mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Currently only shows the enemy's economic information. https://github.com/Khopa/dcs_liberation/issues/658
961 lines
34 KiB
Python
961 lines
34 KiB
Python
from __future__ import annotations
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import itertools
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import json
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import logging
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from dataclasses import dataclass
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from functools import cached_property
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from itertools import tee
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from pathlib import Path
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from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
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from shapely import geometry
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from shapely import ops
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from dcs import Mission
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from dcs.countries import (
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CombinedJointTaskForcesBlue,
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CombinedJointTaskForcesRed,
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)
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from dcs.country import Country
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from dcs.mapping import Point
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from dcs.planes import F_15C
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from dcs.ships import (
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CVN_74_John_C__Stennis,
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LHA_1_Tarawa,
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USS_Arleigh_Burke_IIa,
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)
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from dcs.statics import Fortification
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from dcs.terrain import (
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caucasus,
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nevada,
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normandy,
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persiangulf,
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syria,
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thechannel,
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)
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from dcs.terrain.terrain import Airport, Terrain
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from dcs.unitgroup import (
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FlyingGroup,
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Group,
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ShipGroup,
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StaticGroup,
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VehicleGroup,
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)
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from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
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from gen.flights.flight import FlightType
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from .controlpoint import (
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Airfield,
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Carrier,
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ControlPoint,
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Lha,
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MissionTarget,
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OffMapSpawn,
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Fob,
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)
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from .landmap import Landmap, load_landmap, poly_contains
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from ..utils import Distance, meters, nautical_miles
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Numeric = Union[int, float]
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SIZE_TINY = 150
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SIZE_SMALL = 600
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SIZE_REGULAR = 1000
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SIZE_BIG = 2000
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SIZE_LARGE = 3000
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IMPORTANCE_LOW = 1
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IMPORTANCE_MEDIUM = 1.2
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IMPORTANCE_HIGH = 1.4
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FRONTLINE_MIN_CP_DISTANCE = 5000
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def pairwise(iterable):
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"""
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itertools recipe
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s -> (s0,s1), (s1,s2), (s2, s3), ...
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"""
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a, b = tee(iterable)
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next(b, None)
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return zip(a, b)
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class MizCampaignLoader:
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BLUE_COUNTRY = CombinedJointTaskForcesBlue()
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RED_COUNTRY = CombinedJointTaskForcesRed()
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OFF_MAP_UNIT_TYPE = F_15C.id
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CV_UNIT_TYPE = CVN_74_John_C__Stennis.id
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LHA_UNIT_TYPE = LHA_1_Tarawa.id
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FRONT_LINE_UNIT_TYPE = Armor.APC_M113.id
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FOB_UNIT_TYPE = Unarmed.CP_SKP_11_ATC_Mobile_Command_Post.id
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EWR_UNIT_TYPE = AirDefence.EWR_55G6.id
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SAM_UNIT_TYPE = AirDefence.SAM_SA_10_S_300PS_SR_64H6E.id
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GARRISON_UNIT_TYPE = AirDefence.SAM_SA_19_Tunguska_2S6.id
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OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
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SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
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MISSILE_SITE_UNIT_TYPE = MissilesSS.SRBM_SS_1C_Scud_B_9K72_LN_9P117M.id
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COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.SS_N_2_Silkworm.id
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# Multiple options for the required SAMs so campaign designers can more
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# accurately see the coverage of their IADS for the expected type.
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REQUIRED_LONG_RANGE_SAM_UNIT_TYPES = {
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AirDefence.SAM_Patriot_LN_M901.id,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85C.id,
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AirDefence.SAM_SA_10_S_300PS_LN_5P85D.id,
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}
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REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
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AirDefence.SAM_Hawk_LN_M192.id,
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AirDefence.SAM_SA_2_LN_SM_90.id,
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AirDefence.SAM_SA_3_S_125_LN_5P73.id,
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}
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BASE_DEFENSE_RADIUS = nautical_miles(2)
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def __init__(self, miz: Path, theater: ConflictTheater) -> None:
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self.theater = theater
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self.mission = Mission()
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self.mission.load_file(str(miz))
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self.control_point_id = itertools.count(1000)
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# If there are no red carriers there usually aren't red units. Make sure
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# both countries are initialized so we don't have to deal with None.
