dcs-retribution/game/theater/theatergroundobject.py
bgreman 91d430085e
Addresses #478, adding a heading class to represent headings and angles (#1387)
* Addresses #478, adding a heading class to represent headings and angles
Removed some unused code

* Fixing bad merge

* Formatting

* Fixing type issues and other merge resolution misses
2021-07-21 10:29:37 -04:00

641 lines
18 KiB
Python

from __future__ import annotations
import itertools
import logging
from abc import ABC
from collections import Sequence
from typing import Iterator, List, TYPE_CHECKING, Union, Generic, TypeVar
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 (
TRACK_RADARS,
TELARS,
LAUNCHER_TRACKER_PAIRS,
)
from ..utils import Distance, Heading, meters
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from gen.flights.flight 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 gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
]
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
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 gen.flights.flight 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}"
# 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}"
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 gen.flights.flight 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 gen.flights.flight 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}"