from __future__ import annotations import logging import math import random from typing import TYPE_CHECKING, List, Optional, Tuple from dcs import Mission from dcs.action import AITaskPush from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged from dcs.country import Country from dcs.mapping import Point from dcs.point import PointAction from dcs.task import ( AFAC, EPLRS, AttackGroup, ControlledTask, FAC, FireAtPoint, GoToWaypoint, Hold, OrbitAction, SetImmortalCommand, SetInvisibleCommand, ) from dcs.triggers import Event, TriggerOnce from dcs.unit import Vehicle, Skill from dcs.unitgroup import VehicleGroup from game.data.groundunitclass import GroundUnitClass from game.dcs.aircrafttype import AircraftType from game.dcs.groundunittype import GroundUnitType from game.theater.controlpoint import ControlPoint from game.unitmap import UnitMap from game.utils import Heading from gen.ground_forces.ai_ground_planner import ( DISTANCE_FROM_FRONTLINE, CombatGroup, CombatGroupRole, ) from gen.callsigns import callsign_for_support_unit from gen.ground_forces.combat_stance import CombatStance from gen.naming import namegen from game.radio.radios import RadioRegistry from .airsupport import AirSupport, JtacInfo from .frontlineconflictdescription import FrontLineConflictDescription from .lasercoderegistry import LaserCodeRegistry if TYPE_CHECKING: from game import Game SPREAD_DISTANCE_FACTOR = 0.1, 0.3 SPREAD_DISTANCE_SIZE_FACTOR = 0.1 FRONTLINE_CAS_FIGHTS_COUNT = 16, 24 FRONTLINE_CAS_GROUP_MIN = 1, 2 FRONTLINE_CAS_PADDING = 12000 RETREAT_DISTANCE = 20000 BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000 AGGRESIVE_MOVE_DISTANCE = 16000 FIGHT_DISTANCE = 3500 RANDOM_OFFSET_ATTACK = 250 INFANTRY_GROUP_SIZE = 5 class FlotGenerator: def __init__( self, mission: Mission, conflict: FrontLineConflictDescription, game: Game, player_planned_combat_groups: List[CombatGroup], enemy_planned_combat_groups: List[CombatGroup], player_stance: CombatStance, enemy_stance: CombatStance, unit_map: UnitMap, radio_registry: RadioRegistry, air_support: AirSupport, laser_code_registry: LaserCodeRegistry, ) -> None: self.mission = mission self.conflict = conflict self.enemy_planned_combat_groups = enemy_planned_combat_groups self.player_planned_combat_groups = player_planned_combat_groups self.player_stance = player_stance self.enemy_stance = enemy_stance self.game = game self.unit_map = unit_map self.radio_registry = radio_registry self.air_support = air_support self.laser_code_registry = laser_code_registry def generate(self) -> None: position = FrontLineConflictDescription.frontline_position( self.conflict.front_line, self.game.theater ) frontline_vector = FrontLineConflictDescription.frontline_vector( self.conflict.front_line, self.game.theater ) # Create player groups at random position player_groups = self._generate_groups( self.player_planned_combat_groups, frontline_vector, True ) # Create enemy groups at random position enemy_groups = self._generate_groups( self.enemy_planned_combat_groups, frontline_vector, False ) # TODO: Differentiate AirConflict and GroundConflict classes. if self.conflict.heading is None: raise RuntimeError( "Cannot generate ground units for non-ground conflict. Ground unit " "conflicts cannot have the heading `None`." ) # Plan combat actions for groups self.plan_action_for_groups( self.player_stance, player_groups, enemy_groups, self.conflict.heading.right, self.conflict.blue_cp, self.conflict.red_cp, ) self.plan_action_for_groups( self.enemy_stance, enemy_groups, player_groups, self.conflict.heading.left, self.conflict.red_cp, self.conflict.blue_cp, ) # Add JTAC if self.game.blue.faction.has_jtac: n = "JTAC" + str(self.conflict.blue_cp.id) + str(self.conflict.red_cp.id) code: int freq = self.radio_registry.alloc_uhf() # If the option fc3LaserCode is enabled, force all JTAC # laser codes to 1113 to allow lasing for Su-25 Frogfoots and A-10A Warthogs. # Otherwise use 1688 for the first JTAC, 1687 for the second etc. if self.game.settings.plugins["plugins.jtacautolase.fc3LaserCode"]: code = 1113 else: code = self.laser_code_registry.get_next_laser_code() utype = self.game.blue.faction.jtac_unit if utype is None: utype = AircraftType.named("MQ-9 Reaper") jtac = self.mission.flight_group( country=self.mission.country(self.game.blue.country_name), name=n, aircraft_type=utype.dcs_unit_type, position=position[0], airport=None, altitude=5000, maintask=AFAC, ) jtac.points[0].tasks.append( FAC(callsign=len(self.air_support.jtacs) + 