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if self.mission.country(self.BLUE_COUNTRY.name) is None:
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self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY)
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if self.mission.country(self.RED_COUNTRY.name) is None:
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self.mission.coalition["red"].add_country(self.RED_COUNTRY)
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@staticmethod
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def control_point_from_airport(airport: Airport) -> ControlPoint:
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# The wiki says this is a legacy property and to just use regular.
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size = SIZE_REGULAR
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# The importance is taken from the periodicity of the airport's
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# warehouse divided by 10. 30 is the default, and out of range (valid
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# values are between 1.0 and 1.4). If it is used, pick the default
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# importance.
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if airport.periodicity == 30:
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importance = IMPORTANCE_MEDIUM
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else:
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importance = airport.periodicity / 10
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cp = Airfield(airport, size, importance)
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cp.captured = airport.is_blue()
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# Use the unlimited aircraft option to determine if an airfield should
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# be owned by the player when the campaign is "inverted".
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cp.captured_invert = airport.unlimited_aircrafts
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return cp
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def country(self, blue: bool) -> Country:
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country = self.mission.country(
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self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name)
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# Should be guaranteed because we initialized them.
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assert country
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return country
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@property
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def blue(self) -> Country:
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return self.country(blue=True)
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@property
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def red(self) -> Country:
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return self.country(blue=False)
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def off_map_spawns(self, blue: bool) -> Iterator[FlyingGroup]:
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for group in self.country(blue).plane_group:
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if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
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yield group
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def carriers(self, blue: bool) -> Iterator[ShipGroup]:
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for group in self.country(blue).ship_group:
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if group.units[0].type == self.CV_UNIT_TYPE:
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yield group
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def lhas(self, blue: bool) -> Iterator[ShipGroup]:
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for group in self.country(blue).ship_group:
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if group.units[0].type == self.LHA_UNIT_TYPE:
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yield group
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def fobs(self, blue: bool) -> Iterator[VehicleGroup]:
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for group in self.country(blue).vehicle_group:
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if group.units[0].type == self.FOB_UNIT_TYPE:
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yield group
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@property
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def ships(self) -> Iterator[ShipGroup]:
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for group in self.blue.ship_group:
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if group.units[0].type == self.SHIP_UNIT_TYPE:
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yield group
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@property
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def ewrs(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.EWR_UNIT_TYPE:
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yield group
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@property
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def sams(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.SAM_UNIT_TYPE:
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yield group
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@property
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def garrisons(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.GARRISON_UNIT_TYPE:
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yield group
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@property
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def offshore_strike_targets(self) -> Iterator[StaticGroup]:
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for group in self.blue.static_group:
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if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
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yield group
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@property
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def missile_sites(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
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yield group
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@property
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def coastal_defenses(self) -> Iterator[VehicleGroup]:
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for group in self.blue.vehicle_group:
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if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
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yield group
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@property
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def required_long_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
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yield group
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@property
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def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
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for group in self.red.vehicle_group:
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if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
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yield group
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@cached_property
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def control_points(self) -> Dict[int, ControlPoint]:
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control_points = {}
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for airport in self.mission.terrain.airport_list():
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if airport.is_blue() or airport.is_red():
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control_point = self.control_point_from_airport(airport)
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control_points[control_point.id] = control_point
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for blue in (False, True):
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for group in self.off_map_spawns(blue):
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control_point = OffMapSpawn(next(self.control_point_id),
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str(group.name), group.position)
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control_point.captured = blue
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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for group in self.carriers(blue):
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# TODO: Name the carrier.
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control_point = Carrier(
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"carrier", group.position, next(self.control_point_id))
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control_point.captured = blue
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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for group in self.lhas(blue):
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# TODO: Name the LHA.
