dcs-retribution/game/theater/theatergroundobject.py
Dan Albert fb10a8d28e Add frozen combat modelling.
This doesn't do anything yet, but sets up the data model handling for
frozen combat. The next step is to show combat in the map view, since
that will be helpful when debugging the step after that one: resolving
frozen combat.

This would benefit from caching the Shapely data for SAM threat zones.
Right now it's generating them once per tick and the stuttering is
visible at max speed.

https://github.com/dcs-liberation/dcs_liberation/issues/1680
2021-12-21 14:52:28 -08:00

650 lines
18 KiB
Python

from __future__ import annotations
import itertools
import logging
from abc import ABC
from collections.abc import Sequence
from typing import Generic, Iterator, List, TYPE_CHECKING, TypeVar, Union
from dcs.mapping import Point
from dcs.triggers import TriggerZone
from dcs.unit import Unit
from dcs.unitgroup import ShipGroup, VehicleGroup
from .. import db
from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
from ..utils import Distance, Heading, meters
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from ..ato.flighttype import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"ewr": "Early Warning Radar",
"aa": "AA Defense Site",
"allycamp": "Camp",
"ammo": "Ammo depot",
"armor": "Armor group",
"coastal": "Coastal defense",
"comms": "Communications tower",
"derrick": "Derrick",
"factory": "Factory",
"farp": "FARP",
"fob": "FOB",
"fuel": "Fuel depot",
"missile": "Missile site",
"oil": "Oil platform",
"power": "Power plant",
"ship": "Ship",
"village": "Village",
"ware": "Warehouse",
"ww2bunker": "Bunker",
}
GroupT = TypeVar("GroupT", ShipGroup, VehicleGroup)
class TheaterGroundObject(MissionTarget, Generic[GroupT]):
def __init__(
self,
name: str,
category: str,
group_id: int,
position: Point,
heading: Heading,
control_point: ControlPoint,
dcs_identifier: str,
sea_object: bool,
) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
self.heading = heading
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.sea_object = sea_object
self.groups: List[GroupT] = []
@property
def is_dead(self) -> bool:
return self.alive_unit_count == 0
@property
def units(self) -> List[Unit]:
"""
:return: all the units at this location
"""
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def dead_units(self) -> List[Unit]:
"""
:return: all the dead units at this location
"""
return list(
itertools.chain.from_iterable(
[getattr(g, "units_losts", []) for g in self.groups]
)
)
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}"
@property
def waypoint_name(self) -> str:
return f"[{self.name}] {self.category}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
def is_same_group(self, identifier: str) -> bool:
return self.group_id == identifier
@property
def obj_name(self) -> str:
return self.name
@property
def faction_color(self) -> str:
return "BLUE" if self.control_point.captured else "RED"
def is_friendly(self, to_player: bool) -> bool:
return self.control_point.is_friendly(to_player)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
FlightType.REFUELING,
]
yield from super().mission_types(for_player)
@property
def alive_unit_count(self) -> int:
return sum(len(g.units) for g in self.groups)
@property
def might_have_aa(self) -> bool:
return False
@property
def has_live_radar_sam(self) -> bool:
"""Returns True if the ground object contains a unit with working radar SAM."""
for group in self.groups:
if self.threat_range(group, radar_only=True):
return True
return False
def _max_range_of_type(self, group: GroupT, range_type: str) -> Distance:
if not self.might_have_aa:
return meters(0)
max_range = meters(0)
for u in group.units:
unit = db.unit_type_from_name(u.type)
if unit is None:
logging.error(f"Unknown unit type {u.type}")
continue
# Some units in pydcs have detection_range/threat_range defined,
# but explicitly set to None.
unit_range = getattr(unit, range_type, None)
if unit_range is not None:
max_range = max(max_range, meters(unit_range))
return max_range
def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: GroupT) -> Distance:
return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance:
return max(self.threat_range(g) for g in self.groups)
def threat_range(self, group: GroupT, radar_only: bool = False) -> Distance:
return self._max_range_of_type(group, "threat_range")
@property
def is_ammo_depot(self) -> bool:
return self.category == "ammo"
@property
def is_factory(self) -> bool:
return self.category == "factory"
@property
def is_control_point(self) -> bool:
"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
return False
@property
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
return self.units
@property
def mark_locations(self) -> Iterator[Point]:
yield self.position
def clear(self) -> None:
self.groups = []
@property
def capturable(self) -> bool:
raise NotImplementedError
@property
def purchasable(self) -> bool:
raise NotImplementedError
class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
category: str,
group_id: int,
object_id: int,
position: Point,
heading: Heading,
control_point: ControlPoint,
dcs_identifier: str,
is_fob_structure: bool = False,
) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
sea_object=False,
)
self.is_fob_structure = is_fob_structure
self.object_id = object_id
# Other TGOs track deadness based on the number of alive units, but
# buildings don't have groups assigned to the TGO.
self._dead = False
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}|{self.object_id}"
@property
def waypoint_name(self) -> str:
return f"{super().waypoint_name} #{self.object_id}"
@property
def is_dead(self) -> bool:
if not hasattr(self, "_dead"):
self._dead = False
return self._dead
def kill(self) -> None:
self._dead = True
def iter_building_group(self) -> Iterator[BuildingGroundObject]:
for tgo in self.control_point.ground_objects:
if (
tgo.obj_name == self.obj_name
and not tgo.is_dead
and isinstance(tgo, BuildingGroundObject)
):
yield tgo
@property
def strike_targets(self) -> List[BuildingGroundObject]:
return list(self.iter_building_group())
@property
def mark_locations(self) -> Iterator[Point]:
for building in self.iter_building_group():
yield building.position
@property
def is_control_point(self) -> bool:
return self.is_fob_structure
@property
def capturable(self) -> bool:
return True
@property
def purchasable(self) -> bool:
return False
def max_threat_range(self) -> Distance:
return meters(0)
def max_detection_range(self) -> Distance:
return meters(0)
class SceneryGroundObject(BuildingGroundObject):
def __init__(
self,
name: str,
category: str,
group_id: int,
object_id: int,
position: Point,
control_point: ControlPoint,
dcs_identifier: str,
zone: TriggerZone,
) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
object_id=object_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier=dcs_identifier,
is_fob_structure=False,
)
self.zone = zone
try:
# In the default TriggerZone using "assign as..." in the DCS Mission Editor,
# property three has the scenery's object ID as its value.
self.map_object_id = self.zone.properties[3]["value"]
except (IndexError, KeyError):
logging.exception(
"Invalid TriggerZone for Scenery definition. The third property must "
"be the map object ID."
)
raise
class FactoryGroundObject(BuildingGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
heading: Heading,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="factory",
group_id=group_id,
object_id=0,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier="Workshop A",
is_fob_structure=False,
)
class NavalGroundObject(TheaterGroundObject[ShipGroup]):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class GenericCarrierGroundObject(NavalGroundObject):
@property
def is_control_point(self) -> bool:
return True
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
group_id=group_id,
position=control_point.position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="CARRIER",
sea_object=True,
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
def __str__(self) -> str:
return f"CV {self.name}"
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
group_id=group_id,
position=control_point.position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="LHA",
sea_object=True,
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
def __str__(self) -> str:
return f"LHA {self.name}"
class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="missile",
group_id=group_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="AA",
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
heading: Heading,
) -> None:
super().__init__(
name=name,
category="coastal",
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier="AA",
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class IadsGroundObject(TheaterGroundObject[VehicleGroup], ABC):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
# The SamGroundObject represents all type of AA
# The TGO can have multiple types of units (AAA,SAM,Support...)
# Differentiation can be made during generation with the airdefensegroupgenerator
class SamGroundObject(IadsGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="AA",
sea_object=False,
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield FlightType.SEAD
for mission_type in super().mission_types(for_player):
# We yielded this ourselves to move it to the top of the list. Don't yield
# it twice.
if mission_type is not FlightType.DEAD:
yield mission_type
@property
def might_have_aa(self) -> bool:
return True
def threat_range(self, group: VehicleGroup, radar_only: bool = False) -> Distance:
max_non_radar = meters(0)
live_trs = set()
max_telar_range = meters(0)
launchers = set()
for unit in group.units:
unit_type = db.vehicle_type_from_name(unit.type)
if unit_type in TRACK_RADARS:
live_trs.add(unit_type)
elif unit_type in TELARS:
max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
elif unit_type in LAUNCHER_TRACKER_PAIRS:
launchers.add(unit_type)
else:
max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
max_tel_range = meters(0)
for launcher in launchers:
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
max_tel_range = max(max_tel_range, meters(unit_type.threat_range))
if radar_only:
return max(max_tel_range, max_telar_range)
else:
return max(max_tel_range, max_telar_range, max_non_radar)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="armor",
group_id=group_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="AA",
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class EwrGroundObject(IadsGroundObject):
def __init__(
self,
name: str,
group_id: int,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="ewr",
group_id=group_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="EWR",
sea_object=False,
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
# Use Group Id and uppercase EWR
return f"{self.faction_color}|EWR|{self.group_id}"
@property
def might_have_aa(self) -> bool:
return True
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class ShipGroundObject(NavalGroundObject):
def __init__(
self, name: str, group_id: int, position: Point, control_point: ControlPoint
) -> None:
super().__init__(
name=name,
category="ship",
group_id=group_id,
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
dcs_identifier="AA",
sea_object=True,
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"