mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
434 lines
18 KiB
Python
434 lines
18 KiB
Python
import logging
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import random
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from typing import Any, Union, Tuple, Optional
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from dcs import Mission
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from dcs.country import Country
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from dcs.mapping import Vector2, Point
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from dcs.mission import StartType as DcsStartType
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from dcs.planes import F_14A, Su_33
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from dcs.point import PointAction
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from dcs.ships import KUZNECOW
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from dcs.terrain import NoParkingSlotError
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from dcs.unitgroup import (
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FlyingGroup,
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ShipGroup,
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StaticGroup,
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HelicopterGroup,
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PlaneGroup,
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)
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from game.ato import Flight
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from game.ato.flightstate import InFlight
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from game.ato.starttype import StartType
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from game.ato.traveltime import GroundSpeed
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from game.missiongenerator.missiondata import MissionData
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from game.naming import namegen
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from game.theater import Airfield, ControlPoint, Fob, NavalControlPoint, OffMapSpawn
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from game.utils import feet, meters
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WARM_START_HELI_ALT = meters(500)
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WARM_START_ALTITUDE = meters(3000)
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# In-flight spawns are MSL for the first waypoint (this can maybe be changed to AGL, but
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# AGL waypoints have different piloting behavior, so we need to check whether that's
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# safe to do first), so spawn them high enough that they're unlikely to be near (or
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# under) the ground, or any nearby obstacles. The highest airfield in DCS is Kerman in
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# PG at 5700ft. This could still be too low if there are tall obstacles near the
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# airfield, but the lowest we can push this the better to avoid spawning helicopters
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# well above the altitude for WP1.
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MINIMUM_MID_MISSION_SPAWN_ALTITUDE_MSL = feet(6000)
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MINIMUM_MID_MISSION_SPAWN_ALTITUDE_AGL = feet(500)
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STACK_SEPARATION = feet(200)
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RTB_ALTITUDE = meters(800)
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RTB_DISTANCE = 5000
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HELI_ALT = 500
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class FlightGroupSpawner:
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def __init__(
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self,
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flight: Flight,
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country: Country,
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mission: Mission,
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helipads: dict[ControlPoint, list[StaticGroup]],
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ground_spawns_roadbase: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
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ground_spawns: dict[ControlPoint, list[Tuple[StaticGroup, Point]]],
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mission_data: MissionData,
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) -> None:
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self.flight = flight
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self.country = country
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self.mission = mission
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self.helipads = helipads
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self.ground_spawns_roadbase = ground_spawns_roadbase
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self.ground_spawns = ground_spawns
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self.mission_data = mission_data
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def create_flight_group(self) -> FlyingGroup[Any]:
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"""Creates the group for the flight and adds it to the mission.
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Each flight is spawned according to its FlightState at the time of mission
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generation. Aircraft that are WaitingForStart will be set up based on their
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StartType with a delay. Note that delays are actually created during waypoint
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generation.
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Aircraft that are *not* WaitingForStart will be spawned in their current state.
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We cannot spawn aircraft mid-taxi, so when the simulated state is near the end
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of a long taxi period the aircraft will be spawned in their parking spot. This
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could lead to problems but that's what loiter points are for. The other pre-
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flight states have the same problem but are much shorter and more easily covered
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by the loiter time. Player flights that are spawned near the end of their cold
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start have the biggest problem but players are able to cut corners to make up
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for lost time.
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Aircraft that are already in the air will be spawned at their estimated
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location, speed, and altitude based on their flight plan.