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control_point = Lha(
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"lha", group.position, next(self.control_point_id))
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control_point.captured = blue
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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for group in self.fobs(blue):
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control_point = Fob(
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str(group.name), group.position, next(self.control_point_id)
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)
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control_point.captured = blue
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control_point.captured_invert = group.late_activation
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control_points[control_point.id] = control_point
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return control_points
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@property
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def front_line_path_groups(self) -> Iterator[VehicleGroup]:
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for group in self.country(blue=True).vehicle_group:
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if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
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yield group
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@cached_property
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def front_lines(self) -> Dict[str, ComplexFrontLine]:
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# Dict of front line ID to a front line.
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front_lines = {}
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for group in self.front_line_path_groups:
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# The unit will have its first waypoint at the source CP and the
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# final waypoint at the destination CP. Intermediate waypoints
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# define the curve of the front line.
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waypoints = [p.position for p in group.points]
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origin = self.theater.closest_control_point(waypoints[0])
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if origin is None:
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raise RuntimeError(
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f"No control point near the first waypoint of {group.name}")
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destination = self.theater.closest_control_point(waypoints[-1])
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if destination is None:
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raise RuntimeError(
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f"No control point near the final waypoint of {group.name}")
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# Snap the begin and end points to the control points.
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waypoints[0] = origin.position
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waypoints[-1] = destination.position
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front_line_id = f"{origin.id}|{destination.id}"
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front_lines[front_line_id] = ComplexFrontLine(origin, waypoints)
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self.control_points[origin.id].connect(
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self.control_points[destination.id])
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self.control_points[destination.id].connect(
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self.control_points[origin.id])
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return front_lines
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def objective_info(self, group: Group) -> Tuple[ControlPoint, Distance]:
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closest = self.theater.closest_control_point(group.position)
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distance = meters(closest.position.distance_to_point(group.position))
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return closest, distance
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def add_preset_locations(self) -> None:
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for group in self.garrisons:
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closest, distance = self.objective_info(group)
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if distance < self.BASE_DEFENSE_RADIUS:
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closest.preset_locations.base_garrisons.append(group.position)
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else:
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logging.warning(
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f"Found garrison unit too far from base: {group.name}")
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for group in self.sams:
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closest, distance = self.objective_info(group)
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if distance < self.BASE_DEFENSE_RADIUS:
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closest.preset_locations.base_air_defense.append(group.position)
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else:
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closest.preset_locations.strike_locations.append(group.position)
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for group in self.ewrs:
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closest, distance = self.objective_info(group)
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closest.preset_locations.ewrs.append(group.position)
