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https://github.com/dcs-retribution/dcs-retribution.git
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462 lines
22 KiB
Python
462 lines
22 KiB
Python
from dataclasses import dataclass
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from dcs.action import AITaskPush
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from dcs.condition import TimeAfter, UnitDamaged, Or, GroupLifeLess
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from dcs.triggers import TriggerOnce, Event
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from gen import namegen
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from gen.ground_forces.ai_ground_planner import CombatGroupRole, DISTANCE_FROM_FRONTLINE
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from .callsigns import callsign_for_support_unit
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from .conflictgen import *
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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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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__(self, mission: Mission, conflict: Conflict, game, player_planned_combat_groups, enemy_planned_combat_groups, player_stance):
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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 = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESSIVE])
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self.game = game
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self.jtacs: List[JtacInfo] = []
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def _group_point(self, point) -> Point:
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distance = randint(
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int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
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int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
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)
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return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
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def generate(self):
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player_groups = []
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enemy_groups = []
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combat_width = self.conflict.distance/2
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if combat_width > 500000:
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combat_width = 500000
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if combat_width < 35000:
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combat_width = 35000
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position = Conflict.frontline_position(self.game.theater, self.conflict.from_cp, self.conflict.to_cp)
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# Create player groups at random position
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for group in self.player_planned_combat_groups:
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if group.role == CombatGroupRole.ARTILLERY:
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distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
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else:
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distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
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final_position = self.get_valid_position_for_group(position, True, combat_width, distance_from_frontline)
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if final_position is not None:
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g = self._generate_group(
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side=self.mission.country(self.game.player_country),
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unit=group.units[0],
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heading=self.conflict.heading+90,
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count=len(group.units),
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at=final_position)
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g.set_skill(self.game.settings.player_skill)
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player_groups.append((g,group))
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self.gen_infantry_group_for_group(g, True, self.mission.country(self.game.player_country), self.conflict.heading + 90)
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# Create enemy groups at random position
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for group in self.enemy_planned_combat_groups:
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if group.role == CombatGroupRole.ARTILLERY:
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distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
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else:
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distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
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final_position = self.get_valid_position_for_group(position, False, combat_width, distance_from_frontline)
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if final_position is not None:
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g = self._generate_group(
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side=self.mission.country(self.game.enemy_country),
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unit=group.units[0],
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heading=self.conflict.heading - 90,
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count=len(group.units),
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at=final_position)
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g.set_skill(self.game.settings.enemy_vehicle_skill)
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enemy_groups.append((g, group))
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self.gen_infantry_group_for_group(g, False, self.mission.country(self.game.enemy_country), self.conflict.heading - 90)
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# Plan combat actions for groups
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self.plan_action_for_groups(self.player_stance, player_groups, enemy_groups, self.conflict.heading + 90, self.conflict.from_cp, self.conflict.to_cp)
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self.plan_action_for_groups(self.enemy_stance, enemy_groups, player_groups, self.conflict.heading - 90, self.conflict.to_cp, self.conflict.from_cp)
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# Add JTAC
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if "has_jtac" in self.game.player_faction and self.game.player_faction["has_jtac"] and self.game.settings.include_jtac_if_available:
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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 "jtac_unit" in self.game.player_faction:
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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(n, callsign, frontline, str(code)))
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def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
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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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return
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infantry_position = group.points[0].position.random_point_within(250, 50)
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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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possible_infantry_units = db.find_infantry(faction)
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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(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 plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
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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], 'eprls'):
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if group.units[0].eprls:
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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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# Fire on any ennemy in range
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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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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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fire_task = FireAtPoint(target, len(group.units) * 10, 100)
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if stance != CombatStance.RETREAT:
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fire_task.number = 2
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else:
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fire_task.number = 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[0].tasks.append(Hold())
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retreat = self.find_retreat_point(dcs_group, forward_heading, (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[1].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(toIndex=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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elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
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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(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
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dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
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dcs_group.points[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 = 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.OnRoad)
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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 = 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, BREAKTHROUGH_OFFENSIVE_DISTANCE)
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dcs_group.add_waypoint(attack_point, PointAction.OnRoad)
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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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i = 1
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for target in targets:
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rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
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dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
