dcs-retribution/game/theater/theatergroundobject.py
RndName d154069877 Refactor ground objects and prepare template system
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
2022-02-21 20:45:41 +01:00

664 lines
18 KiB
Python

from __future__ import annotations
import itertools
import logging
from abc import ABC
from collections.abc import Sequence
from dataclasses import dataclass
from enum import Enum
from typing import Iterator, List, TYPE_CHECKING, Union, Optional
from dcs.mapping import Point
from dcs.triggers import TriggerZone
from dcs.unit import Unit
from dcs.vehicles import vehicle_map
from game.dcs.helpers import unit_type_from_name
from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
from ..dcs.groundunittype import GroundUnitType
from ..point_with_heading import PointWithHeading
from ..utils import Distance, Heading, meters
if TYPE_CHECKING:
from gen.templates import UnitTemplate, GroupTemplate, TemplateRandomizer
from .controlpoint import ControlPoint
from ..ato.flighttype import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"ewr": "Early Warning Radar",
"aa": "AA Defense Site",
"allycamp": "Camp",
"ammo": "Ammo depot",
"armor": "Armor group",
"coastal": "Coastal defense",
"comms": "Communications tower",
"derrick": "Derrick",
"factory": "Factory",
"farp": "FARP",
"fob": "FOB",
"fuel": "Fuel depot",
"missile": "Missile site",
"oil": "Oil platform",
"power": "Power plant",
"ship": "Ship",
"village": "Village",
"ware": "Warehouse",
"ww2bunker": "Bunker",
}
class SkynetRole(Enum):
#: A radar SAM that should be controlled by Skynet.
Sam = "Sam"
#: A radar SAM that should be controlled and used as an EWR by Skynet.
SamAsEwr = "SamAsEwr"
#: An air defense unit that should be used as point defense by Skynet.
PointDefense = "PD"
#: All other types of groups that might be present in a SAM TGO. This includes
#: SHORADS, AAA, supply trucks, etc. Anything that shouldn't be controlled by Skynet
#: should use this role.
NoSkynetBehavior = "NoSkynetBehavior"
class AirDefenseRange(Enum):
AAA = ("AAA", SkynetRole.NoSkynetBehavior)
Short = ("short", SkynetRole.NoSkynetBehavior)
Medium = ("medium", SkynetRole.Sam)
Long = ("long", SkynetRole.SamAsEwr)
def __init__(self, description: str, default_role: SkynetRole) -> None:
self.range_name = description
self.default_role = default_role
@dataclass
class GroundUnit:
# Units can be everything.. Static, Vehicle, Ship.
id: int
name: str
type: str # dcs.UnitType as string
position: PointWithHeading
ground_object: TheaterGroundObject
alive: bool = True
_dcs_type: Optional[GroundUnitType] = None
@staticmethod
def from_template(id: int, t: UnitTemplate, go: TheaterGroundObject) -> GroundUnit:
return GroundUnit(
id,
t.name,
t.type,
PointWithHeading.from_point(t.position, Heading.from_degrees(t.heading)),
go,
)
@property
def unit_type(self) -> Optional[GroundUnitType]:
if not self._dcs_type:
try:
if self.type in vehicle_map:
dcs_unit_type = vehicle_map[self.type]
else:
return None
self._dcs_type = next(GroundUnitType.for_dcs_type(dcs_unit_type))
except StopIteration:
return None
return self._dcs_type
def kill(self) -> None:
self.alive = False
@property
def unit_name(self) -> str:
return f"{str(self.id).zfill(4)} | {self.name}"
@property
def display_name(self) -> str:
dead_label = " [DEAD]" if not self.alive else ""