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for group in self.offshore_strike_targets:
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closest, distance = self.objective_info(group)
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closest.preset_locations.offshore_strike_locations.append(
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group.position)
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for group in self.ships:
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closest, distance = self.objective_info(group)
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closest.preset_locations.ships.append(group.position)
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for group in self.missile_sites:
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closest, distance = self.objective_info(group)
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closest.preset_locations.missile_sites.append(group.position)
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for group in self.coastal_defenses:
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closest, distance = self.objective_info(group)
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closest.preset_locations.coastal_defenses.append(group.position)
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for group in self.required_long_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_long_range_sams.append(
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group.position
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)
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for group in self.required_medium_range_sams:
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closest, distance = self.objective_info(group)
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closest.preset_locations.required_medium_range_sams.append(
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group.position
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)
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def populate_theater(self) -> None:
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for control_point in self.control_points.values():
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self.theater.add_controlpoint(control_point)
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self.add_preset_locations()
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self.theater.set_frontline_data(self.front_lines)
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@dataclass
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class ReferencePoint:
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world_coordinates: Point
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image_coordinates: Point
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class ConflictTheater:
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terrain: Terrain
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reference_points: Tuple[ReferencePoint, ReferencePoint]
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overview_image: str
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landmap: Optional[Landmap]
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"""
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land_poly = None # type: Polygon
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"""
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daytime_map: Dict[str, Tuple[int, int]]
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_frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
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def __init__(self):
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self.controlpoints: List[ControlPoint] = []
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self._frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
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"""
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self.land_poly = geometry.Polygon(self.landmap[0][0])
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for x in self.landmap[1]:
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self.land_poly = self.land_poly.difference(geometry.Polygon(x))
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"""
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@property
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def frontline_data(self) -> Optional[Dict[str, ComplexFrontLine]]:
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if self._frontline_data is None:
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self.load_frontline_data_from_file()
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return self._frontline_data
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def load_frontline_data_from_file(self) -> None:
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if self._frontline_data is not None:
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logging.warning("Replacing existing frontline data from file")
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self._frontline_data = FrontLine.load_json_frontlines(self)
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if self._frontline_data is None:
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self._frontline_data = {}
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def set_frontline_data(self, data: Dict[str, ComplexFrontLine]) -> None:
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if self._frontline_data is not None:
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logging.warning("Replacing existing frontline data")
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self._frontline_data = data
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def add_controlpoint(self, point: ControlPoint,
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connected_to: Optional[List[ControlPoint]] = None):
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if connected_to is None:
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connected_to = []
