dcs-retribution/gen/armor.py
2020-10-04 14:11:28 +02:00

462 lines
22 KiB
Python

from dataclasses import dataclass
from dcs.action import AITaskPush
from dcs.condition import TimeAfter, UnitDamaged, Or, GroupLifeLess
from dcs.triggers import TriggerOnce, Event
from gen import namegen
from gen.ground_forces.ai_ground_planner import CombatGroupRole, DISTANCE_FROM_FRONTLINE
from .callsigns import callsign_for_support_unit
from .conflictgen import *
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
FRONTLINE_CAS_FIGHTS_COUNT = 16, 24
FRONTLINE_CAS_GROUP_MIN = 1, 2
FRONTLINE_CAS_PADDING = 12000
RETREAT_DISTANCE = 20000
BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000
AGGRESIVE_MOVE_DISTANCE = 16000
FIGHT_DISTANCE = 3500
RANDOM_OFFSET_ATTACK = 250
@dataclass(frozen=True)
class JtacInfo:
"""JTAC information."""
unit_name: str
callsign: str
region: str
code: str
# TODO: Radio info? Type?
class GroundConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game, player_planned_combat_groups, enemy_planned_combat_groups, player_stance):
self.mission = mission
self.conflict = conflict
self.enemy_planned_combat_groups = enemy_planned_combat_groups
self.player_planned_combat_groups = player_planned_combat_groups
self.player_stance = CombatStance(player_stance)
self.enemy_stance = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESSIVE])
self.game = game
self.jtacs: List[JtacInfo] = []
def _group_point(self, point) -> Point:
distance = randint(
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
def generate(self):
player_groups = []
enemy_groups = []
combat_width = self.conflict.distance/2
if combat_width > 500000:
combat_width = 500000
if combat_width < 35000:
combat_width = 35000
position = Conflict.frontline_position(self.game.theater, self.conflict.from_cp, self.conflict.to_cp)
# Create player groups at random position
for group in self.player_planned_combat_groups:
if group.role == CombatGroupRole.ARTILLERY:
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
else:
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
final_position = self.get_valid_position_for_group(position, True, combat_width, distance_from_frontline)
if final_position is not None:
g = self._generate_group(
side=self.mission.country(self.game.player_country),
unit=group.units[0],
heading=self.conflict.heading+90,
count=len(group.units),
at=final_position)
g.set_skill(self.game.settings.player_skill)
player_groups.append((g,group))
self.gen_infantry_group_for_group(g, True, self.mission.country(self.game.player_country), self.conflict.heading + 90)
# Create enemy groups at random position
for group in self.enemy_planned_combat_groups:
if group.role == CombatGroupRole.ARTILLERY:
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
else:
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
final_position = self.get_valid_position_for_group(position, False, combat_width, distance_from_frontline)
if final_position is not None:
g = self._generate_group(
side=self.mission.country(self.game.enemy_country),
unit=group.units[0],
heading=self.conflict.heading - 90,
count=len(group.units),
at=final_position)
g.set_skill(self.game.settings.enemy_vehicle_skill)
enemy_groups.append((g, group))
self.gen_infantry_group_for_group(g, False, self.mission.country(self.game.enemy_country), self.conflict.heading - 90)
# Plan combat actions for groups
self.plan_action_for_groups(self.player_stance, player_groups, enemy_groups, self.conflict.heading + 90, self.conflict.from_cp, self.conflict.to_cp)
self.plan_action_for_groups(self.enemy_stance, enemy_groups, player_groups, self.conflict.heading - 90, self.conflict.to_cp, self.conflict.from_cp)
# Add JTAC
if "has_jtac" in self.game.player_faction and self.game.player_faction["has_jtac"] and self.game.settings.include_jtac_if_available:
n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
code = 1688 - len(self.jtacs)
utype = MQ_9_Reaper
if "jtac_unit" in self.game.player_faction:
utype = self.game.player_faction["jtac_unit"]
jtac = self.mission.flight_group(country=self.mission.country(self.game.player_country),
name=n,
aircraft_type=utype,
position=position[0],
airport=None,
altitude=5000)
jtac.points[0].tasks.append(SetInvisibleCommand(True))
jtac.points[0].tasks.append(SetImmortalCommand(True))
jtac.points[0].tasks.append(OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle))
