from __future__ import annotations import itertools import re from typing import Dict, List, TYPE_CHECKING from enum import Enum from dcs.mapping import Point from dcs.ships import ( CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov, LHA_1_Tarawa, Type_071_Amphibious_Transport_Dock, ) from dcs.terrain.terrain import Airport from game import db from gen.ground_forces.combat_stance import CombatStance from .base import Base from .missiontarget import MissionTarget from .theatergroundobject import SamGroundObject, TheaterGroundObject if TYPE_CHECKING: from game import Game class ControlPointType(Enum): AIRBASE = 0 # An airbase with slots for everything AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible) LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier) FARP = 4 # A FARP, with slots for helicopters FOB = 5 # A FOB (ground units only) class ControlPoint(MissionTarget): position = None # type: Point name = None # type: str captured = False has_frontline = True frontline_offset = 0.0 alt = 0 def __init__(self, id: int, name: str, position: Point, at: db.StartingPosition, radials: List[int], size: int, importance: float, has_frontline=True, cptype=ControlPointType.AIRBASE): super().__init__(" ".join(re.split(r" |-", name)[:2]), position) self.id = id self.full_name = name self.at = at self.connected_objectives: List[TheaterGroundObject] = [] self.base_defenses: List[SamGroundObject] = [] self.size = size self.importance = importance self.captured = False self.captured_invert = False self.has_frontline = has_frontline self.radials = radials self.connected_points: List[ControlPoint] = [] self.base: Base = Base() self.cptype = cptype self.stances: Dict[int, CombatStance] = {} self.airport = None @property def ground_objects(self) -> List[TheaterGroundObject]: return list( itertools.chain(self.connected_objectives, self.base_defenses)) @classmethod def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True): assert airport obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE) obj.airport = airport() return obj @classmethod def carrier(cls, name: str, at: Point, id: int): import theater.conflicttheater cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1, has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP) return cp @classmethod def lha(cls, name: str, at: Point, id: int): import theater.conflicttheater cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1, has_frontline=False, cptype=ControlPointType.LHA_GROUP) return cp @property def heading(self): if self.cptype == ControlPointType.AIRBASE: return self.airport.runways[0].heading elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]: return 0 # TODO compute heading else: return 0 def __str__(self): return self.name @property def is_global(self): return not self.connected_points @property def is_carrier(self): """ :return: Whether this control point is an aircraft carrier """ return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] @property def is_fleet(self): """ :return: Whether this control point is a boat (mobile) """ return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] @property def is_lha(self): """ :return: Whether this control point is an LHA """ return self.cptype in [ControlPointType.LHA_GROUP] @property def sea_radials(self) -> List[int]: # TODO: fix imports all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ] result = [] for r in all_radials: if r not in self.radials: result.append(r) return result @property def available_aircraft_slots(self): """ :return: The maximum number of aircraft that can be stored in this control point """ if self.cptype == ControlPointType.AIRBASE: return len(self.airport.parking_slots) elif self.is_lha: return 20 elif self.is_carrier: return 90 else: return 0 def connect(self, to): self.connected_points.append(to) self.stances[to.id] = CombatStance.DEFENSIVE def has_runway(self): """ Check whether this control point can have aircraft taking off or landing. :return: """ if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] : for g in self.ground_objects: if g.dcs_identifier in ["CARRIER", "LHA"]: for group in g.groups: for u in group.units: if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]: return True return False elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]: return True else: return True def get_carrier_group_name(self): """ Get the carrier group name if the airbase is a carrier :return: Carrier group name """ if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] : for g in self.ground_objects: if g.dcs_identifier == "CARRIER": for group in g.groups: for u in group.units: if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]: return group.name elif g.dcs_identifier == "LHA": for group in g.groups: for u in group.units: if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]: return group.name return None def is_connected(self, to) -> bool: return to in self.connected_points def find_radial(self, heading: int, ignored_radial: int = None) -> int: closest_radial = 0 closest_radial_delta = 360 for radial in [x for x in self.radials if x != ignored_radial]: delta = abs(radial - heading) if delta < closest_radial_delta: closest_radial = radial closest_radial_delta = delta return closest_radial def find_ground_objects_by_obj_name(self, obj_name): found = [] for g in self.ground_objects: if g.obj_name == obj_name: found.append(g) return found def is_friendly(self, to_player: bool) -> bool: return self.captured == to_player def capture(self, game: Game, for_player: bool) -> None: if for_player: self.captured = True else: self.captured = False self.base.set_strength_to_minimum() self.base.aircraft = {} self.base.armor = {} # Handle cyclic dependency. from .start_generator import BaseDefenseGenerator self.base_defenses = [] BaseDefenseGenerator(game, self).generate()