mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
721 lines
28 KiB
Python
721 lines
28 KiB
Python
from __future__ import annotations
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import logging
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import random
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from dataclasses import dataclass
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from typing import TYPE_CHECKING, List, Optional, Tuple
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from dcs import Mission
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from dcs.action import AITaskPush
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from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
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from dcs.country import Country
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from dcs.mapping import Point
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from dcs.planes import MQ_9_Reaper
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from dcs.point import PointAction
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from dcs.task import (EPLRS, AttackGroup, ControlledTask, FireAtPoint,
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GoToWaypoint, Hold, OrbitAction, SetImmortalCommand,
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SetInvisibleCommand)
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from dcs.triggers import Event, TriggerOnce
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from dcs.unit import Vehicle
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from dcs.unitgroup import VehicleGroup
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from dcs.unittype import VehicleType
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from game import db
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from game.unitmap import UnitMap
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from game.utils import heading_sum, opposite_heading
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from game.theater.controlpoint import ControlPoint
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from gen.ground_forces.ai_ground_planner import (DISTANCE_FROM_FRONTLINE,
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CombatGroup, CombatGroupRole)
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from .callsigns import callsign_for_support_unit
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from .conflictgen import Conflict
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from .ground_forces.combat_stance import CombatStance
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from .naming import namegen
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if TYPE_CHECKING:
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from game import Game
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SPREAD_DISTANCE_FACTOR = 0.1, 0.3
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SPREAD_DISTANCE_SIZE_FACTOR = 0.1
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FRONTLINE_CAS_FIGHTS_COUNT = 16, 24
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FRONTLINE_CAS_GROUP_MIN = 1, 2
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FRONTLINE_CAS_PADDING = 12000
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RETREAT_DISTANCE = 20000
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BREAKTHROUGH_OFFENSIVE_DISTANCE = 35000
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AGGRESIVE_MOVE_DISTANCE = 16000
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FIGHT_DISTANCE = 3500
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RANDOM_OFFSET_ATTACK = 250
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@dataclass(frozen=True)
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class JtacInfo:
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"""JTAC information."""
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dcsGroupName: str
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unit_name: str
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callsign: str
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region: str
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code: str
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# TODO: Radio info? Type?
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class GroundConflictGenerator:
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def __init__(
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self,
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mission: Mission,
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conflict: Conflict,
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game: Game,
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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unit_map: UnitMap) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = CombatStance(player_stance)
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self.enemy_stance = self._enemy_stance()
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self.game = game
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self.unit_map = unit_map
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self.jtacs: List[JtacInfo] = []
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def _enemy_stance(self):
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"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
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if len(self.enemy_planned_combat_groups) > len(self.player_planned_combat_groups):
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return random.choice(
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[
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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CombatStance.ELIMINATION,
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CombatStance.BREAKTHROUGH
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]
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)
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else:
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return random.choice(
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[
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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CombatStance.AGGRESSIVE
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]
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)
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@staticmethod
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def _group_point(point: Point, base_distance) -> Point:
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distance = random.randint(
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int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
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int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
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def generate(self):
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position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp, self.game.theater)
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frontline_vector = Conflict.frontline_vector(
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self.conflict.from_cp,
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self.conflict.to_cp,
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self.game.theater
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)
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# Create player groups at random position
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player_groups = self._generate_groups(self.player_planned_combat_groups, frontline_vector, True)
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# Create enemy groups at random position
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enemy_groups = self._generate_groups(self.enemy_planned_combat_groups, frontline_vector, False)
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# Plan combat actions for groups
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self.plan_action_for_groups(
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self.player_stance,
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player_groups,
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enemy_groups,
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self.conflict.heading + 90,
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self.conflict.from_cp,
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self.conflict.to_cp
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)
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self.plan_action_for_groups(
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self.enemy_stance,
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enemy_groups,
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player_groups,
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self.conflict.heading - 90,
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self.conflict.to_cp,
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self.conflict.from_cp
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)
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# Add JTAC
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if self.game.player_faction.has_jtac:
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n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
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code = 1688 - len(self.jtacs)
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utype = MQ_9_Reaper
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if self.game.player_faction.jtac_unit is not None:
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utype = self.game.player_faction.jtac_unit
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jtac = self.mission.flight_group(country=self.mission.country(self.game.player_country),
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name=n,
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aircraft_type=utype,
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position=position[0],
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airport=None,
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altitude=5000)
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jtac.points[0].tasks.append(SetInvisibleCommand(True))
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jtac.points[0].tasks.append(SetImmortalCommand(True))
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jtac.points[0].tasks.append(OrbitAction(5000, 300, OrbitAction.OrbitPattern.Circle))
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frontline = f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
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# Note: Will need to change if we ever add ground based JTAC.