frontline = f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
# Note: Will need to change if we ever add ground based JTAC.
callsign = callsign_for_support_unit(jtac)
self.jtacs.append(JtacInfo(n, callsign, frontline, str(code)))
def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
return
infantry_position = group.points[0].position.random_point_within(250, 50)
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
else:
cp = self.conflict.to_cp
if is_player:
faction = self.game.player_name
else:
faction = self.game.enemy_name
possible_infantry_units = db.find_infantry(faction)
if len(possible_infantry_units) == 0:
return
u = random.choice(possible_infantry_units)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp, u), u,
position=infantry_position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad)
for i in range(randint(3, 10)):
u = random.choice(possible_infantry_units)
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp, u), u,
position=position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad)
def plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
if not self.game.settings.perf_moving_units:
return
for dcs_group, group in ally_groups:
if hasattr(group.units[0], 'eplrs'):
if group.units[0].eplrs:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if group.role == CombatGroupRole.ARTILLERY:
# Fire on any ennemy in range
if self.game.settings.perf_artillery:
target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
if target is not None:
if stance != CombatStance.RETREAT:
hold_task = Hold()
hold_task.number = 1
dcs_group.add_trigger_action(hold_task)
# Artillery strike random start
artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45)* 60))
fire_task = FireAtPoint(target, len(group.units) * 10, 100)
if stance != CombatStance.RETREAT:
fire_task.number = 2
else:
fire_task.number = 1
dcs_group.add_trigger_action(fire_task)
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_trigger)
# Artillery will fall back when under attack
if stance != CombatStance.RETREAT:
# Hold position
dcs_group.points[0].tasks.append(Hold())
retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
dcs_group.points[1].tasks.append(Hold())
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
for i, u in enumerate(dcs_group.units):
artillery_fallback.add_condition(UnitDamaged(u.id))
if i < len(dcs_group.units) - 1:
artillery_fallback.add_condition(Or())
hold_2 = Hold()
hold_2.number = 3
dcs_group.add_trigger_action(hold_2)
retreat_task = GoToWaypoint(toIndex=3)
retreat_task.number = 4
dcs_group.add_trigger_action(retreat_task)
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5,5)
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
if stance == CombatStance.AGGRESSIVE:
# Attack nearest enemy if any
# Then move forward OR Attack enemy base if it is not too far away
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
if target is not None:
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
dcs_group.points[1].tasks.append(AttackGroup(target.id))
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
elif stance == CombatStance.BREAKTHROUGH:
# In breakthrough mode, the units will move forward
# If the enemy base is close enough, the units will attack the base
if to_cp.position.distance_to_point(
dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
elif stance == CombatStance.ELIMINATION:
# In elimination mode, the units focus on destroying as much enemy groups as possible
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
i = 1
for target in targets:
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
dcs_group.points[i].tasks.append(AttackGroup(target.id))
i = i + 1
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
dcs_group.add_waypoint(attack_point)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
# APC & ATGM will never move too much forward, but will follow along any offensive
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
if stance == CombatStance.RETREAT:
# In retreat mode, the units will fall back
# If the ally base is close enough, the units will even regroup there
if from_cp.position.distance_to_point(dcs_group.points[0].position) <= RETREAT_DISTANCE:
retreat_point = from_cp.position.random_point_within(500, 250)
else:
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
reposition_point = retreat_point.point_from_heading(forward_heading, 10) # Another point to make the unit face the enemy
dcs_group.add_waypoint(retreat_point, PointAction.OnRoad)
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
def add_morale_trigger(self, dcs_group, forward_heading):
"""
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
"""
if len(dcs_group.units) == 1:
return
# Units should hold position on last waypoint
dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold())
# Force unit heading
for unit in dcs_group.units:
unit.heading = forward_heading
dcs_group.manualHeading = True
# We add a new retreat waypoint
dcs_group.add_waypoint(self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)), PointAction.OffRoad)
# Fallback task
fallback = ControlledTask(GoToWaypoint(toIndex=len(dcs_group.points)))
fallback.enabled = False
dcs_group.add_trigger_action(Hold())
dcs_group.add_trigger_action(fallback)
# Create trigger
fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
# Usually more than 50% casualties = RETREAT
fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76)))
# Do retreat to the configured retreat waypoint
fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(fallback)
def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
"""
Find a point to retreat to
:param dcs_group: DCS mission group we are searching a retreat point for
:param frontline_heading: Heading of the frontline
:return: dcs.mapping.Point object with the desired position
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
def find_offensive_point(self, dcs_group, frontline_heading, distance):
"""
Find a point to attack
:param dcs_group: DCS mission group we are searching an attack point for
:param frontline_heading: Heading of the frontline
:param distance: Distance of the offensive (how far unit should move)
:return: dcs.mapping.Point object with the desired position
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
def find_n_nearest_enemy_groups(self, player_group, enemy_groups, n):
"""
Return the neaarest enemy group for the player group
@param group Group for which we should find the nearest ennemies
@param enemy_groups Potential enemy groups
@param n number of nearby groups to take
"""
targets = []
sorted_list = sorted(enemy_groups, key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position))
for i in range(n):
if len(sorted_list) <= i:
break
else:
targets.append(sorted_list[i][0])
return targets
def find_nearest_enemy_group(self, player_group, enemy_groups):
"""
Search the enemy groups for a potential target suitable to armored assault
@param group Group for which we should find the nearest ennemy
@param enemy_groups Potential enemy groups
"""
min_distance = 99999999
target = None
for dcs_group, group in enemy_groups:
dist = player_group.points[0].position.distance_to_point(dcs_group.points[0].position)
if dist < min_distance:
min_distance = dist
target = dcs_group
return target
def get_artillery_target_in_range(self, dcs_group, group, enemy_groups):
"""
Search the enemy groups for a potential target suitable to an artillery unit
"""
rng = group.units[0].threat_range
if len(enemy_groups) == 0:
return None
for o in range(10):
potential_target = random.choice(enemy_groups)[0]
distance_to_target = dcs_group.points[0].position.distance_to_point(potential_target.points[0].position)
if distance_to_target < rng:
return potential_target.points[0].position
return None
def get_artilery_group_distance_from_frontline(self, group):
"""
For artilery group, decide the distance from frontline with the range of the unit
"""
rg = group.units[0].threat_range - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]:
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]
if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]:
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK] + 100
return rg
def get_valid_position_for_group(self, conflict_position, isplayer, combat_width, distance_from_frontline):
i = 0
while i < 25: # 25 attempt for valid position
heading_diff = -90 if isplayer else 90
shifted = conflict_position[0].point_from_heading(self.conflict.heading,
random.randint((int)(-combat_width / 2), (int)(combat_width / 2)))
final_position = shifted.point_from_heading(self.conflict.heading + heading_diff, distance_from_frontline)
if self.conflict.theater.is_on_land(final_position):
return final_position
else:
i = i + 1
continue
return None
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading=0):
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
else:
cp = self.conflict.to_cp
logging.info("armorgen: {} for {}".format(unit, side.id))
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit), unit,
position=self._group_point(at),
group_size=count,
heading=heading,
move_formation=move_formation)
for c in range(count):
vehicle: Vehicle = group.units[c]
vehicle.player_can_drive = True
return group