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dcs_group.points[i].tasks.append(AttackGroup(target.id))
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i = i + 1
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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 = to_cp.position.random_point_within(500, 0)
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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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elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
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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 = 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.OnRoad)
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if stance != CombatStance.RETREAT:
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self.add_morale_trigger(dcs_group, forward_heading)
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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
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dcs_group.add_waypoint(retreat_point, PointAction.OnRoad)
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dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
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def add_morale_trigger(self, dcs_group, forward_heading):
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"""
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This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
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"""
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if len(dcs_group.units) == 1:
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return
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# Units should hold position on last waypoint
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dcs_group.points[len(dcs_group.points) - 1].tasks.append(Hold())
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# Force unit heading
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for unit in dcs_group.units:
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unit.heading = forward_heading
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dcs_group.manualHeading = True
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# We add a new retreat waypoint
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dcs_group.add_waypoint(self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)), PointAction.OffRoad)
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# Fallback task
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fallback = ControlledTask(GoToWaypoint(toIndex=len(dcs_group.points)))
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fallback.enabled = False
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dcs_group.add_trigger_action(Hold())
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dcs_group.add_trigger_action(fallback)
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# Create trigger
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fallback = TriggerOnce(Event.NoEvent, "Morale manager #" + str(dcs_group.id))
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# Usually more than 50% casualties = RETREAT
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fallback.add_condition(GroupLifeLess(dcs_group.id, random.randint(51, 76)))
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# Do retreat to the configured retreat waypoint
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fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
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self.mission.triggerrules.triggers.append(fallback)
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def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
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"""
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Find a point to retreat to
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:param dcs_group: DCS mission group we are searching a retreat point for
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:param frontline_heading: Heading of the frontline
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:return: dcs.mapping.Point object with the desired position
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"""
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return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
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def find_offensive_point(self, dcs_group, frontline_heading, distance):
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"""
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Find a point to attack
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:param dcs_group: DCS mission group we are searching an attack point for
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:param frontline_heading: Heading of the frontline
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:param distance: Distance of the offensive (how far unit should move)
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:return: dcs.mapping.Point object with the desired position
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"""
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return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
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def find_n_nearest_enemy_groups(self, player_group, enemy_groups, n):
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"""
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Return the neaarest enemy group for the player group
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@param group Group for which we should find the nearest ennemies
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@param enemy_groups Potential enemy groups
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@param n number of nearby groups to take
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"""
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targets = []
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sorted_list = sorted(enemy_groups, key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position))
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for i in range(n):
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if len(sorted_list) <= i:
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break
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else:
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targets.append(sorted_list[i][0])
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return targets
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def find_nearest_enemy_group(self, player_group, enemy_groups):
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"""
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Search the enemy groups for a potential target suitable to armored assault
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@param group Group for which we should find the nearest ennemy
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@param enemy_groups Potential enemy groups
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"""
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min_distance = 99999999
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target = None
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for dcs_group, group in enemy_groups:
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dist = player_group.points[0].position.distance_to_point(dcs_group.points[0].position)
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if dist < min_distance:
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min_distance = dist
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target = dcs_group
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return target
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def get_artillery_target_in_range(self, dcs_group, group, enemy_groups):
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"""
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Search the enemy groups for a potential target suitable to an artillery unit
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"""
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rng = group.units[0].threat_range
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if len(enemy_groups) == 0:
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return None
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for o in range(10):
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potential_target = random.choice(enemy_groups)[0]
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distance_to_target = dcs_group.points[0].position.distance_to_point(potential_target.points[0].position)
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if distance_to_target < rng:
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return potential_target.points[0].position
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return None
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def get_artilery_group_distance_from_frontline(self, group):
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"""
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For artilery group, decide the distance from frontline with the range of the unit
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"""
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rg = group.units[0].threat_range - 7500
|
|
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]:
|
|
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]
|
|
if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]:
|
|
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK] + 100
|
|
return rg
|
|
|
|
|
|
def get_valid_position_for_group(self, conflict_position, isplayer, combat_width, distance_from_frontline):
|
|
i = 0
|
|
while i < 25: # 25 attempt for valid position
|
|
heading_diff = -90 if isplayer else 90
|
|
shifted = conflict_position[0].point_from_heading(self.conflict.heading,
|
|
random.randint((int)(-combat_width / 2), (int)(combat_width / 2)))
|
|
final_position = shifted.point_from_heading(self.conflict.heading + heading_diff, distance_from_frontline)
|
|
|
|
if self.conflict.theater.is_on_land(final_position):
|
|
return final_position
|
|
else:
|
|
i = i + 1
|
|
continue
|
|
return None
|
|
|
|
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading=0):
|
|
|
|
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=self._group_point(at),
|
|
group_size=count,
|
|
heading=heading,
|
|
move_formation=move_formation)
|
|
|
|
for c in range(count):
|
|
vehicle: Vehicle = group.units[c]
|
|
vehicle.player_can_drive = True
|
|
|
|
return group |