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"""
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if (
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self.flight.state.is_waiting_for_start
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or self.flight.state.spawn_type is not StartType.IN_FLIGHT
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):
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grp = self.generate_flight_at_departure()
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self.flight.group_id = grp.id
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return grp
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grp = self.generate_mid_mission()
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self.flight.group_id = grp.id
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return grp
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def create_idle_aircraft(self) -> Optional[FlyingGroup[Any]]:
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group = None
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if (
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self.flight.is_helo
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or self.flight.is_lha
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and isinstance(self.flight.squadron.location, Fob)
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):
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group = self._generate_at_cp_helipad(
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name=namegen.next_aircraft_name(self.country, self.flight),
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cp=self.flight.squadron.location,
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)
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elif isinstance(self.flight.squadron.location, Fob):
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group = self._generate_at_cp_ground_spawn(
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name=namegen.next_aircraft_name(self.country, self.flight),
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cp=self.flight.squadron.location,
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)
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elif isinstance(self.flight.squadron.location, Airfield):
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group = self._generate_at_airfield(
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name=namegen.next_aircraft_name(self.country, self.flight),
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airfield=self.flight.squadron.location,
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)
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if group:
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group.uncontrolled = True
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return group
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@property
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def start_type(self) -> StartType:
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return self.flight.state.spawn_type
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def generate_flight_at_departure(self) -> FlyingGroup[Any]:
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name = namegen.next_aircraft_name(self.country, self.flight)
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cp = self.flight.departure
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try:
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if self.start_type is StartType.IN_FLIGHT:
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group = self._generate_over_departure(name, cp)
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return group
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elif isinstance(cp, NavalControlPoint):
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group_name = cp.get_carrier_group_name()
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carrier_group = self.mission.find_group(group_name)
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if not isinstance(carrier_group, ShipGroup):
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raise RuntimeError(
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f"Carrier group {carrier_group} is a "
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f"{carrier_group.__class__.__name__}, expected a ShipGroup"
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)
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return self._generate_at_group(name, carrier_group)
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elif isinstance(cp, Fob):
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is_heli = self.flight.squadron.aircraft.helicopter
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is_vtol = not is_heli and self.flight.squadron.aircraft.lha_capable
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if not is_heli and not is_vtol and not cp.has_ground_spawns:
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raise RuntimeError(
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f"Cannot spawn fixed-wing aircraft at {cp} because of insufficient ground spawn slots."
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)
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pilot_count = len(self.flight.roster.members)
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if (
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not is_heli
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and self.flight.roster.player_count != pilot_count
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and not self.flight.coalition.game.settings.ground_start_ai_planes
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):
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raise RuntimeError(
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f"Fixed-wing aircraft at {cp} must be piloted by humans exclusively because"
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f' the "AI fixed-wing aircraft can use roadbases / bases with only ground'
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f' spawns" setting is currently disabled.'
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)
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if cp.has_helipads and (is_heli or is_vtol):
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pad_group = self._generate_at_cp_helipad(name, cp)
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if pad_group is not None:
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return pad_group
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if cp.has_ground_spawns and (self.flight.client_count > 0 or is_heli):
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pad_group = self._generate_at_cp_ground_spawn(name, cp)
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if pad_group is not None:
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return pad_group
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return self._generate_over_departure(name, cp)
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elif isinstance(cp, Airfield):
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is_heli = self.flight.squadron.aircraft.helicopter
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if cp.has_helipads and is_heli:
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pad_group = self._generate_at_cp_helipad(name, cp)
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if pad_group is not None:
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return pad_group
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if (
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cp.has_ground_spawns
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and len(self.ground_spawns[cp])
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+ len(self.ground_spawns_roadbase[cp])
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>= self.flight.count
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and (self.flight.client_count > 0 or is_heli)
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):
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pad_group = self._generate_at_cp_ground_spawn(name, cp)
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if pad_group is not None:
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return pad_group
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return self._generate_at_airfield(name, cp)
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else:
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raise NotImplementedError(
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f"Aircraft spawn behavior not implemented for {cp} ({cp.__class__})"
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)
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except NoParkingSlotError:
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# Generated when there is no place on Runway or on Parking Slots
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logging.warning(
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"No room on runway or parking slots. Starting from the air."
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)
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self.flight.start_type = StartType.IN_FLIGHT
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group = self._generate_over_departure(name, cp)
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return group
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def generate_mid_mission(self) -> FlyingGroup[Any]:
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assert isinstance(self.flight.state, InFlight)
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name = namegen.next_aircraft_name(self.country, self.flight)
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speed = self.flight.state.estimate_speed()
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pos = self.flight.state.estimate_position()
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pos += Vector2(random.randint(100, 1000), random.randint(100, 1000))
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alt, alt_type = self.flight.state.estimate_altitude()
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cp = self.flight.squadron.location.id
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if cp not in self.mission_data.cp_stack:
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self.mission_data.cp_stack[cp] = MINIMUM_MID_MISSION_SPAWN_ALTITUDE_AGL
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# We don't know where the ground is, so just make sure that any aircraft
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# spawning at an MSL altitude is spawned at some minimum altitude.