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for connected_point in connected_to:
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point.connect(to=connected_point)
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self.controlpoints.append(point)
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def find_ground_objects_by_obj_name(self, obj_name):
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found = []
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for cp in self.controlpoints:
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for g in cp.ground_objects:
|
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if g.obj_name == obj_name:
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found.append(g)
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return found
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def is_in_sea(self, point: Point) -> bool:
|
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if not self.landmap:
|
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return False
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if self.is_on_land(point):
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return False
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for exclusion_zone in self.landmap.exclusion_zones:
|
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if poly_contains(point.x, point.y, exclusion_zone):
|
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return False
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for sea in self.landmap.sea_zones:
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if poly_contains(point.x, point.y, sea):
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return True
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return False
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def is_on_land(self, point: Point) -> bool:
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if not self.landmap:
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return True
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is_point_included = False
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if poly_contains(point.x, point.y, self.landmap.inclusion_zones):
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is_point_included = True
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if not is_point_included:
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return False
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for exclusion_zone in self.landmap.exclusion_zones:
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if poly_contains(point.x, point.y, exclusion_zone):
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return False
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return True
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def nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
|
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"""Returns the nearest point inside a land exclusion zone from point
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`extend_dist` determines how far inside the zone the point should be placed"""
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if self.is_on_land(point):
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return point
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point = geometry.Point(point.x, point.y)
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nearest_points = []
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if not self.landmap:
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raise RuntimeError("Landmap not initialized")
|
|
for inclusion_zone in self.landmap.inclusion_zones:
|
|
nearest_pair = ops.nearest_points(point, inclusion_zone)
|
|
nearest_points.append(nearest_pair[1])
|
|
min_distance = point.distance(nearest_points[0]) # type: geometry.Point
|
|
nearest_point = nearest_points[0] # type: geometry.Point
|
|
for pt in nearest_points[1:]:
|
|
distance = point.distance(pt)
|
|
if distance < min_distance:
|
|
min_distance = distance
|
|
nearest_point = pt
|
|
assert isinstance(nearest_point, geometry.Point)
|
|
point = Point(point.x, point.y)
|
|
nearest_point = Point(nearest_point.x, nearest_point.y)
|
|
new_point = point.point_from_heading(
|
|
point.heading_between_point(nearest_point),
|
|
point.distance_to_point(nearest_point) + extend_dist
|
|
)
|
|
return new_point
|
|
|
|
def control_points_for(self, player: bool) -> Iterator[ControlPoint]:
|
|
for point in self.controlpoints:
|
|
if point.captured == player:
|
|
yield point
|
|
|
|
def player_points(self) -> List[ControlPoint]:
|
|
return list(self.control_points_for(player=True))
|
|
|
|
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
|
|
for cp in [x for x in self.controlpoints if x.captured == from_player]:
|
|
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
|
|
yield FrontLine(cp, connected_point, self)
|
|
|
|
def enemy_points(self) -> List[ControlPoint]:
|
|
return list(self.control_points_for(player=False))
|
|
|
|
def closest_control_point(self, point: Point) -> ControlPoint:
|
|
closest = self.controlpoints[0]
|
|
closest_distance = point.distance_to_point(closest.position)
|
|
for control_point in self.controlpoints[1:]:
|
|
distance = point.distance_to_point(control_point.position)
|
|
if distance < closest_distance:
|
|
closest = control_point
|
|
closest_distance = distance
|
|
return closest
|
|
|
|
def closest_target(self, point: Point) -> MissionTarget:
|
|
closest: MissionTarget = self.controlpoints[0]
|
|
closest_distance = point.distance_to_point(closest.position)
|
|
for control_point in self.controlpoints[1:]:
|
|
distance = point.distance_to_point(control_point.position)
|
|
if distance < closest_distance:
|
|
closest = control_point
|
|
closest_distance = distance
|
|
for tgo in control_point.ground_objects:
|
|
distance = point.distance_to_point(tgo.position)
|
|
if distance < closest_distance:
|
|
closest = tgo
|
|
closest_distance = distance
|
|
for conflict in self.conflicts():
|
|
