dcs-retribution/theater/controlpoint.py
Dan Albert 8bd00bf450 Move mission type compatibility to the target.
This was also needed in other parts of the UI and is easier to implement
in the target class anyway.

Note that DEAD is now properly restricted to air defense targets.

Also added error boxes to the UI for when planning fails on an invalid
target.
2020-11-16 21:11:14 -08:00

265 lines
8.9 KiB
Python

from __future__ import annotations
import itertools
import re
from enum import Enum
from typing import Dict, Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport
from game import db
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
TheaterGroundObject,
)
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
class ControlPointType(Enum):
AIRBASE = 0 # An airbase with slots for everything
AIRCRAFT_CARRIER_GROUP = 1 # A group with a Stennis type carrier (F/A-18, F-14 compatible)
LHA_GROUP = 2 # A group with a Tarawa carrier (Helicopters & Harrier)
FARP = 4 # A FARP, with slots for helicopters
FOB = 5 # A FOB (ground units only)
class ControlPoint(MissionTarget):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
frontline_offset = 0.0
alt = 0
def __init__(self, id: int, name: str, position: Point,
at: db.StartingPosition, radials: List[int], size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r" |-", name)[:2]), position)
self.id = id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
self.has_frontline = has_frontline
self.radials = radials
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
self.stances: Dict[int, CombatStance] = {}
self.airport = None
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@classmethod
def from_airport(cls, airport: Airport, radials: List[int], size: int, importance: float, has_frontline=True):
assert airport
obj = cls(airport.id, airport.name, airport.position, airport, radials, size, importance, has_frontline, cptype=ControlPointType.AIRBASE)
obj.airport = airport()
return obj
@classmethod
def carrier(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
return cp
@classmethod
def lha(cls, name: str, at: Point, id: int):
import theater.conflicttheater
cp = cls(id, name, at, at, theater.conflicttheater.LAND, theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
return cp
@property
def heading(self):
if self.cptype == ControlPointType.AIRBASE:
return self.airport.runways[0].heading
elif self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]:
return 0 # TODO compute heading
else:
return 0
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP]
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return self.cptype in [ControlPointType.LHA_GROUP]
@property
def sea_radials(self) -> List[int]:
# TODO: fix imports
all_radials = [0, 45, 90, 135, 180, 225, 270, 315, ]
result = []
for r in all_radials:
if r not in self.radials:
result.append(r)
return result
@property
def available_aircraft_slots(self):
"""
:return: The maximum number of aircraft that can be stored in this control point
"""
if self.cptype == ControlPointType.AIRBASE:
return len(self.airport.parking_slots)
elif self.is_lha:
return 20
elif self.is_carrier:
return 90
else:
return 0
def connect(self, to):
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
def has_runway(self):
"""
Check whether this control point can have aircraft taking off or landing.
:return:
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, LHA_1_Tarawa, CV_1143_5_Admiral_Kuznetsov, Type_071_Amphibious_Transport_Dock]:
return True
return False
elif self.cptype in [ControlPointType.AIRBASE, ControlPointType.FARP]:
return True
else:
return True
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP, ControlPointType.LHA_GROUP] :
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [CVN_74_John_C__Stennis, CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_radial(self, heading: int, ignored_radial: int = None) -> int:
closest_radial = 0
closest_radial_delta = 360
for radial in [x for x in self.radials if x != ignored_radial]:
delta = abs(radial - heading)
if delta < closest_radial_delta:
closest_radial = radial
closest_radial_delta = delta
return closest_radial
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
# Handle cyclic dependency.
from .start_generator import BaseDefenseGenerator
self.base_defenses = []
BaseDefenseGenerator(game, self).generate()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
if self.is_fleet:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: Buddy tanking for the A-4?
# TODO: Rescue chopper?
# TODO: Inter-ship logistics?
]
else:
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
if self.is_fleet:
yield from [
# TODO: FlightType.ANTISHIP
]
else:
yield from [
# TODO: FlightType.STRIKE
]