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tThreat range calculation had a hidden bug which could possibly lead to wrong threat range calculation
640 lines
18 KiB
Python
640 lines
18 KiB
Python
from __future__ import annotations
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import itertools
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import logging
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from abc import ABC
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from collections.abc import Sequence
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from typing import Generic, Iterator, List, TYPE_CHECKING, TypeVar, Union
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from dcs.mapping import Point
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from dcs.triggers import TriggerZone
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from dcs.unit import Unit
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from dcs.unitgroup import ShipGroup, VehicleGroup
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from .. import db
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from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
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from ..utils import Distance, Heading, meters
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if TYPE_CHECKING:
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from .controlpoint import ControlPoint
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from ..ato.flighttype import FlightType
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from .missiontarget import MissionTarget
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NAME_BY_CATEGORY = {
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"ewr": "Early Warning Radar",
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"aa": "AA Defense Site",
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"allycamp": "Camp",
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"ammo": "Ammo depot",
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"armor": "Armor group",
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"coastal": "Coastal defense",
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"comms": "Communications tower",
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"derrick": "Derrick",
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"factory": "Factory",
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"farp": "FARP",
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"fob": "FOB",
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"fuel": "Fuel depot",
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"missile": "Missile site",
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"oil": "Oil platform",
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"power": "Power plant",
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"ship": "Ship",
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"village": "Village",
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"ware": "Warehouse",
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"ww2bunker": "Bunker",
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}
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GroupT = TypeVar("GroupT", ShipGroup, VehicleGroup)
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class TheaterGroundObject(MissionTarget, Generic[GroupT]):
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def __init__(
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self,
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name: str,
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category: str,
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group_id: int,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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dcs_identifier: str,
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sea_object: bool,
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) -> None:
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super().__init__(name, position)
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self.category = category
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self.group_id = group_id
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self.heading = heading
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self.control_point = control_point
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self.dcs_identifier = dcs_identifier
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self.sea_object = sea_object
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self.groups: List[GroupT] = []
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@property
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def is_dead(self) -> bool:
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return self.alive_unit_count == 0
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@property
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def units(self) -> List[Unit]:
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"""
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:return: all the units at this location
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"""
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return list(itertools.chain.from_iterable([g.units for g in self.groups]))
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@property
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def dead_units(self) -> List[Unit]:
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"""
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:return: all the dead units at this location
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"""
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return list(
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itertools.chain.from_iterable(
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[getattr(g, "units_losts", []) for g in self.groups]
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)
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)
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@property
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def group_name(self) -> str:
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"""The name of the unit group."""
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return f"{self.category}|{self.group_id}"
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@property
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def waypoint_name(self) -> str:
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return f"[{self.name}] {self.category}"
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def __str__(self) -> str:
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return NAME_BY_CATEGORY[self.category]
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def is_same_group(self, identifier: str) -> bool:
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return self.group_id == identifier
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@property
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def obj_name(self) -> str:
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return self.name
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@property
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def faction_color(self) -> str:
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return "BLUE" if self.control_point.captured else "RED"
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def is_friendly(self, to_player: bool) -> bool:
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return self.control_point.is_friendly(to_player)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if self.is_friendly(for_player):
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yield from [
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# TODO: FlightType.LOGISTICS
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# TODO: FlightType.TROOP_TRANSPORT
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]
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else:
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yield from [
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FlightType.STRIKE,
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FlightType.BAI,
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FlightType.REFUELING,
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]
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yield from super().mission_types(for_player)
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@property
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def alive_unit_count(self) -> int:
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return sum(len(g.units) for g in self.groups)
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@property
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def might_have_aa(self) -> bool:
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return False
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@property
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def has_live_radar_sam(self) -> bool:
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"""Returns True if the ground object contains a unit with working radar SAM."""
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for group in self.groups:
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if self.threat_range(group, radar_only=True):
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return True
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return False
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def _max_range_of_type(self, group: GroupT, range_type: str) -> Distance:
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if not self.might_have_aa:
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return meters(0)
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max_range = meters(0)
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for u in group.units:
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unit = db.unit_type_from_name(u.type)
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if unit is None:
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logging.error(f"Unknown unit type {u.type}")
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continue
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# Some units in pydcs have detection_range/threat_range defined,
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# but explicitly set to None.