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callsign = callsign_for_support_unit(jtac)
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self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
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def gen_infantry_group_for_group(
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self,
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group: VehicleGroup,
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is_player: bool,
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side: Country,
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forward_heading: int
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) -> None:
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infantry_position = self.conflict.find_ground_position(
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group.points[0].position.random_point_within(250, 50),
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500,
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forward_heading,
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self.conflict.theater
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)
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if not infantry_position:
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logging.warning("Could not find infantry position")
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return
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if side == self.conflict.attackers_country:
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cp = self.conflict.from_cp
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else:
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cp = self.conflict.to_cp
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if is_player:
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faction = self.game.player_name
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else:
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faction = self.game.enemy_name
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# Disable infantry unit gen if disabled
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if not self.game.settings.perf_infantry:
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if self.game.settings.manpads:
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# 50% of armored units protected by manpad
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if random.choice([True, False]):
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manpads = db.find_manpad(faction)
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if len(manpads) > 0:
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u = random.choice(manpads)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp, u), u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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return
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possible_infantry_units = db.find_infantry(faction, allow_manpad=self.game.settings.manpads)
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if len(possible_infantry_units) == 0:
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return
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u = random.choice(possible_infantry_units)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp, u), u,
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position=infantry_position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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for i in range(random.randint(3, 10)):
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u = random.choice(possible_infantry_units)
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position = infantry_position.random_point_within(55, 5)
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self.mission.vehicle_group(
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side,
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namegen.next_infantry_name(side, cp, u), u,
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position=position,
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group_size=1,
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heading=forward_heading,
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move_formation=PointAction.OffRoad)
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def _set_reform_waypoint(
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self,
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dcs_group: VehicleGroup,
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forward_heading: int
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) -> None:
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"""Setting a waypoint close to the spawn position allows the group to reform gracefully
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rather than spin
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"""
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reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
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dcs_group.add_waypoint(reform_point)
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def _plan_artillery_action(
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self,
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stance: CombatStance,
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gen_group: CombatGroup,
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dcs_group: VehicleGroup,
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forward_heading: int,
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target: Point
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) -> bool:
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"""
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Handles adding the DCS tasks for artillery groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance != CombatStance.RETREAT:
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hold_task = Hold()
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hold_task.number = 1
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dcs_group.add_trigger_action(hold_task)
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# Artillery strike random start
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artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
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artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
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# TODO: Update to fire at group instead of point
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fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
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fire_task.number = 2 if stance != CombatStance.RETREAT else 1
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dcs_group.add_trigger_action(fire_task)
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artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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self.mission.triggerrules.triggers.append(artillery_trigger)
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# Artillery will fall back when under attack
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if stance != CombatStance.RETREAT:
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# Hold position
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dcs_group.points[1].tasks.append(Hold())
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retreat = self.find_retreat_point(dcs_group, heading_sum(forward_heading, 180), (int)(RETREAT_DISTANCE/3))
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dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
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dcs_group.points[2].tasks.append(Hold())
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dcs_group.add_waypoint(retreat, PointAction.OffRoad)
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artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
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for i, u in enumerate(dcs_group.units):
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artillery_fallback.add_condition(UnitDamaged(u.id))
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if i < len(dcs_group.units) - 1:
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artillery_fallback.add_condition(Or())
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hold_2 = Hold()
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hold_2.number = 3
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dcs_group.add_trigger_action(hold_2)
