name) return unit_type @staticmethod def upgrade_to_supercarrier(unit: Type[ShipType], name: str) -> Type[ShipType]: if unit == Stennis: if name == "CVN-71 Theodore Roosevelt": return CVN_71 elif name == "CVN-72 Abraham Lincoln": return CVN_72 elif name == "CVN-73 George Washington": return CVN_73 elif name == "CVN-75 Harry S. Truman": return CVN_75 elif name == "Carrier Strike Group 8": return CVN_75 else: return CVN_71 elif unit == KUZNECOW: return CV_1143_5 else: return unit def tacan_callsign(self) -> str: # TODO: Assign these properly. return random.choice( [ "STE", "CVN", "CVH", "CCV", "ACC", "ARC", "GER", "ABR", "LIN", "TRU", ] ) class LhaGenerator(GenericCarrierGenerator): """Generator for LHA groups.""" def tacan_callsign(self) -> str: # TODO: Assign these properly. return random.choice( [ "LHD", "LHA", "LHB", "LHC", "LHD", "LDS", ] ) class HelipadGenerator: """ Generates helipads for given control point """ def __init__( self, mission: Mission, cp: ControlPoint, game: Game, radio_registry: RadioRegistry, tacan_registry: TacanRegistry, ): self.m = mission self.cp = cp self.game = game self.radio_registry = radio_registry self.tacan_registry = tacan_registry self.helipads: list[StaticGroup] = [] def generate(self) -> None: # This gets called for every control point, so we don't want to add an empty group (causes DCS mission editor to crash) if len(self.cp.helipads) == 0: return # Note: Helipad are generated as neutral object in order not to interfer with # capture triggers neutral_country = self.m.country(self.game.neutral_country.name) country = self.m.country(self.game.coalition_for(self.cp.captured).country_name) name = self.cp.name + "_helipad" sg = unitgroup.StaticGroup(self.m.next_group_id(), name) sp = StaticPoint(self.cp.position) sg.add_point(sp) for i, helipad in enumerate(self.cp.helipads): # This is used as a trigger of the number of available pads when spawning flights self.helipads.append(sg) name_i = name + "_" + str(i) logging.info("Generating helipad static : " + name_i) pad = self.m.farp( country, name_i, helipad, heading=helipad.heading.degrees, farp_type="InvisibleFARP", ) sg.add_unit(pad) # Generate a FARP Ammo and Fuel stack for each pad self.m.static_group( country=country, name=(name_i + "_fuel"), _type=Fortification.FARP_Fuel_Depot, position=pad.position.point_from_heading(helipad.heading.degrees, 35), heading=pad.heading, ) self.m.static_group( country=country, name=(name_i + "_ammo"), _type=Fortification.FARP_Ammo_Dump_Coating, position=pad.position.point_from_heading( helipad.heading.degrees, 35 ).point_from_heading(helipad.heading.degrees + 90, 10), heading=pad.heading, ) self.m.static_group( country=country, name=(name_i + "_ws"), _type=Fortification.Windsock, position=pad.position.point_from_heading( helipad.heading.degrees + 45, 35 ), heading=pad.heading, ) neutral_country.add_static_group(sg) class TgoGenerator: """Creates DCS groups and statics for the theater during mission generation. Most of the work of group/static generation is delegated to the other generator classes. This class is responsible for finding each of the locations for spawning ground objects, determining their types, and creating the appropriate generators. """ def __init__( self, mission: Mission, game: Game, radio_registry: RadioRegistry, tacan_registry: TacanRegistry, unit_map: UnitMap, ) -> None: self.m = mission self.game = game self.radio_registry = radio_registry self.tacan_registry = tacan_registry self.unit_map = unit_map self.icls_alloc = iter(range(1, 21)) self.runways: Dict[str, RunwayData] = {} self.helipads: dict[ControlPoint, list[StaticGroup]] = defaultdict(list) def generate(self) -> None: for cp in self.game.theater.controlpoints: country = self.m.country(self.game.coalition_for(cp.captured).country_name) # Generate helipads helipad_gen = HelipadGenerator( self.m, cp, self.game, self.radio_registry, self.tacan_registry ) helipad_gen.generate() self.helipads[cp] = helipad_gen.helipads for ground_object in cp.ground_objects: generator: GroundObjectGenerator if isinstance(ground_object, CarrierGroundObject): generator = CarrierGenerator( ground_object, cp, country, self.game, self.m, self.radio_registry, self.tacan_registry, self.icls_alloc, self.runways, self.unit_map, ) elif isinstance(ground_object, LhaGroundObject): generator = LhaGenerator( ground_object, cp, country, self.game, self.m, self.radio_registry, self.tacan_registry, self.icls_alloc, self.runways, self.unit_map, ) elif isinstance(ground_object, MissileSiteGroundObject): generator = MissileSiteGenerator( ground_object, country, self.game, self.m, self.unit_map ) else: generator = GroundObjectGenerator( ground_object, country, self.game, self.m, self.unit_map ) generator.generate()