1, frequency=int(freq.mhz)) ) jtac.points[0].tasks.append(SetInvisibleCommand(True)) jtac.points[0].tasks.append(SetImmortalCommand(True)) jtac.points[0].tasks.append( OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle) ) frontline = ( f"Frontline {self.conflict.blue_cp.name}/{self.conflict.red_cp.name}" ) # Note: Will need to change if we ever add ground based JTAC. callsign = callsign_for_support_unit(jtac) self.air_support.jtacs.append( JtacInfo( str(jtac.name), n, callsign, frontline, str(code), blue=True, freq=freq, ) ) def gen_infantry_group_for_group( self, group: VehicleGroup, is_player: bool, side: Country, forward_heading: Heading, ) -> None: infantry_position = self.conflict.find_ground_position( group.points[0].position.random_point_within(250, 50), 500, forward_heading, self.conflict.theater, ) if not infantry_position: logging.warning("Could not find infantry position") return if side == self.conflict.attackers_country: cp = self.conflict.blue_cp else: cp = self.conflict.red_cp faction = self.game.faction_for(is_player) # Disable infantry unit gen if disabled if not self.game.settings.perf_infantry: if self.game.settings.manpads: # 50% of armored units protected by manpad if random.choice([True, False]): manpads = list(faction.infantry_with_class(GroundUnitClass.Manpads)) if manpads: u = random.choices( manpads, weights=[m.spawn_weight for m in manpads] )[0] self.mission.vehicle_group( side, namegen.next_infantry_name(side, cp.id, u), u.dcs_unit_type, position=infantry_position, group_size=1, heading=forward_heading.degrees, move_formation=PointAction.OffRoad, ) return possible_infantry_units = set( faction.infantry_with_class(GroundUnitClass.Infantry) ) if self.game.settings.manpads: possible_infantry_units |= set( faction.infantry_with_class(GroundUnitClass.Manpads) ) if not possible_infantry_units: return infantry_choices = list(possible_infantry_units) units = random.choices( infantry_choices, weights=[u.spawn_weight for u in infantry_choices], k=INFANTRY_GROUP_SIZE, ) self.mission.vehicle_group( side, namegen.next_infantry_name(side, cp.id, units[0]), units[0].dcs_unit_type, position=infantry_position, group_size=1, heading=forward_heading.degrees, move_formation=PointAction.OffRoad, ) for unit in units[1:]: position = infantry_position.random_point_within(55, 5) self.mission.vehicle_group( side, namegen.next_infantry_name(side, cp.id, unit), unit.dcs_unit_type, position=position, group_size=1, heading=forward_heading.degrees, move_formation=PointAction.OffRoad, ) def _set_reform_waypoint( self, dcs_group: VehicleGroup, forward_heading: Heading ) -> None: """Setting a waypoint close to the spawn position allows the group to reform gracefully rather than spin """ reform_point = dcs_group.position.point_from_heading( forward_heading.degrees, 50 ) dcs_group.add_waypoint(reform_point) def _plan_artillery_action( self, stance: CombatStance, gen_group: CombatGroup, dcs_group: VehicleGroup, forward_heading: Heading, target: Point, ) -> bool: """ Handles adding the DCS tasks for artillery groups for all combat stances. Returns True if tasking was added, returns False if the stance was not a combat stance. """ self._set_reform_waypoint(dcs_group, forward_heading) if stance != CombatStance.RETREAT: hold_task = Hold() hold_task.number = 1 dcs_group.add_trigger_action(hold_task) # Artillery strike random start artillery_trigger = TriggerOnce( Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id) ) artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60)) # TODO: Update to fire at group instead of point fire_task = FireAtPoint(target, gen_group.size * 10, 100) fire_task.number = 2 if stance != CombatStance.RETREAT else 1 dcs_group.add_trigger_action(fire_task) artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks))) self.mission.triggerrules.triggers.append(artillery_trigger) # Artillery will fall back when under attack if stance != CombatStance.RETREAT: # Hold position dcs_group.points[1].tasks.append(Hold()) retreat = self.find_retreat_point( dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 3) ) dcs_group.add_waypoint( dcs_group.position.point_from_heading(forward_heading.degrees, 1), PointAction.OffRoad, ) dcs_group.points[2].tasks.append(Hold()) dcs_group.add_waypoint(retreat, PointAction.OffRoad) artillery_fallback = TriggerOnce( Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id) ) for i, u in enumerate(dcs_group.units): artillery_fallback.add_condition(UnitDamaged(u.id)) if i < len(dcs_group.units) - 1: artillery_fallback.add_condition(Or()) hold_2 = Hold() hold_2.number = 3 dcs_group.add_trigger_action(hold_2) retreat_task = GoToWaypoint(to_index=3) retreat_task.number = 4 dcs_group.add_trigger_action(retreat_task) artillery_fallback.add_action( AITaskPush(dcs_group.id, len(dcs_group.tasks)) ) self.mission.triggerrules.triggers.append(artillery_fallback) for u in dcs_group.units: u.heading = (forward_heading + Heading.random(-5, 5)).degrees return True return False def _plan_tank_ifv_action( self, stance: CombatStance, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]], dcs_group: VehicleGroup, forward_heading: Heading, to_cp: ControlPoint, ) -> bool: """ Handles adding the DCS tasks for tank and IFV groups for all combat stances. Returns True if tasking was added, returns False if the stance was not a combat stance. """ self._set_reform_waypoint(dcs_group, forward_heading) if stance == CombatStance.AGGRESSIVE: # Attack nearest enemy if any # Then move forward OR Attack enemy base if it is not too far away target = self.find_nearest_enemy_group(dcs_group, enemy_groups) if target is not None: rand_offset = Point( random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), ) target_point = self.conflict.theater.nearest_land_pos( target.points[0].position + rand_offset ) dcs_group.add_waypoint(target_point) dcs_group.points[2].tasks.append(AttackGroup(target.id)) if ( to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE ): attack_point = self.conflict.theater.nearest_land_pos( to_cp.position.random_point_within(500, 0) ) else: # We use an offset heading here because DCS doesn't always # force vehicles to move if there's no heading change. offset_heading = forward_heading - Heading.from_degrees(2) attack_point = self.find_offensive_point( dcs_group, offset_heading, AGGRESIVE_MOVE_DISTANCE ) dcs_group.add_waypoint(attack_point, PointAction.OffRoad) elif stance == CombatStance.BREAKTHROUGH: # In breakthrough mode, the units will move forward # If the enemy base is close enough, the units will attack the base if ( to_cp.position.distance_to_point(dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE ): attack_point = self.conflict.theater.nearest_land_pos( to_cp.position.random_point_within(500, 0) ) else: # We use an offset heading here because DCS doesn't always # force vehicles to move if there's no heading change. offset_heading = forward_heading - Heading.from_degrees(1) attack_point = self.find_offensive_point( dcs_group, offset_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE ) dcs_group.add_waypoint(attack_point, PointAction.OffRoad) elif stance == CombatStance.ELIMINATION: # In elimination mode, the units focus on destroying as much enemy groups as possible targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3) for i, target in enumerate(targets, start=1): rand_offset = Point( random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), ) target_point = self.conflict.theater.nearest_land_pos( target.points[0].position + rand_offset ) dcs_group.add_waypoint(target_point, PointAction.OffRoad) dcs_group.points[i + 1].tasks.append(AttackGroup(target.id)) if ( to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE ): attack_point = self.conflict.theater.nearest_land_pos( to_cp.position.random_point_within(500, 0) ) dcs_group.add_waypoint(attack_point) if stance != CombatStance.RETREAT: self.add_morale_trigger(dcs_group, forward_heading) return True return False def _plan_apc_atgm_action( self, stance: CombatStance, dcs_group: VehicleGroup, forward_heading: Heading, to_cp: ControlPoint, ) -> bool: """ Handles adding the DCS tasks for APC and ATGM groups for all combat stances. Returns True if tasking was added, returns False if the stance was not a combat stance. """ self._set_reform_waypoint(dcs_group, forward_heading) if stance in [ CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION, ]: # APC & ATGM will never move too much forward, but will follow along any offensive if ( to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE ): attack_point = self.conflict.theater.nearest_land_pos( to_cp.position.random_point_within(500, 0) ) else: attack_point = self.find_offensive_point( dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE ) dcs_group.add_waypoint(attack_point, PointAction.OffRoad) if stance != CombatStance.RETREAT: self.add_morale_trigger(dcs_group, forward_heading) return True return False def plan_action_for_groups( self, stance: CombatStance, ally_groups: List[Tuple[VehicleGroup, CombatGroup]], enemy_groups: List[Tuple[VehicleGroup, CombatGroup]], forward_heading: Heading, from_cp: ControlPoint, to_cp: ControlPoint, ) -> None: if not self.game.settings.perf_moving_units: return for dcs_group, group in ally_groups: if group.unit_type.eplrs_capable: dcs_group.points[0].tasks.append(EPLRS(dcs_group.id)) if group.role == CombatGroupRole.ARTILLERY: if self.game.settings.perf_artillery: target = self.get_artillery_target_in_range( dcs_group, group, enemy_groups ) if target is not None: self._plan_artillery_action( stance, group, dcs_group, forward_heading, target ) elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]: self._plan_tank_ifv_action( stance, enemy_groups, dcs_group, forward_heading, to_cp ) elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]: self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp) if stance == CombatStance.RETREAT: # In retreat mode, the units will fall back # If the ally base is close enough, the units will even regroup there if ( from_cp.position.distance_to_point(dcs_group.points[0].position) <= RETREAT_DISTANCE ): retreat_point = from_cp.position.random_point_within(500, 250) else: retreat_point = self.find_retreat_point(dcs_group, forward_heading) reposition_point = retreat_point.point_from_heading( forward_heading.degrees, 10 ) # Another point to make the unit face the enemy dcs_group.add_waypoint(retreat_point, PointAction.OffRoad) dcs_group.add_waypoint(reposition_point, PointAction.OffRoad) def add_morale_trigger( self, dcs_group: VehicleGroup, forward_heading: Heading ) -> None: """ This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS """ if len(dcs_group.units) == 1: return # Units should hold position on last waypoint dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold()) # Force unit heading for unit in dcs_group.units: unit.heading = forward_heading.degrees dcs_group.manualHeading = True # We add a new retreat waypoint dcs_group.add_waypoint( self.find_retreat_point( dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8) ), PointAction.OffRoad, ) # Fallback task task = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points))) task.enabled = False dcs_group.add_trigger_action(Hold()) dcs_group.add_trigger_action(task) # Create trigger fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id)) # Usually more than 50% casualties = RETREAT fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76))) # Do retreat to the configured retreat waypoint fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks))) self.mission.triggerrules.triggers.append(fallback) def find_retreat_point( self, dcs_group: VehicleGroup, frontline_heading: Heading, distance: int = RETREAT_DISTANCE, ) -> Point: """ Find a point to retreat to :param dcs_group: DCS mission group we are searching a retreat point for :param frontline_heading: Heading of the frontline :return: dcs.mapping.Point object with the desired position """ desired_point = dcs_group.points[0].position.point_from_heading( frontline_heading.opposite.degrees, distance ) if self.conflict.theater.is_on_land(desired_point): return desired_point return self.conflict.theater.nearest_land_pos(desired_point) def find_offensive_point( self, dcs_group: VehicleGroup, frontline_heading: Heading, distance: int ) -> Point: """ Find a point to attack :param dcs_group: DCS mission group we are searching an attack point for :param frontline_heading: Heading of the frontline :param distance: Distance of the offensive (how far unit should move) :return: dcs.mapping.Point object with the desired position """ desired_point = dcs_group.points[0].position.point_from_heading( frontline_heading.degrees, distance ) if self.conflict.theater.is_on_land(desired_point): return desired_point return self.conflict.theater.nearest_land_pos(desired_point) @staticmethod def find_n_nearest_enemy_groups( player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]], n: int, ) -> List[VehicleGroup]: """ Return the nearest enemy group for the player group @param group Group for which we should find the nearest ennemies @param enemy_groups Potential enemy groups @param n number of nearby groups to take """ targets = [] # type: List[VehicleGroup] sorted_list = sorted( enemy_groups, key=lambda group: player_group.points[0].position.distance_to_point( group[0].points[0].position ), ) for i in range(n): # TODO: Is this supposed to return no groups if enemy_groups is less than n? if len(sorted_list) <= i: break else: targets.append(sorted_list[i][0]) return targets @staticmethod def find_nearest_enemy_group( player_group: VehicleGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]] ) -> Optional[VehicleGroup]: """ Search the enemy groups for a potential target suitable to armored assault @param group Group for which we should find the nearest ennemy @param enemy_groups Potential enemy groups """ min_distance = math.inf target = None for dcs_group, _ in enemy_groups: dist = player_group.points[0].position.distance_to_point( dcs_group.points[0].position ) if dist < min_distance: min_distance = dist target = dcs_group return target @staticmethod def get_artillery_target_in_range( dcs_group: VehicleGroup, group: CombatGroup, enemy_groups: List[Tuple[VehicleGroup, CombatGroup]], ) -> Optional[Point]: """ Search the enemy groups for a potential target suitable to an artillery unit """ # TODO: Update to return a list of groups instead of a single point rng = getattr(group.unit_type.dcs_unit_type, "threat_range", 0) if not enemy_groups: return None for _ in range(10): potential_target = random.choice(enemy_groups)[0] distance_to_target = dcs_group.points[0].position.distance_to_point( potential_target.points[0].position ) if distance_to_target < rng: return potential_target.points[0].position return None @staticmethod def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int: """ For artilery group, decide the distance from frontline with the range of the unit """ rg = group.unit_type.dcs_unit_type.threat_range - 7500 if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]: rg = random.randint( DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0], DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1], ) elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]: rg = random.randint( DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0], DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1], ) return rg def get_valid_position_for_group( self, conflict_position: Point, combat_width: int, distance_from_frontline: int, heading: Heading, spawn_heading: Heading, ) -> Optional[Point]: shifted = conflict_position.point_from_heading( heading.degrees, random.randint(0, combat_width) ) desired_point = shifted.point_from_heading( spawn_heading.degrees, distance_from_frontline ) return FrontLineConflictDescription.find_ground_position( desired_point, combat_width, heading, self.conflict.theater ) def _generate_groups( self, groups: list[CombatGroup], frontline_vector: Tuple[Point, Heading, int], is_player: bool, ) -> List[Tuple[VehicleGroup, CombatGroup]]: """Finds valid positions for planned groups and generates a pydcs group for them""" positioned_groups = [] position, heading, combat_width = frontline_vector spawn_heading = heading.left if is_player else heading.right country = self.game.coalition_for(is_player).country_name for group in groups: if group.role == CombatGroupRole.ARTILLERY: distance_from_frontline = ( self.get_artilery_group_distance_from_frontline(group) ) else: distance_from_frontline = random.randint( DISTANCE_FROM_FRONTLINE[group.role][0], DISTANCE_FROM_FRONTLINE[group.role][1], ) final_position = self.get_valid_position_for_group( position, combat_width, distance_from_frontline, heading, spawn_heading ) if final_position is not None: g = self._generate_group( self.mission.country(country), group.unit_type, group.size, final_position, heading=spawn_heading.opposite, ) if is_player: g.set_skill(Skill(self.game.settings.player_skill)) else: g.set_skill(Skill(self.game.settings.enemy_vehicle_skill)) positioned_groups.append((g, group)) if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]: self.gen_infantry_group_for_group( g, is_player, self.mission.country(country), spawn_heading.opposite, ) else: logging.warning(f"Unable to get valid position for {group}") return positioned_groups def _generate_group( self, side: Country, unit_type: GroundUnitType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading: Heading = Heading.from_degrees(0), ) -> VehicleGroup: if side == self.conflict.attackers_country: cp = self.conflict.blue_cp else: cp = self.conflict.red_cp group = self.mission.vehicle_group( side, namegen.next_unit_name(side, cp.id, unit_type), unit_type.dcs_unit_type, position=at, group_size=count, heading=heading.degrees, move_formation=move_formation, ) self.unit_map.add_front_line_units(group, cp, unit_type) for c in range(count): vehicle: Vehicle = group.units[c] vehicle.player_can_drive = True return group