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