unit_label = self.unit_type or self.type or self.name
return f"{str(self.id).zfill(4)} | {unit_label}{dead_label}"
class SceneryGroundUnit(GroundUnit):
"""Special GroundUnit for handling scenery ground objects"""
zone: TriggerZone
@dataclass
class GroundGroup:
id: int
name: str
position: PointWithHeading
units: list[GroundUnit]
ground_object: TheaterGroundObject
static_group: bool = False
@staticmethod
def from_template(
id: int,
g: GroupTemplate,
go: TheaterGroundObject,
randomization: bool = True,
) -> GroundGroup:
units = []
if g.randomizer:
g.randomizer.randomize()
for u_id, unit in enumerate(g.units):
tgo_unit = GroundUnit.from_template(u_id, unit, go)
if randomization and g.randomizer:
if g.randomizer.unit_type:
tgo_unit.type = g.randomizer.unit_type
try:
# Check if unit can be assigned
g.randomizer.use_unit()
except IndexError:
# Do not generate the unit as no more units are available
continue
units.append(tgo_unit)
tgo_group = GroundGroup(
id,
g.name,
PointWithHeading.from_point(go.position, go.heading),
units,
go,
)
tgo_group.static_group = g.static
return tgo_group
@property
def group_name(self) -> str:
return f"{str(self.id).zfill(4)} | {self.name}"
@property
def alive_units(self) -> int:
return sum([unit.alive for unit in self.units])
class TheaterGroundObject(MissionTarget):
def __init__(
self,
name: str,
category: str,
position: Point,
heading: Heading,
control_point: ControlPoint,
sea_object: bool,
) -> None:
super().__init__(name, position)
self.category = category
self.heading = heading
self.control_point = control_point
self.sea_object = sea_object
self.groups: List[GroundGroup] = []
@property
def is_dead(self) -> bool:
return self.alive_unit_count == 0
@property
def units(self) -> Iterator[GroundUnit]:
"""
:return: all the units at this location
"""
yield from itertools.chain.from_iterable([g.units for g in self.groups])
@property
def statics(self) -> Iterator[GroundUnit]:
for group in self.groups:
if group.static_group:
yield from group.units
@property
def dead_units(self) -> list[GroundUnit]:
"""
:return: all the dead units at this location
"""
return [unit for unit in self.units if not unit.alive]
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.name}"
@property
def waypoint_name(self) -> str:
return f"[{self.name}] {self.category}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
@property
def obj_name(self) -> str:
return self.name
@property
def faction_color(self) -> str:
return "BLUE" if self.control_point.captured else "RED"
def is_friendly(self, to_player: bool) -> bool:
return self.control_point.is_friendly(to_player)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
FlightType.REFUELING,
]
yield from super().mission_types(for_player)
@property
def alive_unit_count(self) -> int:
return sum([g.alive_units for g in self.groups])
@property
def might_have_aa(self) -> bool:
return False
@property
def has_live_radar_sam(self) -> bool:
"""Returns True if the ground object contains a unit with working radar SAM."""
for group in self.groups:
if self.threat_range(group, radar_only=True):
return True
return False
def _max_range_of_type(self, group: GroundGroup, range_type: str) -> Distance:
if not self.might_have_aa:
return meters(0)
max_range = meters(0)
for u in group.units:
unit = unit_type_from_name(u.type)
if unit is None:
logging.error(f"Unknown unit type {u.type}")
