Raffson 244415b721
PBO: IADS
Finishes/Fixes part of advanced IADS in back-end
2022-08-14 15:26:40 +02:00

336 lines
14 KiB
Python

from __future__ import annotations
from collections import defaultdict
from dataclasses import dataclass, field
import logging
from typing import TYPE_CHECKING, Iterator, Optional
from uuid import UUID
import uuid
from game.theater.iadsnetwork.iadsrole import IadsRole
from game.dcs.groundunittype import GroundUnitType
from game.theater.theatergroundobject import (
IadsBuildingGroundObject,
IadsGroundObject,
NavalGroundObject,
TheaterGroundObject,
)
from game.theater.theatergroup import IadsGroundGroup
if TYPE_CHECKING:
from game.game import Game
from game.sim import GameUpdateEvents
class IadsNetworkException(Exception):
pass
@dataclass
class SkynetNode:
"""Dataclass for a SkynetNode used in the LUA Data table by the luagenerator"""
dcs_name: str
player: bool
iads_role: IadsRole
properties: dict[str, str] = field(default_factory=dict)
connections: dict[str, list[str]] = field(default_factory=lambda: defaultdict(list))
@staticmethod
def dcs_name_for_group(group: IadsGroundGroup) -> str:
if group.iads_role in [
IadsRole.EWR,
IadsRole.COMMAND_CENTER,
IadsRole.CONNECTION_NODE,
IadsRole.POWER_SOURCE,
]:
# Use UnitName for EWR, CommandCenter, Comms, Power
for unit in group.units:
# Check for alive units in the group
if unit.alive:
return unit.unit_name
if group.units[0].is_static:
# Statics will be placed as dead unit
return group.units[0].unit_name
# If no alive unit is available and not static raise error
raise IadsNetworkException("Group has no skynet usable units")
else:
# Use the GroupName for SAMs, SAMAsEWR and PDs
return group.group_name
@classmethod
def from_group(cls, group: IadsGroundGroup) -> SkynetNode:
node = cls(
cls.dcs_name_for_group(group),
group.ground_object.is_friendly(True),
group.iads_role,
)
unit_type = group.units[0].unit_type
if unit_type is not None and isinstance(unit_type, GroundUnitType):
node.properties = unit_type.skynet_properties.to_dict()
return node
class IadsNetworkNode:
"""IadsNetworkNode which particicpates to the IADS Network and has connections to Power Sources, Comms or Point Defenses. A network node can be a SAM System, EWR or Command Center"""
def __init__(self, group: IadsGroundGroup) -> None:
self.group = group
self.connections: dict[UUID, IadsGroundGroup] = {}
def __str__(self) -> str:
return self.group.group_name
def add_connection_for_tgo(self, tgo: TheaterGroundObject) -> None:
"""Add all possible connections for the given TGO to the node"""
for group in tgo.groups:
if isinstance(group, IadsGroundGroup) and group.iads_role.participate:
self.add_connection_for_group(group)
def add_connection_for_group(self, group: IadsGroundGroup) -> None:
"""Add connection for the given GroundGroup with unique ID"""
self.connections[uuid.uuid4()] = group
class IadsNetwork:
"""IADS Network consisting of multiple Network nodes and connections. The Network represents all possible connections of ground objects regardless if a tgo is under control of red or blue. The network can run in either advanced or basic mode. The advanced network can be created by a given configuration in the campaign yaml or computed by Range. The basic mode is a fallback mode which does not use Comms, Power or Command Centers. The network will be used to visualize all connections at the map and for creating the needed Lua data for the skynet plugin"""
def __init__(
self, advanced: bool, iads_data: list[str | dict[str, list[str]]]
) -> None:
self.advanced_iads = advanced