distance = conflict.position.distance_to_point(point)
|
|
if distance < closest_distance:
|
|
closest = conflict
|
|
closest_distance = distance
|
|
return closest
|
|
|
|
def closest_opposing_control_points(self) -> Tuple[ControlPoint, ControlPoint]:
|
|
"""
|
|
Returns a tuple of the two nearest opposing ControlPoints in theater.
|
|
(player_cp, enemy_cp)
|
|
"""
|
|
all_cp_min_distances = {}
|
|
for idx, control_point in enumerate(self.controlpoints):
|
|
distances = {}
|
|
closest_distance = None
|
|
for i, cp in enumerate(self.controlpoints):
|
|
if i != idx and cp.captured is not control_point.captured:
|
|
dist = cp.position.distance_to_point(control_point.position)
|
|
if not closest_distance:
|
|
closest_distance = dist
|
|
distances[cp.id] = dist
|
|
if dist < closest_distance:
|
|
distances[cp.id] = dist
|
|
closest_cp_id = min(distances, key=distances.get) # type: ignore
|
|
|
|
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
|
|
closest_opposing_cps = [
|
|
self.find_control_point_by_id(i)
|
|
for i
|
|
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
|
|
] # type: List[ControlPoint]
|
|
assert len(closest_opposing_cps) == 2
|
|
if closest_opposing_cps[0].captured:
|
|
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
|
|
else:
|
|
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
|
|
|
|
def find_control_point_by_id(self, id: int) -> ControlPoint:
|
|
for i in self.controlpoints:
|
|
if i.id == id:
|
|
return i
|
|
raise RuntimeError(f"Cannot find ControlPoint with ID {id}")
|
|
|
|
def add_json_cp(self, theater, p: dict) -> ControlPoint:
|
|
cp: ControlPoint
|
|
if p["type"] == "airbase":
|
|
|
|
airbase = theater.terrain.airports[p["id"]]
|
|
|
|
if "size" in p.keys():
|
|
size = p["size"]
|
|
else:
|
|
size = SIZE_REGULAR
|
|
|
|
if "importance" in p.keys():
|
|
importance = p["importance"]
|
|
else:
|
|
importance = IMPORTANCE_MEDIUM
|
|
|
|
cp = Airfield(airbase, size, importance)
|
|
elif p["type"] == "carrier":
|
|
cp = Carrier("carrier", Point(p["x"], p["y"]), p["id"])
|
|
else:
|
|
cp = Lha("lha", Point(p["x"], p["y"]), p["id"])
|
|
|
|
if "captured_invert" in p.keys():
|
|
cp.captured_invert = p["captured_invert"]
|
|
else:
|
|
cp.captured_invert = False
|
|
|
|
return cp
|
|
|
|
@staticmethod
|
|
def from_json(directory: Path, data: Dict[str, Any]) -> ConflictTheater:
|
|
theaters = {
|
|
"Caucasus": CaucasusTheater,
|
|
"Nevada": NevadaTheater,
|
|
"Persian Gulf": PersianGulfTheater,
|
|
"Normandy": NormandyTheater,
|
|
"The Channel": TheChannelTheater,
|
|
"Syria": SyriaTheater,
|
|
}
|
|
theater = theaters[data["theater"]]
|
|
t = theater()
|
|
|
|
miz = data.get("miz", None)
|
|
if miz is not None:
|
|
MizCampaignLoader(directory / miz, t).populate_theater()
|
|
return t
|
|
|
|
cps = {}
|
|
for p in data["player_points"]:
|
|
cp = t.add_json_cp(theater, p)
|
|
cp.captured = True
|
|
cps[p["id"]] = cp
|
|
t.add_controlpoint(cp)
|
|
|
|
for p in data["enemy_points"]:
|
|
cp = t.add_json_cp(theater, p)
|
|
cps[p["id"]] = cp
|
|
t.add_controlpoint(cp)
|
|
|
|
for l in data["links"]:
|
|
cps[l[0]].connect(cps[l[1]])
|
|
cps[l[1]].connect(cps[l[0]])
|
|
|
|
return t
|
|
|
|
|
|
class CaucasusTheater(ConflictTheater):
|
|
terrain = caucasus.Caucasus()
|
|
overview_image = "caumap.gif"
|
|
reference_points = (
|
|
ReferencePoint(caucasus.Gelendzhik.position, Point(176, 298)),
|
|
ReferencePoint(caucasus.Batumi.position, Point(1307, 1205)),
|
|
)
|
|
|
|
landmap = load_landmap("resources\\caulandmap.p")
|
|
daytime_map = {
|
|
"dawn": (6, 9),
|
|
"day": (9, 18),
|
|
"dusk": (18, 20),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
class PersianGulfTheater(ConflictTheater):
|
|
terrain = persiangulf.PersianGulf()
|
|
overview_image = "persiangulf.gif"
|
|
reference_points = (
|
|
ReferencePoint(persiangulf.Jiroft_Airport.position,
|
|
Point(1692, 1343)),
|
|
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
|
|
)
|
|
landmap = load_landmap("resources\\gulflandmap.p")
|
|
daytime_map = {
|
|
"dawn": (6, 8),
|
|
"day": (8, 16),
|
|
"dusk": (16, 18),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
class NevadaTheater(ConflictTheater):
|
|
terrain = nevada.Nevada()
|
|
overview_image = "nevada.gif"
|
|
reference_points = (
|
|
ReferencePoint(nevada.Mina_Airport_3Q0.position, Point(252, 295)),
|
|
ReferencePoint(nevada.Laughlin_Airport.position, Point(844, 909)),
|
|
)
|
|
landmap = load_landmap("resources\\nevlandmap.p")
|
|
daytime_map = {
|
|
"dawn": (4, 6),
|
|
"day": (6, 17),
|
|
"dusk": (17, 18),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
class NormandyTheater(ConflictTheater):
|
|
terrain = normandy.Normandy()
|
|
overview_image = "normandy.gif"
|
|
reference_points = (
|
|
ReferencePoint(normandy.Needs_Oar_Point.position, Point(515, 329)),
|
|
ReferencePoint(normandy.Evreux.position, Point(2029, 1709)),
|
|
)
|
|
landmap = load_landmap("resources\\normandylandmap.p")
|
|
daytime_map = {
|
|
"dawn": (6, 8),
|
|
"day": (10, 17),
|
|
"dusk": (17, 18),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
class TheChannelTheater(ConflictTheater):
|
|
terrain = thechannel.TheChannel()
|
|
overview_image = "thechannel.gif"
|
|
reference_points = (
|
|
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
|
|
ReferencePoint(thechannel.Detling.position, Point(706, 382))
|
|
)
|
|
landmap = load_landmap("resources\\channellandmap.p")
|
|
daytime_map = {
|
|
"dawn": (6, 8),
|
|
"day": (10, 17),
|
|
"dusk": (17, 18),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
class SyriaTheater(ConflictTheater):
|
|
terrain = syria.Syria()
|
|
overview_image = "syria.gif"
|
|
reference_points = (
|
|
ReferencePoint(syria.Eyn_Shemer.position, Point(564, 1289)),
|
|
ReferencePoint(syria.Tabqa.position, Point(1329, 491)),
|
|
)
|
|
landmap = load_landmap("resources\\syrialandmap.p")
|
|
daytime_map = {
|
|
"dawn": (6, 8),
|
|
"day": (8, 16),
|
|
"dusk": (16, 18),
|
|
"night": (0, 5),
|
|
}
|
|
|
|
|
|
@dataclass
|
|
class ComplexFrontLine:
|
|
"""
|
|
Stores data necessary for building a multi-segment frontline.
