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The routes do not need be be recreated each time we create a `FrontLine`. The front lines follow the convoy routes, which are static. Add the convoy route data to the `ControlPoint` the way we do for shipping lanes and have `FrontLine` load the data from there.
180 lines
6.1 KiB
Python
180 lines
6.1 KiB
Python
from __future__ import annotations
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import logging
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from dataclasses import dataclass
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from typing import Iterator, List, Tuple
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from dcs.mapping import Point
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from gen.flights.flight import FlightType
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from .controlpoint import (
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ControlPoint,
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MissionTarget,
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)
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from ..utils import pairwise
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FRONTLINE_MIN_CP_DISTANCE = 5000
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@dataclass
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class FrontLineSegment:
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"""
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Describes a line segment of a FrontLine
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"""
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point_a: Point
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point_b: Point
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@property
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def attack_heading(self) -> float:
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"""The heading of the frontline segment from player to enemy control point"""
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return self.point_a.heading_between_point(self.point_b)
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@property
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def attack_distance(self) -> float:
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"""Length of the segment"""
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return self.point_a.distance_to_point(self.point_b)
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class FrontLine(MissionTarget):
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"""Defines a front line location between two control points.
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Front lines are the area where ground combat happens.
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Overwrites the entirety of MissionTarget __init__ method to allow for
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dynamic position calculation.
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"""
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def __init__(
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self,
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blue_point: ControlPoint,
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red_point: ControlPoint,
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) -> None:
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self.blue_cp = blue_point
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self.red_cp = red_point
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try:
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route = blue_point.convoy_route_to(red_point)
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except KeyError:
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# Some campaigns are air only and the mission generator currently relies on
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# *some* "front line" being drawn between these two. In this case there will
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# be no supply route to follow. Just create an arbitrary route between the
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# two points.
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route = [blue_point.position, red_point.position]
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# Snap the beginning and end points to the CPs rather than the convoy waypoints,
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# which are on roads.
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route[0] = blue_point.position
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route[-1] = red_point.position
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self.segments: List[FrontLineSegment] = [
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FrontLineSegment(a, b) for a, b in pairwise(route)
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]
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self.name = f"Front line {blue_point}/{red_point}"
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def control_point_hostile_to(self, player: bool) -> ControlPoint:
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if player:
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return self.red_cp
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return self.blue_cp
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def is_friendly(self, to_player: bool) -> bool:
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"""Returns True if the objective is in friendly territory."""
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return False
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def mission_types(self, for_player: bool) -> Iterator[FlightType]:
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yield from [
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FlightType.CAS,
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FlightType.AEWC,
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# TODO: FlightType.TROOP_TRANSPORT
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# TODO: FlightType.EVAC
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]
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yield from super().mission_types(for_player)
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@property
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def position(self):
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"""
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The position where the conflict should occur
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according to the current strength of each control point.
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"""
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return self.point_from_a(self._position_distance)
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@property
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def points(self) -> Iterator[Point]:
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yield self.segments[0].point_a
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for segment in self.segments:
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yield segment.point_b
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@property
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def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
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"""Returns a tuple of the two control points."""
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return self.blue_cp, self.red_cp
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@property
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def attack_distance(self):
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"""The total distance of all segments"""
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return sum(i.attack_distance for i in self.segments)
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@property
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def attack_heading(self):
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"""The heading of the active attack segment from player to enemy control point"""
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return self.active_segment.attack_heading
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@property
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def active_segment(self) -> FrontLineSegment:
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"""The FrontLine segment where there can be an active conflict"""
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if self._position_distance <= self.segments[0].attack_distance:
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return self.segments[0]
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remaining_dist = self._position_distance
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for segment in self.segments:
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if remaining_dist <= segment.attack_distance:
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return segment
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else:
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remaining_dist -= segment.attack_distance
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logging.error(
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"Frontline attack distance is greater than the sum of its segments"
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)
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return self.segments[0]
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def point_from_a(self, distance: float) -> Point:
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"""
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Returns a point {distance} away from control_point_a along the frontline segments.
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"""
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if distance < self.segments[0].attack_distance:
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return self.blue_cp.position.point_from_heading(
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self.segments[0].attack_heading, distance
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)
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remaining_dist = distance
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for segment in self.segments:
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if remaining_dist < segment.attack_distance:
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return segment.point_a.point_from_heading(
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segment.attack_heading, remaining_dist
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)
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else:
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remaining_dist -= segment.attack_distance
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@property
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def _position_distance(self) -> float:
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"""
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The distance from point "a" where the conflict should occur
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according to the current strength of each control point
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"""
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total_strength = self.blue_cp.base.strength + self.red_cp.base.strength
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if self.blue_cp.base.strength == 0:
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return self._adjust_for_min_dist(0)
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if self.red_cp.base.strength == 0:
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return self._adjust_for_min_dist(self.attack_distance)
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strength_pct = self.blue_cp.base.strength / total_strength
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return self._adjust_for_min_dist(strength_pct * self.attack_distance)
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def _adjust_for_min_dist(self, distance: float) -> float:
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"""
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Ensures the frontline conflict is never located within the minimum distance
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constant of either end control point.
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"""
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if (distance > self.attack_distance / 2) and (
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distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
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):
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distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
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elif (distance < self.attack_distance / 2) and (
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distance < FRONTLINE_MIN_CP_DISTANCE
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):
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distance = FRONTLINE_MIN_CP_DISTANCE
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return distance
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