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# https://github.com/dcs-liberation/dcs_liberation/issues/1941
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if alt_type == "BARO" and alt < MINIMUM_MID_MISSION_SPAWN_ALTITUDE_MSL:
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alt = MINIMUM_MID_MISSION_SPAWN_ALTITUDE_MSL
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# Set a minimum AGL value for 'alt' if needed,
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# otherwise planes might crash in trees and stuff.
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if alt_type == "RADIO" and alt < self.mission_data.cp_stack[cp]:
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alt = self.mission_data.cp_stack[cp]
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self.mission_data.cp_stack[cp] += STACK_SEPARATION
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group = self.mission.flight_group(
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country=self.country,
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name=name,
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aircraft_type=self.flight.unit_type.dcs_unit_type,
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airport=None,
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position=pos,
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altitude=alt.meters,
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speed=speed.kph,
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maintask=None,
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group_size=self.flight.count,
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)
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group.points[0].alt_type = alt_type
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return group
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def _generate_at_airfield(self, name: str, airfield: Airfield) -> FlyingGroup[Any]:
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# TODO: Delayed runway starts should be converted to air starts for multiplayer.
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# Runway starts do not work with late activated aircraft in multiplayer. Instead
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# of spawning on the runway the aircraft will spawn on the taxiway, potentially
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# somewhere that they don't fit anyway. We should either upgrade these to air
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# starts or (less likely) downgrade to warm starts to avoid the issue when the
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# player is generating the mission for multiplayer (which would need a new
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# option).
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self.flight.unit_type.dcs_unit_type.load_payloads()
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return self.mission.flight_group_from_airport(
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country=self.country,
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name=name,
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aircraft_type=self.flight.unit_type.dcs_unit_type,
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airport=airfield.airport,
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maintask=None,
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start_type=self._start_type_at_airfield(airfield),
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group_size=self.flight.count,
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parking_slots=None,
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)
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def _generate_over_departure(
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self, name: str, origin: ControlPoint
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) -> FlyingGroup[Any]:
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at = origin.position
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alt_type = "RADIO"
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if isinstance(origin, OffMapSpawn):
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alt = self.flight.flight_plan.waypoints[0].alt
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alt_type = self.flight.flight_plan.waypoints[0].alt_type
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elif self.flight.unit_type.helicopter:
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alt = WARM_START_HELI_ALT
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else:
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if origin.id not in self.mission_data.cp_stack:
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min_alt = MINIMUM_MID_MISSION_SPAWN_ALTITUDE_AGL
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self.mission_data.cp_stack[origin.id] = min_alt
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alt = self.mission_data.cp_stack[origin.id]
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self.mission_data.cp_stack[origin.id] += STACK_SEPARATION
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speed = GroundSpeed.for_flight(self.flight, alt)
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pos = at + Vector2(random.randint(100, 1000), random.randint(100, 1000))
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group = self.mission.flight_group(
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country=self.country,
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name=name,
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aircraft_type=self.flight.unit_type.dcs_unit_type,
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airport=None,
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position=pos,
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altitude=alt.meters,
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speed=speed.kph,
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maintask=None,
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group_size=self.flight.count,
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)
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group.points[0].alt_type = alt_type
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return group
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def _generate_at_group(
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self, name: str, at: Union[ShipGroup, StaticGroup]
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) -> FlyingGroup[Any]:
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return self.mission.flight_group_from_unit(
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country=self.country,
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name=name,
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aircraft_type=self.flight.unit_type.dcs_unit_type,
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pad_group=at,
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maintask=None,
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start_type=self._start_type_at_group(at),
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group_size=self.flight.count,
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)
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def _generate_at_cp_helipad(
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self, name: str, cp: ControlPoint
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) -> Optional[FlyingGroup[Any]]:
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try:
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helipad = self.helipads[cp].pop()
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except IndexError as ex:
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logging.warning("Not enough helipads available at " + str(ex))
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if isinstance(cp, Airfield):
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return self._generate_at_airfield(name, cp)
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else:
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return None
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# raise RuntimeError(f"Not enough helipads available at {cp}") from ex
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group = self._generate_at_group(name, helipad)
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# Note : A bit dirty, need better support in pydcs
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group.points[0].action = PointAction.FromGroundArea
