dcs-retribution/game/threatzones.py

186 lines
7.1 KiB
Python

from __future__ import annotations
from functools import singledispatchmethod
from typing import Optional, TYPE_CHECKING, Union
from dcs.mapping import Point as DcsPoint
from shapely.geometry import (
LineString,
MultiPolygon,
Point as ShapelyPoint,
Polygon,
)
from shapely.geometry.base import BaseGeometry
from shapely.ops import nearest_points, unary_union
from game.theater import ControlPoint
from game.utils import Distance, meters, nautical_miles
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
ThreatPoly = Union[MultiPolygon, Polygon]
class ThreatZones:
def __init__(
self, airbases: ThreatPoly, air_defenses: ThreatPoly, radar_sam_threats
) -> None:
self.airbases = airbases
self.air_defenses = air_defenses
self.radar_sam_threats = radar_sam_threats
self.all = unary_union([airbases, air_defenses])
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
boundary, _ = nearest_points(
self.all.boundary, self.dcs_to_shapely_point(point)
)
return DcsPoint(boundary.x, boundary.y)
@singledispatchmethod
def threatened(self, position) -> bool:
raise NotImplementedError
@threatened.register
def _threatened_geometry(self, position: BaseGeometry) -> bool:
return self.all.intersects(position)
@threatened.register
def _threatened_dcs_point(self, position: DcsPoint) -> bool:
return self.all.intersects(self.dcs_to_shapely_point(position))
def path_threatened(self, a: DcsPoint, b: DcsPoint) -> bool:
return self.threatened(
LineString([self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)])
)
@singledispatchmethod
def threatened_by_aircraft(self, target) -> bool:
raise NotImplementedError
@threatened_by_aircraft.register
def _threatened_by_aircraft_geom(self, position: BaseGeometry) -> bool:
return self.airbases.intersects(position)
@threatened_by_aircraft.register
def _threatened_by_aircraft_flight(self, flight: Flight) -> bool:
return self.threatened_by_aircraft(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@singledispatchmethod
def threatened_by_air_defense(self, target) -> bool:
raise NotImplementedError
@threatened_by_air_defense.register
def _threatened_by_air_defense_geom(self, position: BaseGeometry) -> bool:
return self.air_defenses.intersects(position)
@threatened_by_air_defense.register
def _threatened_by_air_defense_flight(self, flight: Flight) -> bool:
return self.threatened_by_air_defense(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@singledispatchmethod
def threatened_by_radar_sam(self, target) -> bool:
raise NotImplementedError
@threatened_by_radar_sam.register
def _threatened_by_radar_sam_geom(self, position: BaseGeometry) -> bool:
return self.radar_sam_threats.intersects(position)
@threatened_by_radar_sam.register
def _threatened_by_radar_sam_flight(self, flight: Flight) -> bool:
return self.threatened_by_radar_sam(
LineString((self.dcs_to_shapely_point(p.position) for p in flight.points))
)
@classmethod
def closest_enemy_airbase(
cls, location: ControlPoint, max_distance: Distance
) -> Optional[ControlPoint]:
airfields = ObjectiveDistanceCache.get_closest_airfields(location)
for airfield in airfields.airfields_within(max_distance):
if airfield.captured != location.captured:
return airfield
return None
@classmethod
def barcap_threat_range(cls, game: Game, control_point: ControlPoint) -> Distance:
doctrine = game.faction_for(control_point.captured).doctrine
cap_threat_range = (
doctrine.cap_max_distance_from_cp + doctrine.cap_engagement_range
)
opposing_airfield = cls.closest_enemy_airbase(
control_point, cap_threat_range * 2
)
if opposing_airfield is None:
return cap_threat_range
airfield_distance = meters(
opposing_airfield.position.distance_to_point(control_point.position)
)
# BARCAPs should not commit further than halfway to the closest enemy
# airfield (with some breathing room) to avoid those missions becoming
# offensive. For dissimilar doctrines we could weight this so that, as
# an example, modern US goes no closer than 70% of the way to the WW2
# German base, and the Germans go no closer than 30% of the way to the
# US base, but for now equal weighting is fine.
max_distance = airfield_distance * 0.45
return min(cap_threat_range, max_distance)
@classmethod
def for_faction(cls, game: Game, player: bool) -> ThreatZones:
"""Generates the threat zones projected by the given coalition.
Args:
game: The game to generate the threat zone for.
player: True if the coalition projecting the threat zone belongs to
the player.
Returns:
The threat zones projected by the given coalition. If the threat
zone belongs to the player, it is the zone that will be avoided by
the enemy and vice versa.
"""
air_threats = []
air_defenses = []
radar_sam_threats = []
for control_point in game.theater.controlpoints:
if control_point.captured != player:
continue
if control_point.runway_is_operational():
point = ShapelyPoint(control_point.position.x, control_point.position.y)
cap_threat_range = cls.barcap_threat_range(game, control_point)
air_threats.append(point.buffer(cap_threat_range.meters))
for tgo in control_point.ground_objects:
for group in tgo.groups:
threat_range = tgo.threat_range(group)
# Any system with a shorter range than this is not worth
# even avoiding.
if threat_range > nautical_miles(3):
point = ShapelyPoint(tgo.position.x, tgo.position.y)
threat_zone = point.buffer(threat_range.meters)
air_defenses.append(threat_zone)
radar_threat_range = tgo.threat_range(group, radar_only=True)
if radar_threat_range > nautical_miles(3):
point = ShapelyPoint(tgo.position.x, tgo.position.y)
threat_zone = point.buffer(threat_range.meters)
radar_sam_threats.append(threat_zone)
return cls(
airbases=unary_union(air_threats),
air_defenses=unary_union(air_defenses),
radar_sam_threats=unary_union(radar_sam_threats),
)
@staticmethod
def dcs_to_shapely_point(point: DcsPoint) -> ShapelyPoint:
return ShapelyPoint(point.x, point.y)