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unit_range = getattr(unit, range_type, None)
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if unit_range is not None:
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max_range = max(max_range, meters(unit_range))
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return max_range
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def max_detection_range(self) -> Distance:
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return max(self.detection_range(g) for g in self.groups)
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def detection_range(self, group: GroupT) -> Distance:
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return self._max_range_of_type(group, "detection_range")
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def max_threat_range(self) -> Distance:
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return max(self.threat_range(g) for g in self.groups)
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def threat_range(self, group: GroupT, radar_only: bool = False) -> Distance:
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return self._max_range_of_type(group, "threat_range")
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@property
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def is_ammo_depot(self) -> bool:
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return self.category == "ammo"
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@property
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def is_factory(self) -> bool:
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return self.category == "factory"
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@property
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def is_control_point(self) -> bool:
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"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
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return False
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@property
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def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
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return self.units
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@property
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def mark_locations(self) -> Iterator[Point]:
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yield self.position
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def clear(self) -> None:
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self.groups = []
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@property
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def capturable(self) -> bool:
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raise NotImplementedError
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@property
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def purchasable(self) -> bool:
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raise NotImplementedError
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class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
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def __init__(
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self,
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name: str,
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category: str,
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group_id: int,
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object_id: int,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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dcs_identifier: str,
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is_fob_structure: bool = False,
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) -> None:
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super().__init__(
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name=name,
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category=category,
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group_id=group_id,
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position=position,
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heading=heading,
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control_point=control_point,
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dcs_identifier=dcs_identifier,
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sea_object=False,
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)
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self.is_fob_structure = is_fob_structure
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self.object_id = object_id
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# Other TGOs track deadness based on the number of alive units, but
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# buildings don't have groups assigned to the TGO.
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self._dead = False
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@property
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def group_name(self) -> str:
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"""The name of the unit group."""
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return f"{self.category}|{self.group_id}|{self.object_id}"
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@property
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def waypoint_name(self) -> str:
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return f"{super().waypoint_name} #{self.object_id}"
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@property
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def is_dead(self) -> bool:
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if not hasattr(self, "_dead"):
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self._dead = False
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return self._dead
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def kill(self) -> None:
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self._dead = True
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def iter_building_group(self) -> Iterator[BuildingGroundObject]:
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for tgo in self.control_point.ground_objects:
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if (
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tgo.obj_name == self.obj_name
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and not tgo.is_dead
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and isinstance(tgo, BuildingGroundObject)
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):
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yield tgo
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@property
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def strike_targets(self) -> List[BuildingGroundObject]:
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return list(self.iter_building_group())
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@property
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def mark_locations(self) -> Iterator[Point]:
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for building in self.iter_building_group():
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yield building.position
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@property
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def is_control_point(self) -> bool:
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return self.is_fob_structure
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@property
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def capturable(self) -> bool:
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return True
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@property
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def purchasable(self) -> bool:
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return False
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def max_threat_range(self) -> Distance:
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return meters(0)
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def max_detection_range(self) -> Distance:
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return meters(0)
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class SceneryGroundObject(BuildingGroundObject):
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def __init__(
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self,
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name: str,
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category: str,
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group_id: int,
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object_id: int,
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position: Point,
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control_point: ControlPoint,
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dcs_identifier: str,
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zone: TriggerZone,
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) -> None:
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super().__init__(
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name=name,
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category=category,
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group_id=group_id,
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object_id=object_id,
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position=position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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dcs_identifier=dcs_identifier,
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is_fob_structure=False,
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)
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self.zone = zone
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class FactoryGroundObject(BuildingGroundObject):
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def __init__(
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self,
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name: str,
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group_id: int,
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position: Point,
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heading: Heading,
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control_point: ControlPoint,
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) -> None:
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super().__init__(
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name=name,
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category="factory",
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group_id=group_id,
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object_id=0,
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position=position,
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heading=heading,
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control_point=control_point,
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dcs_identifier="Workshop A",
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is_fob_structure=False,
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)
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class NavalGroundObject(TheaterGroundObject[ShipGroup]):
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.ANTISHIP
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yield from super().mission_types(for_player)
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@property
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def might_have_aa(self) -> bool:
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return True
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class GenericCarrierGroundObject(NavalGroundObject):
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@property
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def is_control_point(self) -> bool:
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return True
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# TODO: Why is this both a CP and a TGO?