continue
# Some units in pydcs have detection_range/threat_range defined,
# but explicitly set to None.
unit_range = getattr(unit, range_type, None)
if unit_range is not None:
max_range = max(max_range, meters(unit_range))
return max_range
def max_detection_range(self) -> Distance:
return max(self.detection_range(g) for g in self.groups)
def detection_range(self, group: GroundGroup) -> Distance:
return self._max_range_of_type(group, "detection_range")
def max_threat_range(self) -> Distance:
return (
max(self.threat_range(g) for g in self.groups) if self.groups else meters(0)
)
def threat_range(self, group: GroundGroup, radar_only: bool = False) -> Distance:
return self._max_range_of_type(group, "threat_range")
@property
def is_ammo_depot(self) -> bool:
return self.category == "ammo"
@property
def is_factory(self) -> bool:
return self.category == "factory"
@property
def is_control_point(self) -> bool:
"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
return False
@property
def strike_targets(self) -> list[GroundUnit]:
return [unit for unit in self.units if unit.alive]
@property
def mark_locations(self) -> Iterator[Point]:
yield self.position
def clear(self) -> None:
self.groups = []
@property
def capturable(self) -> bool:
raise NotImplementedError
@property
def purchasable(self) -> bool:
raise NotImplementedError
class BuildingGroundObject(TheaterGroundObject):
def __init__(
self,
name: str,
category: str,
position: Point,
heading: Heading,
control_point: ControlPoint,
is_fob_structure: bool = False,
) -> None:
super().__init__(
name=name,
category=category,
position=position,
heading=heading,
control_point=control_point,
sea_object=False,
)
self.is_fob_structure = is_fob_structure
@property
def mark_locations(self) -> Iterator[Point]:
# Special handling to mark all buildings of the TGO
for unit in self.strike_targets:
yield unit.position
@property
def is_control_point(self) -> bool:
return self.is_fob_structure
@property
def capturable(self) -> bool:
return True
@property
def purchasable(self) -> bool:
return False
def max_threat_range(self) -> Distance:
return meters(0)
def max_detection_range(self) -> Distance:
return meters(0)
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class GenericCarrierGroundObject(NavalGroundObject):
@property
def is_control_point(self) -> bool:
return True
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
position=control_point.position,
heading=Heading.from_degrees(0),
control_point=control_point,
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}"
def __str__(self) -> str:
return f"CV {self.name}"
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
position=control_point.position,
heading=Heading.from_degrees(0),
control_point=control_point,
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}"
def __str__(self) -> str:
return f"LHA {self.name}"
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, position: Point, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="missile",
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class CoastalSiteGroundObject(TheaterGroundObject):
def __init__(
self,
name: str,
position: Point,
control_point: ControlPoint,
heading: Heading,
) -> None:
super().__init__(
name=name,
category="coastal",
position=position,
heading=heading,
control_point=control_point,
sea_object=False,
)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return False
class IadsGroundObject(TheaterGroundObject, ABC):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
# The SamGroundObject represents all type of AA
# The TGO can have multiple types of units (AAA,SAM,Support...)
# Differentiation can be made during generation with the airdefensegroupgenerator
class SamGroundObject(IadsGroundObject):
def __init__(
self,
name: str,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="aa",
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
sea_object=False,
)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from game.ato import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield FlightType.SEAD
for mission_type in super().mission_types(for_player):
# We yielded this ourselves to move it to the top of the list. Don't yield
# it twice.
if mission_type is not FlightType.DEAD:
yield mission_type
@property
def might_have_aa(self) -> bool:
return True
def threat_range(self, group: GroundGroup, radar_only: bool = False) -> Distance:
max_non_radar = meters(0)
live_trs = set()
max_telar_range = meters(0)
launchers = set()
for unit in group.units:
unit_type = vehicle_map[unit.type]
if unit_type in TRACK_RADARS:
live_trs.add(unit_type)
elif unit_type in TELARS:
max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
elif unit_type in LAUNCHER_TRACKER_PAIRS:
launchers.add(unit_type)
else:
max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
max_tel_range = meters(0)
for launcher in launchers:
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
max_tel_range = max(max_tel_range, meters(launcher.threat_range))
if radar_only:
return max(max_tel_range, max_telar_range)
else:
return max(max_tel_range, max_telar_range, max_non_radar)
@property
def capturable(self) -> bool:
return False
@property
def purchasable(self) -> bool:
return True
class VehicleGroupGroundObject(TheaterGroundObject):
def __init__(
self,
name: str,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="armor",
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
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,
position: Point,
control_point: ControlPoint,
) -> None:
super().__init__(
name=name,
category="ewr",
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
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.name}"
@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, position: Point, control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="ship",
position=position,
heading=Heading.from_degrees(0),
control_point=control_point,
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}"