|
|
"points" should be ordered from closest to farthest distance originating from start_cp.position
|
|
"""
|
|
|
|
start_cp: ControlPoint
|
|
points: List[Point]
|
|
|
|
|
|
@dataclass
|
|
class FrontLineSegment:
|
|
"""
|
|
Describes a line segment of a FrontLine
|
|
"""
|
|
|
|
point_a: Point
|
|
point_b: Point
|
|
|
|
@property
|
|
def attack_heading(self) -> Numeric:
|
|
"""The heading of the frontline segment from player to enemy control point"""
|
|
return self.point_a.heading_between_point(self.point_b)
|
|
|
|
@property
|
|
def attack_distance(self) -> Numeric:
|
|
"""Length of the segment"""
|
|
return self.point_a.distance_to_point(self.point_b)
|
|
|
|
|
|
class FrontLine(MissionTarget):
|
|
"""Defines a front line location between two control points.
|
|
Front lines are the area where ground combat happens.
|
|
Overwrites the entirety of MissionTarget __init__ method to allow for
|
|
dynamic position calculation.
|
|
"""
|
|
|
|
def __init__(
|
|
self,
|
|
control_point_a: ControlPoint,
|
|
control_point_b: ControlPoint,
|
|
theater: ConflictTheater
|
|
) -> None:
|
|
self.control_point_a = control_point_a
|
|
self.control_point_b = control_point_b
|
|
self.segments: List[FrontLineSegment] = []
|
|
self.theater = theater
|
|
self._build_segments()
|
|
self.name = f"Front line {control_point_a}/{control_point_b}"
|
|
|
|
def is_friendly(self, to_player: bool) -> bool:
|
|
"""Returns True if the objective is in friendly territory."""
|
|
return False
|
|
|
|
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
|
yield from [
|
|
FlightType.CAS,
|
|
# TODO: FlightType.TROOP_TRANSPORT
|
|
# TODO: FlightType.EVAC
|
|
]
|
|
yield from super().mission_types(for_player)
|
|
|
|
@property
|
|
def position(self):
|
|
"""
|
|
The position where the conflict should occur
|
|
according to the current strength of each control point.
|
|
"""
|
|
return self.point_from_a(self._position_distance)
|
|
|
|
@property
|
|
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
|
|
"""Returns a tuple of the two control points."""
|
|
return self.control_point_a, self.control_point_b
|
|
|
|
@property
|
|
def attack_distance(self):
|
|
"""The total distance of all segments"""
|
|
return sum(i.attack_distance for i in self.segments)
|
|
|
|
@property
|
|
def attack_heading(self):
|
|
"""The heading of the active attack segment from player to enemy control point"""
|
|
return self.active_segment.attack_heading
|
|
|
|
@property
|
|
def active_segment(self) -> FrontLineSegment:
|
|
"""The FrontLine segment where there can be an active conflict"""
|
|
if self._position_distance <= self.segments[0].attack_distance:
|
|
return self.segments[0]
|
|
|
|
remaining_dist = self._position_distance
|
|
for segment in self.segments:
|
|
if remaining_dist <= segment.attack_distance:
|
|
return segment
|
|
else:
|
|
remaining_dist -= segment.attack_distance
|
|
logging.error(
|
|
"Frontline attack distance is greater than the sum of its segments"
|
|
)
|
|
return self.segments[0]
|
|
|
|
def point_from_a(self, distance: Numeric) -> Point:
|
|
"""
|
|
Returns a point {distance} away from control_point_a along the frontline segments.