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group.points[0].type = "TakeOffGround"
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group.units[0].heading = helipad.units[0].heading
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if self.start_type is not StartType.COLD:
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group.points[0].action = PointAction.FromGroundAreaHot
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group.points[0].type = "TakeOffGroundHot"
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wpt = group.waypoint("LANDING")
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if wpt:
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hpad = self.helipads[self.flight.arrival].pop(0)
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wpt.helipad_id = hpad.units[0].id
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wpt.link_unit = hpad.units[0].id
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self.helipads[self.flight.arrival].append(hpad)
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for i in range(self.flight.count - 1):
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try:
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helipad = self.helipads[cp].pop()
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terrain = cp.coalition.game.theater.terrain
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group.units[1 + i].position = Point(
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helipad.x, helipad.y, terrain=terrain
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)
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group.units[1 + i].heading = helipad.units[0].heading
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except IndexError as ex:
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logging.warning("Not enough helipads available at " + str(ex))
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if isinstance(cp, Airfield):
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return self._generate_at_airfield(name, cp)
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else:
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if isinstance(group, HelicopterGroup):
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self.country.helicopter_group.remove(group)
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elif isinstance(group, PlaneGroup):
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self.country.plane_group.remove(group)
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return None
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return group
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def _generate_at_cp_ground_spawn(
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self, name: str, cp: ControlPoint
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) -> Optional[FlyingGroup[Any]]:
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try:
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if len(self.ground_spawns_roadbase[cp]) > 0:
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ground_spawn = self.ground_spawns_roadbase[cp].pop()
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else:
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ground_spawn = self.ground_spawns[cp].pop()
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except IndexError as ex:
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logging.warning("Not enough STOL slots available at " + str(ex))
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return None
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# raise RuntimeError(f"Not enough STOL slots available at {cp}") from ex
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group = self._generate_at_group(name, ground_spawn[0])
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# Note : A bit dirty, need better support in pydcs
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group.points[0].action = PointAction.FromGroundArea
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group.points[0].type = "TakeOffGround"
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group.units[0].heading = ground_spawn[0].units[0].heading
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try:
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cp.coalition.game.scenery_clear_zones
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except AttributeError:
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cp.coalition.game.scenery_clear_zones = []
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cp.coalition.game.scenery_clear_zones.append(ground_spawn[1])
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for i in range(self.flight.count - 1):
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try:
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terrain = cp.coalition.game.theater.terrain
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if len(self.ground_spawns_roadbase[cp]) > 0:
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ground_spawn = self.ground_spawns_roadbase[cp].pop()
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else:
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ground_spawn = self.ground_spawns[cp].pop()
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group.units[1 + i].position = Point(
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ground_spawn[0].x, ground_spawn[0].y, terrain=terrain
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)
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group.units[1 + i].heading = ground_spawn[0].units[0].heading
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except IndexError as ex:
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raise RuntimeError(f"Not enough STOL slots available at {cp}") from ex
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return group
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def dcs_start_type(self) -> DcsStartType:
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if self.start_type is StartType.RUNWAY:
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return DcsStartType.Runway
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elif self.start_type is StartType.COLD:
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return DcsStartType.Cold
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elif self.start_type is StartType.WARM:
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return DcsStartType.Warm
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raise ValueError(f"There is no pydcs StartType matching {self.start_type}")
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def _start_type_at_airfield(
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self,
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airfield: Airfield,
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) -> DcsStartType:
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return self.dcs_start_type()
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def _start_type_at_group(
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self,
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at: Union[ShipGroup, StaticGroup],
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) -> DcsStartType:
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group_units = at.units
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# Setting Su-33s starting from the non-supercarrier Kuznetsov to take off from
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# runway to work around a DCS AI issue preventing Su-33s from taking off when
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# set to "Takeoff from ramp" (#1352)
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# Also setting the F-14A AI variant to start from cats since they are reported
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# to have severe pathfinding problems when doing ramp starts (#1927)
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if self.flight.unit_type.dcs_unit_type == F_14A or (
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self.flight.unit_type.dcs_unit_type == Su_33
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and group_units[0] is not None
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and group_units[0].type == KUZNECOW.id
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):
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return DcsStartType.Runway
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else:
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return self.dcs_start_type()
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