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class CarrierGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="CARRIER",
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group_id=group_id,
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position=control_point.position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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dcs_identifier="CARRIER",
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sea_object=True,
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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def __str__(self) -> str:
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return f"CV {self.name}"
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# TODO: Why is this both a CP and a TGO?
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class LhaGroundObject(GenericCarrierGroundObject):
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def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
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super().__init__(
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name=name,
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category="LHA",
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group_id=group_id,
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position=control_point.position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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dcs_identifier="LHA",
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sea_object=True,
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)
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@property
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def group_name(self) -> str:
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# Prefix the group names with the side color so Skynet can find them,
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# add to EWR.
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return f"{self.faction_color}|EWR|{super().group_name}"
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def __str__(self) -> str:
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return f"LHA {self.name}"
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class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]):
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def __init__(
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self, name: str, group_id: int, position: Point, control_point: ControlPoint
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) -> None:
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super().__init__(
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name=name,
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category="missile",
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group_id=group_id,
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position=position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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dcs_identifier="AA",
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sea_object=False,
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)
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]):
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def __init__(
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self,
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name: str,
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group_id: int,
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position: Point,
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control_point: ControlPoint,
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heading: Heading,
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) -> None:
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super().__init__(
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name=name,
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category="coastal",
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group_id=group_id,
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position=position,
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heading=heading,
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control_point=control_point,
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dcs_identifier="AA",
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sea_object=False,
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)
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return False
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class IadsGroundObject(TheaterGroundObject[VehicleGroup], ABC):
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.DEAD
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yield from super().mission_types(for_player)
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# The SamGroundObject represents all type of AA
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# The TGO can have multiple types of units (AAA,SAM,Support...)
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# Differentiation can be made during generation with the airdefensegroupgenerator
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class SamGroundObject(IadsGroundObject):
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def __init__(
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self,
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name: str,
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group_id: int,
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position: Point,
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control_point: ControlPoint,
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) -> None:
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super().__init__(
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name=name,
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category="aa",
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group_id=group_id,
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position=position,
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heading=Heading.from_degrees(0),
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control_point=control_point,
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dcs_identifier="AA",
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sea_object=False,
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)
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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from game.ato import FlightType
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if not self.is_friendly(for_player):
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yield FlightType.DEAD
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yield FlightType.SEAD
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for mission_type in super().mission_types(for_player):
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# We yielded this ourselves to move it to the top of the list. Don't yield
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# it twice.
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if mission_type is not FlightType.DEAD:
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yield mission_type
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@property
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def might_have_aa(self) -> bool:
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return True
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def threat_range(self, group: VehicleGroup, radar_only: bool = False) -> Distance:
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max_non_radar = meters(0)
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live_trs = set()
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max_telar_range = meters(0)
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launchers = set()
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for unit in group.units:
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unit_type = db.vehicle_type_from_name(unit.type)
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if unit_type in TRACK_RADARS:
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live_trs.add(unit_type)
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elif unit_type in TELARS:
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max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
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elif unit_type in LAUNCHER_TRACKER_PAIRS:
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launchers.add(unit_type)
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else:
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max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
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max_tel_range = meters(0)
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for launcher in launchers:
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if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
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max_tel_range = max(max_tel_range, meters(launcher.threat_range))
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if radar_only:
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return max(max_tel_range, max_telar_range)
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else:
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return max(max_tel_range, max_telar_range, max_non_radar)
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@property
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def capturable(self) -> bool:
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return False
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@property
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def purchasable(self) -> bool:
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return True
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class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]):
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def __init__(
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self,
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name: str,
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group_id: int,
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position: Point,
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control_point: ControlPoint,
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) -> None:
|
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super().__init__(
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|
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}"
|