self.ground_objects: dict[str, TheaterGroundObject] = {}
self.nodes: list[IadsNetworkNode] = []
self.iads_config: dict[str, list[str]] = defaultdict(list)
# Load Iads config from the campaign data
for element in iads_data:
if isinstance(element, str):
self.iads_config[element] = []
elif isinstance(element, dict):
for iads_node, iads_connections in element.items():
self.iads_config[iads_node] = iads_connections
else:
raise RuntimeError("Invalid iads_config in campaign")
def skynet_nodes(self, game: Game) -> list[SkynetNode]:
"""Get all skynet nodes from the IADS Network"""
skynet_nodes: list[SkynetNode] = []
for node in self.nodes:
if game.iads_considerate_culling(node.group.ground_object):
# Skip culled ground objects
continue
# SkynetNode.from_group(node.group) may raise an exception
# (originating from SkynetNode.dcs_name_for_group)
# but if it does, we want to know because it's supposed to be impossible afaict
skynet_node = SkynetNode.from_group(node.group)
for connection in node.connections.values():
if connection.ground_object.is_friendly(
skynet_node.player
) and not game.iads_considerate_culling(connection.ground_object):
skynet_node.connections[connection.iads_role.value].append(
SkynetNode.dcs_name_for_group(connection)
)
skynet_nodes.append(skynet_node)
return skynet_nodes
def _update_iads_comms_and_power(
self, tgo: TheaterGroundObject, events: GameUpdateEvents
) -> None:
assert self.advanced_iads, "_update_iads_comms_and_power requires advanced IADS"
is_comm_or_power = IadsRole.for_category(tgo.category).is_comms_or_power
assert is_comm_or_power, "Invalid TGO was given for _update_iads_building"
"""
Delete/Update connections to the comm tower/power station
If this function is called, it should imply only 2 possibilities (unless I missed one):
1) A capture event occurred, thus the building now belongs to the capturing team
=> All connections to this building are to the enemy, thus delete them
(mind that no new connections could have been formed since all TGOs were depopulated)
2) The building was destroyed during a mission
=> In this case we don't need to delete the connections
instead we just update the nodes that connect to this building
because those connections are still coming from friendly TGOs
Given the above, we should be able to use the following implications:
If the building is friendly compared to the node that we're checking
=> Building was destroyed during mission
=> Update nodes that connect to this building
Otherwise if the building is not friendly compared to the node we're checking
=> Capture event occurred
=> Delete all connections to this building
TODO: clean up the code below by wrapping comm towers and power stations
preferably in a class like IadsNetworkNode, keeping a reference to connected nodes
"""
for node in self.nodes:
to_delete = []
for cID in node.connections:
group = node.connections[cID]
if group.ground_object is tgo:
if self._is_friendly(node, tgo):
events.update_iads_node(node)
else:
to_delete.append(cID)
events.delete_iads_connection(cID)
for cID in to_delete:
del node.connections[cID]
if not self.iads_config:
self._update_network(tgo, events)
def update_tgo(self, tgo: TheaterGroundObject, events: GameUpdateEvents) -> None:
"""Update the IADS Network for the given TGO"""
if IadsRole.for_category(tgo.category).is_comms_or_power:
return self._update_iads_comms_and_power(tgo, events)
# Remove existing nodes for the given tgo
for cn in self.nodes:
if cn.group.ground_object == tgo:
self.nodes.remove(cn)
for cID in cn.connections:
events.delete_iads_connection(cID)
node = self.node_for_tgo(tgo)
if node is None:
# Not participating
return
# TODO Add the connections or calculate them..
events.update_iads_node(node)
def node_for_group(self, group: IadsGroundGroup) -> IadsNetworkNode:
"""Get existing node from the iads network or create a new node"""
for cn in self.nodes:
if cn.group == group:
return cn
node = IadsNetworkNode(group)
self.nodes.append(node)
return node
def node_for_tgo(self, tgo: TheaterGroundObject) -> Optional[IadsNetworkNode]:
"""Get existing node from the iads network or create a new node"""
for cn in self.nodes:
if cn.group.ground_object == tgo:
return cn
# Create new connection_node if none exists
node: Optional[IadsNetworkNode] = None
for group in tgo.groups:
# TODO Cleanup
if isinstance(group, IadsGroundGroup):
# The first IadsGroundGroup is always the primary Group
if not node and group.iads_role.participate:
# Primary Node
node = self.node_for_group(group)
elif node and group.iads_role == IadsRole.POINT_DEFENSE:
# Point Defense Node for this TGO
node.add_connection_for_group(group)
if node is None:
logging.debug(f"TGO {tgo.name} not participating to IADS")
return node
def initialize_network(self, ground_objects: Iterator[TheaterGroundObject]) -> None:
"""Initialize the IADS network in advanced or basic mode depending on the campaign"""
for tgo in ground_objects:
self.ground_objects[tgo.original_name] = tgo
if self.advanced_iads:
# Advanced mode
if self.iads_config:
# Load from Configuration File
self.initialize_network_from_config()
else:
# Load from Range
self.initialize_network_from_range()
# basic mode if no advanced iads support or network init created no connections
if not self.nodes:
self.initialize_basic_iads()
def initialize_basic_iads(self) -> None:
"""Initialize the IADS Network in basic mode (SAM & EWR only)"""
for go in self.ground_objects.values():
if isinstance(go, IadsGroundObject):
self.node_for_tgo(go)
def initialize_network_from_config(self) -> None:
"""Initialize the IADS Network from a configuration"""
for element_name, connections in self.iads_config.items():
warning_msg = (
f"IADS: No ground object found for {element_name}."
f" This can be normal behaviour."
)
if element_name in self.ground_objects:
node = self.node_for_tgo(self.ground_objects[element_name])
else:
node = None
warning_msg = (
f"IADS: No ground object found for connection {element_name}"
)
if node is None:
# Log a warning as this can be normal. Possible case is for example
# when the campaign request a Long Range SAM but the faction has none
# available. Therefore the TGO will not get populated at all
logging.warning(warning_msg)
continue
# Find all connected ground_objects
for node_name in connections:
try:
node.add_connection_for_tgo(self.ground_objects[node_name])
except KeyError:
logging.error(
f"IADS: No ground object found for connection {node_name}"
)
continue
def initialize_network_from_range(self) -> None:
"""Initialize the IADS Network by range"""
for go in self.ground_objects.values():
if (
isinstance(go, IadsGroundObject)
or isinstance(go, NavalGroundObject)
or (
isinstance(go, IadsBuildingGroundObject)
and IadsRole.for_category(go.category) == IadsRole.COMMAND_CENTER
)
):
# Set as primary node
node = self.node_for_tgo(go)
if node is None:
# TGO does not participate to iads network
continue
# Find nearby Power or Connection
for nearby_go in self.ground_objects.values():
if nearby_go == go:
continue
if (
IadsRole.for_category(go.category)
in [
IadsRole.POWER_SOURCE,
IadsRole.CONNECTION_NODE,
]
and nearby_go.position.distance_to_point(go.position)
<= node.group.iads_role.connection_range.meters
):
node.add_connection_for_tgo(nearby_go)
def _is_friendly(self, node: IadsNetworkNode, tgo: TheaterGroundObject) -> bool:
node_friendly = node.group.ground_object.is_friendly(True)
tgo_friendly = tgo.is_friendly(True)
return node_friendly == tgo_friendly
def _update_network(
self, tgo: TheaterGroundObject, events: GameUpdateEvents
) -> None:
if tgo.is_dead:
return
iads_role = IadsRole.for_category(tgo.category)
if not iads_role.is_comms_or_power:
return
for node in self.nodes:
dist = node.group.ground_object.position.distance_to_point(tgo.position)
in_range = dist < iads_role.connection_range.meters
if in_range and self._is_friendly(node, tgo):
node.add_connection_for_tgo(tgo)
events.update_iads_node(node)