dcs-retribution/game/commander/objectivefinder.py
Eclipse/Druss99 31c80dfd02 refactor of previous commits
refactor to enum

typing and many other fixes

fix tests

attempt to fix some typescript

more typescript fixes

more typescript test fixes

revert all API changes

update to pydcs

mypy fixes

Use properties to check if player is blue/red/neutral

update requirements.txt

black -_-

bump pydcs and fix mypy

add opponent property

bump pydcs
2025-10-19 19:34:38 +02:00

285 lines
11 KiB
Python

from __future__ import annotations
import math
import operator
from collections.abc import Iterable, Iterator
from random import randint
from typing import TYPE_CHECKING, TypeVar
from game.ato.closestairfields import ClosestAirfields, ObjectiveDistanceCache
from game.theater import (
Airfield,
ControlPoint,
Fob,
FrontLine,
MissionTarget,
OffMapSpawn,
ParkingType,
NavalControlPoint,
Player,
)
from game.theater.theatergroundobject import (
BuildingGroundObject,
IadsGroundObject,
NavalGroundObject,
IadsBuildingGroundObject,
)
from game.utils import meters, nautical_miles
if TYPE_CHECKING:
from game import Game
from game.transfers import CargoShip, Convoy
MissionTargetType = TypeVar("MissionTargetType", bound=MissionTarget)
class ObjectiveFinder:
"""Identifies potential objectives for the mission planner."""
def __init__(self, game: Game, is_player: Player) -> None:
self.game = game
self.is_player = is_player
def enemy_air_defenses(self) -> Iterator[IadsGroundObject]:
"""Iterates over all enemy SAM sites."""
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if ground_object.is_dead:
continue
if isinstance(ground_object, IadsGroundObject):
yield ground_object
def enemy_ships(self) -> Iterator[NavalGroundObject]:
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, NavalGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_ships(self) -> Iterator[NavalGroundObject]:
"""Iterates over enemy ships near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_ships())
def _targets_by_range(
self, targets: Iterable[MissionTargetType]
) -> Iterator[MissionTargetType]:
target_ranges: list[tuple[MissionTargetType, float]] = []
for target in targets:
ranges: list[float] = []
for cp in self.friendly_control_points():
ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
def strike_targets(self) -> Iterator[BuildingGroundObject]:
"""Iterates over enemy strike targets.
Targets are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
targets: list[tuple[BuildingGroundObject, float]] = []
# Building objectives are made of several individual TGOs (one per
# building).
found_targets: set[str] = set()
for enemy_cp in self.enemy_control_points():
for ground_object in enemy_cp.ground_objects:
# TODO: Reuse ground_object.mission_types.
# The mission types for ground objects are currently not
# accurate because we include things like strike and BAI for all
# targets since they have different planning behavior (waypoint
# generation is better for players with strike when the targets
# are stationary, AI behavior against weaker air defenses is
# better with BAI), so that's not a useful filter. Once we have
# better control over planning profiles and target dependent
# loadouts we can clean this up.
if not isinstance(ground_object, BuildingGroundObject):
# Other group types (like ships, SAMs, battle positions, etc) have better
# suited mission types like anti-ship, DEAD, and BAI.
continue
if isinstance(enemy_cp, Fob) and ground_object.is_control_point:
# This is the FOB structure itself. Can't be repaired or
# targeted by the player, so shouldn't be targetable by the
# AI.
continue
if isinstance(
ground_object, IadsBuildingGroundObject
) and not self.game.settings.plugin_option("skynetiads"):
# Prevent strike targets on IADS Buildings when skynet features
# are disabled as they do not serve any purpose
continue
if ground_object.is_dead:
continue
if ground_object.name in found_targets:
continue
ranges: list[float] = []
for friendly_cp in self.friendly_control_points():
ranges.append(ground_object.distance_to(friendly_cp))
targets.append((ground_object, min(ranges)))
found_targets.add(ground_object.name)
targets = sorted(targets, key=operator.itemgetter(1))
for target, _range in targets:
yield target
def front_lines(self) -> Iterator[FrontLine]:
"""Iterates over all active front lines in the theater."""
yield from self.game.theater.conflicts()
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
Vulnerability is defined as any enemy CP within threat range of the
CP.
"""
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
# Off-map spawn locations don't need protection.
continue
if isinstance(cp, NavalControlPoint):
yield cp # always consider CVN/LHA as vulnerable
continue
airfields_in_proximity = self.closest_airfields_to(cp)
airbase_threat_range = self.game.settings.airbase_threat_range
if (
self.is_player.is_red
and randint(1, 100)
> self.game.settings.opfor_autoplanner_aggressiveness
):
# Chance that the airfield threat range will be evaluated as zero,
# causing the OPFOR autoplanner to plan offensively
airbase_threat_range = 0
airfields_in_threat_range = (
airfields_in_proximity.operational_airfields_within(
nautical_miles(airbase_threat_range)
)
)
for airfield in airfields_in_threat_range:
if not airfield.is_friendly(self.is_player):
yield cp
break
def oca_targets(self, min_aircraft: int) -> Iterator[ControlPoint]:
parking_type = ParkingType()
parking_type.include_rotary_wing = True
parking_type.include_fixed_wing = True
parking_type.include_fixed_wing_stol = True
airfields = []
for control_point in self.enemy_control_points():
if not isinstance(control_point, Airfield) and not isinstance(
control_point, Fob
):
continue
if (
control_point.allocated_aircraft(parking_type).total_present
>= min_aircraft
):
airfields.append(control_point)
return self._targets_by_range(airfields)
def convoys(self) -> Iterator[Convoy]:
if self.game.settings.perf_disable_convoys:
return
for front_line in self.front_lines():
yield from self.game.coalition_for(
self.is_player
).transfers.convoys.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def cargo_ships(self) -> Iterator[CargoShip]:
for front_line in self.front_lines():
yield from self.game.coalition_for(
self.is_player
).transfers.cargo_ships.travelling_to(
front_line.control_point_hostile_to(self.is_player)
)
def friendly_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all friendly control points."""
return (
c for c in self.game.theater.controlpoints if c.is_friendly(self.is_player)
)
def farthest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is farthest from any threats."""
threat_zones = self.game.threat_zone_for(self.is_player.opponent)
farthest = None
max_distance = meters(0)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance > max_distance:
farthest = cp
max_distance = distance
if farthest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return farthest
def closest_friendly_control_point(self) -> ControlPoint:
"""Finds the friendly control point that is closest to any threats."""
threat_zones = self.game.threat_zone_for(self.is_player.opponent)
closest = None
min_distance = meters(math.inf)
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
continue
distance = threat_zones.distance_to_threat(cp.position)
if distance < min_distance:
closest = cp
min_distance = distance
if closest is None:
raise RuntimeError("Found no friendly control points. You probably lost.")
return closest
def friendly_naval_control_points(self) -> Iterator[ControlPoint]:
return (cp for cp in self.friendly_control_points() if cp.is_fleet)
def enemy_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all enemy control points."""
return (
c
for c in self.game.theater.controlpoints
if not c.is_friendly(self.is_player) and c.captured != Player.NEUTRAL
)
def prioritized_points(self) -> list[ControlPoint]:
prioritized = []
capturable_later = []
isolated = []
for cp in self.game.theater.control_points_for(self.is_player.opponent):
if cp.is_isolated:
isolated.append(cp)
continue
if cp.has_active_frontline:
prioritized.append(cp)
else:
capturable_later.append(cp)
prioritized.extend(self._targets_by_range(capturable_later))
prioritized.extend(self._targets_by_range(isolated))
return prioritized
@staticmethod
def closest_airfields_to(location: MissionTarget) -> ClosestAirfields:
"""Returns the closest airfields to the given location."""
return ObjectiveDistanceCache.get_closest_airfields(location)