dcs-retribution/gen/conflictgen.py

529 lines
23 KiB
Python

import logging
import typing
import pdb
import dcs
from random import randint
from dcs import Mission
from dcs.mission import *
from dcs.vehicles import *
from dcs.unitgroup import *
from dcs.unittype import *
from dcs.mapping import *
from dcs.point import *
from dcs.task import *
from dcs.country import *
from theater import *
AIR_DISTANCE = 40000
CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
STRIKE_AIR_ATTACKERS_DISTANCE = 45000
STRIKE_AIR_DEFENDERS_DISTANCE = 25000
CAP_CAS_DISTANCE = 10000, 120000
GROUND_INTERCEPT_SPREAD = 5000
GROUND_DISTANCE_FACTOR = 1.4
GROUND_DISTANCE = 2000
GROUND_ATTACK_DISTANCE = 25000, 13000
TRANSPORT_FRONTLINE_DIST = 1800
INTERCEPT_ATTACKERS_HEADING = -45, 45
INTERCEPT_DEFENDERS_HEADING = -10, 10
INTERCEPT_CONFLICT_DISTANCE = 50000
INTERCEPT_ATTACKERS_DISTANCE = 100000
INTERCEPT_MAX_DISTANCE = 160000
INTERCEPT_MIN_DISTANCE = 100000
NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
NAVAL_INTERCEPT_DISTANCE_MAX = 40000
NAVAL_INTERCEPT_STEP = 5000
FRONTLINE_LENGTH = 80000
FRONTLINE_MIN_CP_DISTANCE = 5000
FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
def _opposite_heading(h):
return h+180
def _heading_sum(h, a) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
class Conflict:
attackers_side = None # type: str
defenders_side = None # type: str
attackers_country = None # type: Country
defenders_country = None # type: Country
from_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
position = None # type: Point
size = None # type: int
radials = None # type: typing.List[int]
heading = None # type: int
distance = None # type: int
ground_attackers_location = None # type: Point
ground_defenders_location = None # type: Point
air_attackers_location = None # type: Point
air_defenders_location = None # type: Point
def __init__(self,
theater: ConflictTheater,
from_cp: ControlPoint,
to_cp: ControlPoint,
attackers_side: str,
defenders_side: str,
attackers_country: Country,
defenders_country: Country,
position: Point,
heading=None,
distance=None,
ground_attackers_location: Point = None,
ground_defenders_location: Point = None,
air_attackers_location: Point = None,
air_defenders_location: Point = None):
self.attackers_side = attackers_side
self.defenders_side = defenders_side
self.attackers_country = attackers_country
self.defenders_country = defenders_country
self.from_cp = from_cp
self.to_cp = to_cp
self.theater = theater
self.position = position
self.heading = heading
self.distance = distance
self.size = to_cp.size
self.radials = to_cp.radials
self.ground_attackers_location = ground_attackers_location
self.ground_defenders_location = ground_defenders_location
self.air_attackers_location = air_attackers_location
self.air_defenders_location = air_defenders_location
@property
def center(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance / 2)
@property
def tail(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance)
@property
def is_vector(self) -> bool:
return self.heading is not None
@property
def opposite_heading(self) -> int:
return _heading_sum(self.heading, 180)
@property
def to_size(self):
return self.to_cp.size * GROUND_DISTANCE_FACTOR
def find_insertion_point(self, other_point: Point) -> Point:
if self.is_vector:
dx = self.position.x - self.tail.x
dy = self.position.y - self.tail.y
dr2 = float(dx ** 2 + dy ** 2)
lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
if lerp < 0:
lerp = 0
elif lerp > 1:
lerp = 1
x = lerp * dx + self.tail.x
y = lerp * dy + self.tail.y
return Point(x, y)
else:
return self.position
def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> typing.Optional[Point]:
return Conflict._find_ground_position(at, max_distance, heading, self.theater)
@classmethod
def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
return from_cp.has_frontline and to_cp.has_frontline
@classmethod
def frontline_position(cls, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Optional[typing.Tuple[Point, int]]:
attack_heading = from_cp.position.heading_between_point(to_cp.position)
attack_distance = from_cp.position.distance_to_point(to_cp.position)
middle_point = from_cp.position.point_from_heading(attack_heading, attack_distance / 2)
strength_delta = (from_cp.base.strength - to_cp.base.strength) / 1.0
position = middle_point.point_from_heading(attack_heading, strength_delta * attack_distance / 2 - FRONTLINE_MIN_CP_DISTANCE)
return position, _opposite_heading(attack_heading)
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Optional[typing.Tuple[Point, int, int]]:
initial, heading = cls.frontline_position(theater, from_cp, to_cp)
"""
probe_end_point = initial.point_from_heading(heading, FRONTLINE_LENGTH)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
intersection = probe.intersection(theater.land_poly)
if isinstance(intersection, geometry.LineString):
intersection = intersection
elif isinstance(intersection, geometry.MultiLineString):
intersection = intersection.geoms[0]
else:
print(intersection)
return None
return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
"""
frontline = cls.frontline_position(theater, from_cp, to_cp)
if not frontline:
return None
center_position, heading = frontline
left_position, right_position = None, None
if not theater.is_on_land(center_position):
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
if pos:
right_position = pos
center_position = pos
else:
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
if pos:
left_position = pos
center_position = pos
if left_position is None:
left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
if right_position is None:
right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
@classmethod
def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
pos = initial
for offset in range(0, int(max_distance), 500):
new_pos = initial.point_from_heading(heading, offset)
if theater.is_on_land(new_pos):
pos = new_pos
else:
return pos
return pos
"""
probe_end_point = initial.point_from_heading(heading, max_distance)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y)])
intersection = probe.intersection(theater.land_poly)
if intersection is geometry.LineString:
return Point(*intersection.xy[1])
elif intersection is geometry.MultiLineString:
return Point(*intersection.geoms[0].xy[1])
return None
"""
@classmethod
def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> typing.Optional[Point]:
pos = initial
for _ in range(0, int(max_distance), 500):
if theater.is_on_land(pos):
return pos
pos = pos.point_from_heading(heading, 500)
"""
probe_end_point = initial.point_from_heading(heading, max_distance)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
intersection = probe.intersection(theater.land_poly)
if isinstance(intersection, geometry.LineString):
return Point(*intersection.xy[1])
elif isinstance(intersection, geometry.MultiLineString):
return Point(*intersection.geoms[0].xy[1])
"""
logging.error("Didn't find ground position ({})!".format(initial))
return initial
@classmethod
def capture_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = GROUND_DISTANCE
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, attack_heading, theater)
defenders_location = position.point_from_heading(defense_heading, 0)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, defense_heading, theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> Point:
raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100))
return from_cp.position.point_from_heading(heading, distance)
@classmethod
def intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = from_cp.position.heading_between_point(position)
return cls(
position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE),
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
air_defenders_location=position
)
@classmethod
def ground_attack_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = random.choice(to_cp.radials)
initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
if not position:
heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=position,
ground_defenders_location=None,
air_attackers_location=None,
air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE),
)
@classmethod
def convoy_strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, frontline_heading, frontline_length = Conflict.frontline_vector(from_cp, to_cp, theater)
if not frontline_position:
assert False
heading = frontline_heading
starting_position = Conflict._find_ground_position(frontline_position.point_from_heading(heading, 7000),
GROUND_INTERCEPT_SPREAD,
_opposite_heading(heading), theater)
if not starting_position:
starting_position = frontline_position
destination_position = frontline_position
else:
destination_position = frontline_position
return cls(
position=destination_position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=starting_position,
air_attackers_location=starting_position.point_from_heading(_opposite_heading(heading), AIR_DISTANCE),
air_defenders_location=starting_position.point_from_heading(heading, AIR_DISTANCE),
)
@classmethod
def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
assert cls.has_frontline_between(from_cp, to_cp)
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE),
)
@classmethod
def frontline_cap_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
assert cls.has_frontline_between(from_cp, to_cp)
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
attack_position = position.point_from_heading(heading, randint(0, int(distance)))
attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE)
defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE))
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
air_attackers_location=attackers_position,
air_defenders_location=defenders_position,
)
@classmethod
def ground_base_attack(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
air_defenders_location=position
)
@classmethod
def naval_intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
radial = random.choice(to_cp.sea_radials)
initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX)
initial_position = to_cp.position.point_from_heading(radial, initial_distance)
for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
position = initial_position.point_from_heading(_opposite_heading(radial), offset)
if not theater.is_on_land(position):
break
return position
@classmethod
def naval_intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=position,
air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
)
@classmethod
def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
if not dest:
radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)
return cls(
position=dest,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=from_cp.position,
ground_defenders_location=frontline_position,
air_attackers_location=from_cp.position.point_from_heading(0, 100),
air_defenders_location=frontline_position
)