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retreat_task = GoToWaypoint(to_index=3)
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retreat_task.number = 4
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dcs_group.add_trigger_action(retreat_task)
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artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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self.mission.triggerrules.triggers.append(artillery_fallback)
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for u in dcs_group.units:
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u.initial = True
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u.heading = forward_heading + random.randint(-5, 5)
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return True
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return False
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def _plan_tank_ifv_action(
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self,
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stance: CombatStance,
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enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
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dcs_group: VehicleGroup,
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forward_heading: int,
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to_cp: ControlPoint,
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) -> bool:
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"""
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Handles adding the DCS tasks for tank and IFV groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance == CombatStance.AGGRESSIVE:
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# Attack nearest enemy if any
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# Then move forward OR Attack enemy base if it is not too far away
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target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
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if target is not None:
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rand_offset = Point(
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random.randint(
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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),
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random.randint(
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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)
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position + rand_offset
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)
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dcs_group.add_waypoint(target_point)
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dcs_group.points[2].tasks.append(AttackGroup(target.id))
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if (
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to_cp.position.distance_to_point(dcs_group.points[0].position)
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<=
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AGGRESIVE_MOVE_DISTANCE
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):
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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attack_point = self.find_offensive_point(
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dcs_group,
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forward_heading,
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AGGRESIVE_MOVE_DISTANCE
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)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.BREAKTHROUGH:
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# In breakthrough mode, the units will move forward
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# If the enemy base is close enough, the units will attack the base
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if to_cp.position.distance_to_point(
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dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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else:
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attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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elif stance == CombatStance.ELIMINATION:
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# In elimination mode, the units focus on destroying as much enemy groups as possible
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targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
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for i, target in enumerate(targets, start=1):
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rand_offset = Point(
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random.randint(
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-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
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),
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random.randint(
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-RANDOM_OFFSET_ATTACK,
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RANDOM_OFFSET_ATTACK
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)
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)
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target_point = self.conflict.theater.nearest_land_pos(
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target.points[0].position+rand_offset
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)
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dcs_group.add_waypoint(target_point, PointAction.OffRoad)
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dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
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if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
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attack_point = self.conflict.theater.nearest_land_pos(
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to_cp.position.random_point_within(500, 0)
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)
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dcs_group.add_waypoint(attack_point)
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if stance != CombatStance.RETREAT:
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self.add_morale_trigger(dcs_group, forward_heading)
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return True
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return False
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|
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def _plan_apc_atgm_action(
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self,
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stance: CombatStance,
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dcs_group: VehicleGroup,
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forward_heading: int,
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to_cp: ControlPoint,
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) -> bool:
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"""
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Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
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Returns True if tasking was added, returns False if the stance was not a combat stance.
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"""
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self._set_reform_waypoint(dcs_group, forward_heading)
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if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
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# APC & ATGM will never move too much forward, but will follow along any offensive
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if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
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attack_point = self.conflict.theater.nearest_land_pos(to_cp.position.random_point_within(500, 0))
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else:
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attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
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dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
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if stance != CombatStance.RETREAT:
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self.add_morale_trigger(dcs_group, forward_heading)
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return True
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return False
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|
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def plan_action_for_groups(
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self, stance: CombatStance,
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ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
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enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
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forward_heading: int,
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from_cp: ControlPoint,
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to_cp: ControlPoint
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) -> None:
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if not self.game.settings.perf_moving_units:
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return
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for dcs_group, group in ally_groups:
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if hasattr(group.units[0], 'eplrs') and group.units[0].eplrs:
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dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
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if group.role == CombatGroupRole.ARTILLERY:
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if self.game.settings.perf_artillery:
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target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
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if target is not None:
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self._plan_artillery_action(stance, group, dcs_group, forward_heading, target)
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elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
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self._plan_tank_ifv_action(stance, enemy_groups, dcs_group, forward_heading, to_cp)
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elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
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self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
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if stance == CombatStance.RETREAT:
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# In retreat mode, the units will fall back
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# If the ally base is close enough, the units will even regroup there
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if from_cp.position.distance_to_point(dcs_group.points[0].position) <= RETREAT_DISTANCE:
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retreat_point = from_cp.position.random_point_within(500, 250)
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else:
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retreat_point = self.find_retreat_point(dcs_group, forward_heading)
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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.OffRoad)
|
|
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
|
|
|
|
def add_morale_trigger(self, dcs_group: VehicleGroup, forward_heading: int) -> None:
|
|
"""
|
|
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(to_index=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: VehicleGroup,
|
|
frontline_heading: int,
|
|
distance: int = RETREAT_DISTANCE
|
|
) -> Point:
|
|
"""
|
|
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
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(heading_sum(frontline_heading, +180), distance)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
|
|
def find_offensive_point(
|
|
self,
|
|
dcs_group: VehicleGroup,
|
|
frontline_heading: int,
|
|
distance: int
|
|
) -> Point:
|
|
"""
|
|
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
|
|
"""
|
|
desired_point = dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
|
|
if self.conflict.theater.is_on_land(desired_point):
|
|
return desired_point
|
|
return self.conflict.theater.nearest_land_pos(desired_point)
|
|
|
|
@staticmethod
|
|
def find_n_nearest_enemy_groups(
|
|
player_group: VehicleGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
|
|
n: int
|
|
) -> List[VehicleGroup]:
|
|
"""
|
|
Return the nearest 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 = [] # type: List[Optional[VehicleGroup]]
|
|
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):
|
|
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
|
|
if len(sorted_list) <= i:
|
|
break
|
|
else:
|
|
targets.append(sorted_list[i][0])
|
|
return targets
|
|
|
|
@staticmethod
|
|
def find_nearest_enemy_group(
|
|
player_group: VehicleGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
|
) -> Optional[VehicleGroup]:
|
|
"""
|
|
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, _ 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
|
|
|
|
@staticmethod
|
|
def get_artillery_target_in_range(
|
|
dcs_group: VehicleGroup,
|
|
group: CombatGroup,
|
|
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
|
|
) -> Optional[Point]:
|
|
"""
|
|
Search the enemy groups for a potential target suitable to an artillery unit
|
|
"""
|
|
# TODO: Update to return a list of groups instead of a single point
|
|
rng = group.units[0].threat_range
|
|
if not enemy_groups:
|
|
return None
|
|
for _ 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
|
|
|
|
@staticmethod
|
|
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
|
|
"""
|
|
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][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]
|
|
)
|
|
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
|
|
rg = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
|
|
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1]
|
|
)
|
|
return rg
|
|
|
|
def get_valid_position_for_group(
|
|
self,
|
|
conflict_position: Point,
|
|
combat_width: int,
|
|
distance_from_frontline: int,
|
|
heading: int,
|
|
spawn_heading: int
|
|
):
|
|
shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
|
|
desired_point = shifted.point_from_heading(
|
|
spawn_heading,
|
|
distance_from_frontline
|
|
)
|
|
return Conflict.find_ground_position(desired_point, combat_width, heading, self.conflict.theater)
|
|
|
|
|
|
def _generate_groups(
|
|
self,
|
|
groups: List[CombatGroup],
|
|
frontline_vector: Tuple[Point, int, int],
|
|
is_player: bool
|
|
) -> List[Tuple[VehicleGroup, CombatGroup]]:
|
|
"""Finds valid positions for planned groups and generates a pydcs group for them"""
|
|
positioned_groups = []
|
|
position, heading, combat_width = frontline_vector
|
|
spawn_heading = int(heading_sum(heading, -90)) if is_player else int(heading_sum(heading, 90))
|
|
country = self.game.player_country if is_player else self.game.enemy_country
|
|
for group in groups:
|
|
if group.role == CombatGroupRole.ARTILLERY:
|
|
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
|
|
else:
|
|
distance_from_frontline = random.randint(
|
|
DISTANCE_FROM_FRONTLINE[group.role][0],
|
|
DISTANCE_FROM_FRONTLINE[group.role][1]
|
|
)
|
|
|
|
final_position = self.get_valid_position_for_group(
|
|
position,
|
|
combat_width,
|
|
distance_from_frontline,
|
|
heading,
|
|
spawn_heading
|
|
)
|
|
|
|
if final_position is not None:
|
|
g = self._generate_group(
|
|
self.mission.country(country),
|
|
group.units[0],
|
|
len(group.units),
|
|
final_position,
|
|
distance_from_frontline,
|
|
heading=opposite_heading(spawn_heading),
|
|
)
|
|
if is_player:
|
|
g.set_skill(self.game.settings.player_skill)
|
|
else:
|
|
g.set_skill(self.game.settings.enemy_vehicle_skill)
|
|
positioned_groups.append((g, group))
|
|
self.gen_infantry_group_for_group(
|
|
g,
|
|
is_player,
|
|
self.mission.country(country),
|
|
opposite_heading(spawn_heading)
|
|
)
|
|
else:
|
|
logging.warning(f"Unable to get valid position for {group}")
|
|
|
|
return positioned_groups
|
|
|
|
def _generate_group(
|
|
self,
|
|
side: Country,
|
|
unit: VehicleType,
|
|
count: int,
|
|
at: Point,
|
|
distance_from_frontline,
|
|
move_formation: PointAction = PointAction.OffRoad,
|
|
heading=0,
|
|
) -> VehicleGroup:
|
|
|
|
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=at,
|
|
group_size=count,
|
|
heading=heading,
|
|
move_formation=move_formation)
|
|
|
|
self.unit_map.add_front_line_units(group, cp)
|
|
|
|
for c in range(count):
|
|
vehicle: Vehicle = group.units[c]
|
|
vehicle.player_can_drive = True
|
|
|
|
return group
|