|
|
"""
|
|
if distance < self.segments[0].attack_distance:
|
|
return self.control_point_a.position.point_from_heading(
|
|
self.segments[0].attack_heading, distance
|
|
)
|
|
remaining_dist = distance
|
|
for segment in self.segments:
|
|
if remaining_dist < segment.attack_distance:
|
|
return segment.point_a.point_from_heading(
|
|
segment.attack_heading, remaining_dist
|
|
)
|
|
else:
|
|
remaining_dist -= segment.attack_distance
|
|
|
|
@property
|
|
def _position_distance(self) -> float:
|
|
"""
|
|
The distance from point "a" where the conflict should occur
|
|
according to the current strength of each control point
|
|
"""
|
|
total_strength = (
|
|
self.control_point_a.base.strength + self.control_point_b.base.strength
|
|
)
|
|
if self.control_point_a.base.strength == 0:
|
|
return self._adjust_for_min_dist(0)
|
|
if self.control_point_b.base.strength == 0:
|
|
return self._adjust_for_min_dist(self.attack_distance)
|
|
strength_pct = self.control_point_a.base.strength / total_strength
|
|
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
|
|
|
|
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
|
|
"""
|
|
Ensures the frontline conflict is never located within the minimum distance
|
|
constant of either end control point.
|
|
"""
|
|
if (distance > self.attack_distance / 2) and (
|
|
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
|
|
):
|
|
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
|
|
elif (distance < self.attack_distance / 2) and (
|
|
distance < FRONTLINE_MIN_CP_DISTANCE
|
|
):
|
|
distance = FRONTLINE_MIN_CP_DISTANCE
|
|
return distance
|
|
|
|
def _build_segments(self) -> None:
|
|
"""Create line segments for the frontline"""
|
|
control_point_ids = "|".join(
|
|
[str(self.control_point_a.id), str(self.control_point_b.id)]
|
|
) # from_cp.id|to_cp.id
|
|
reversed_cp_ids = "|".join(
|
|
[str(self.control_point_b.id), str(self.control_point_a.id)]
|
|
)
|
|
complex_frontlines = self.theater.frontline_data
|
|
if (complex_frontlines) and (
|
|
(control_point_ids in complex_frontlines)
|
|
or (reversed_cp_ids in complex_frontlines)
|
|
):
|
|
# The frontline segments must be stored in the correct order for the distance algorithms to work.
|
|
# The points in the frontline are ordered from the id before the | to the id after.
|
|
# First, check if control point id pair matches in order, and create segments if a match is found.
|
|
if control_point_ids in complex_frontlines:
|
|
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
|
|
for i in point_pairs:
|
|
self.segments.append(FrontLineSegment(i[0], i[1]))
|
|
# Check the reverse order and build in reverse if found.
|
|
elif reversed_cp_ids in complex_frontlines:
|
|
point_pairs = pairwise(
|
|
reversed(complex_frontlines[reversed_cp_ids].points)
|
|
)
|
|
for i in point_pairs:
|
|
self.segments.append(FrontLineSegment(i[0], i[1]))
|
|
# If no complex frontline has been configured, fall back to the old straight line method.
|
|
else:
|
|
self.segments.append(
|
|
FrontLineSegment(
|
|
self.control_point_a.position, self.control_point_b.position
|
|
)
|
|
)
|
|
|
|
|
|
@staticmethod
|
|
def load_json_frontlines(
|
|
theater: ConflictTheater
|
|
) -> Optional[Dict[str, ComplexFrontLine]]:
|
|
"""Load complex frontlines from json"""
|
|
try:
|
|
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
|
|
with open(path, "r") as file:
|
|
logging.debug(f"Loading frontline from {path}...")
|
|
data = json.load(file)
|
|
return {
|
|
frontline: ComplexFrontLine(
|
|
data[frontline]["start_cp"],
|
|
[Point(i[0], i[1]) for i in data[frontline]["points"]],
|
|
)
|
|
for frontline in data
|
|
}
|
|
except OSError:
|
|
logging.warning(
|
|
f"Unable to load preset frontlines for {theater.terrain.name}"
|
|
)
|
|
return None
|