dcs-retribution/game/operation.py
2018-06-18 01:50:31 +03:00

222 lines
8.2 KiB
Python

from userdata.debriefing import *
from theater.conflicttheater import *
from theater.base import *
from gen.armor import *
from gen.aircraft import *
from gen.aaa import *
from gen.shipgen import *
from gen.conflictgen import *
from gen.settingsgen import *
from gen.awacsgen import *
from gen.visualgen import *
class Operation:
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
mission = None # type: dcs.Mission
conflict = None # type: Conflict
armorgen = None # type: ArmorConflictGenerator
airgen = None # type: AircraftConflictGenerator
aagen = None # type: AAConflictGenerator
extra_aagen = None # type: ExtraAAConflictGenerator
shipgen = None # type: ShipGenerator
envgen = None # type: SettingsGenerator
awacsgen = None # type: AWACSConflictGenerator
visualgen = None # type: VisualGenerator
is_awacs_enabled = False
def __init__(self,
game,
attacker_name: str,
defender_name: str,
attacker_clients: db.PlaneDict,
defender_clients: db.PlaneDict,
from_cp: ControlPoint,
to_cp: ControlPoint = None):
self.game = game
self.attacker_name = attacker_name
self.defender_name = defender_name
self.attacker_clients = attacker_clients
self.defender_clients = defender_clients
self.from_cp = from_cp
self.to_cp = to_cp
self.is_quick = False
def initialize(self, mission: Mission, conflict: Conflict):
self.mission = mission
self.conflict = conflict
self.armorgen = ArmorConflictGenerator(mission, conflict)
self.airgen = AircraftConflictGenerator(mission, conflict)
self.aagen = AAConflictGenerator(mission, conflict)
self.shipgen = ShipGenerator(mission, conflict)
self.awacsgen = AWACSConflictGenerator(mission, conflict, self.game)
self.envgen = SettingsGenerator(mission, conflict, self.game)
self.visualgen = VisualGenerator(mission, conflict, self.game)
player_name = self.from_cp.captured and self.attacker_name or self.defender_name
enemy_name = self.from_cp.captured and self.defender_name or self.attacker_name
self.extra_aagen = ExtraAAConflictGenerator(mission, conflict, self.game, player_name, enemy_name)
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
self.mission = dcs.Mission(terrain)
self.is_quick = is_quick
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.from_cp.at
self.defenders_starting_position = self.to_cp.at
def generate(self):
self.visualgen.generate()
if self.is_awacs_enabled:
self.awacsgen.generate()
self.extra_aagen.generate()
self.envgen.generate(self.is_quick)
for global_cp in self.game.theater.controlpoints:
if not global_cp.is_global:
continue
ship = self.shipgen.generate(type=db.find_unittype(Carriage, self.game.player)[0],
country=self.game.player,
at=global_cp.at)
if global_cp == self.from_cp and not self.is_quick:
self.attackers_starting_position = ship
def units_of(self, country_name: str) -> typing.Collection[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
class CaptureOperation(Operation):
cas = None # type: db.PlaneDict
escort = None # type: db.PlaneDict
intercept = None # type: db.PlaneDict
attack = None # type: db.ArmorDict
defense = None # type: db.ArmorDict
aa = None # type: db.AirDefenseDict
def setup(self,
cas: db.PlaneDict,
escort: db.PlaneDict,
attack: db.ArmorDict,
intercept: db.PlaneDict,
defense: db.ArmorDict,
aa: db.AirDefenseDict):
self.cas = cas
self.escort = escort
self.intercept = intercept
self.attack = attack
self.defense = defense
self.aa = aa
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
super(CaptureOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.game.player == self.defender_name:
self.attackers_starting_position = None
conflict = Conflict.capture_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
self.armorgen.generate(self.attack, self.defense)
self.aagen.generate(self.aa)
self.airgen.generate_defense(self.intercept, clients=self.defender_clients, at=self.defenders_starting_position)
self.airgen.generate_cas(self.cas, clients=self.attacker_clients, at=self.attackers_starting_position)
self.airgen.generate_cas_escort(self.escort, clients=self.attacker_clients, at=self.attackers_starting_position)
self.visualgen.generate_target_smokes(self.to_cp)
super(CaptureOperation, self).generate()
class InterceptOperation(Operation):
escort = None # type: db.PlaneDict
transport = None # type: db.PlaneDict
interceptors = None # type: db.PlaneDict
airdefense = None # type: db.AirDefenseDict
def setup(self,
escort: db.PlaneDict,
transport: db.PlaneDict,
airdefense: db.AirDefenseDict,
interceptors: db.PlaneDict):
self.escort = escort
self.transport = transport
self.airdefense = airdefense
self.interceptors = interceptors
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
super(InterceptOperation, self).prepare(terrain, is_quick)
self.defenders_starting_position = None
if self.defender_name == self.game.player:
self.attackers_starting_position = None
conflict = Conflict.intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
from_cp=self.from_cp,
to_cp=self.to_cp
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
self.airgen.generate_transport(self.transport, self.to_cp.at)
self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients)
if self.from_cp.is_global:
super(InterceptOperation, self).generate()
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
else:
self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
super(InterceptOperation, self).generate()
class GroundInterceptOperation(Operation):
def setup(self,
target: db.ArmorDict,
strikegroup: db.PlaneDict):
self.strikegroup = strikegroup
self.target = target
def prepare(self, terrain: dcs.terrain.Terrain, is_quick: bool):
super(GroundInterceptOperation, self).prepare(terrain, is_quick)
conflict = Conflict.ground_intercept_conflict(
attacker=self.mission.country(self.attacker_name),
defender=self.mission.country(self.defender_name),
heading=self.to_cp.position.heading_between_point(self.from_cp.position),
from_cp=self.from_cp,
to_cp=self.to_cp
)
self.initialize(mission=self.mission,
conflict=conflict)
def generate(self):
self.airgen.generate_cas(self.strikegroup, clients=self.attacker_clients, at=self.attackers_starting_position)
self.armorgen.generate({}, self.target)
super(GroundInterceptOperation, self).generate()