dcs-retribution/game/theater/start_generator.py
Dan Albert 90ad1f4a61 Change squadrons to operate out of a single base.
https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
2021-08-14 21:46:27 -07:00

628 lines
21 KiB
Python

from __future__ import annotations
import logging
import pickle
import random
from dataclasses import dataclass
from datetime import datetime
from typing import Any, Dict, Iterable, List, Set
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from game import Game
from game.factions.faction import Faction
from game.scenery_group import SceneryGroup
from game.theater import Carrier, Lha, PointWithHeading
from game.theater.theatergroundobject import (
BuildingGroundObject,
CarrierGroundObject,
EwrGroundObject,
FactoryGroundObject,
LhaGroundObject,
MissileSiteGroundObject,
SamGroundObject,
ShipGroundObject,
SceneryGroundObject,
VehicleGroupGroundObject,
CoastalSiteGroundObject,
)
from game.utils import Heading
from game.version import VERSION
from gen.naming import namegen
from gen.coastal.coastal_group_generator import generate_coastal_group
from gen.defenses.armor_group_generator import generate_armor_group
from gen.fleet.ship_group_generator import (
generate_carrier_group,
generate_lha_group,
generate_ship_group,
)
from gen.missiles.missiles_group_generator import generate_missile_group
from gen.sam.airdefensegroupgenerator import AirDefenseRange
from gen.sam.ewr_group_generator import generate_ewr_group
from gen.sam.sam_group_generator import generate_anti_air_group
from . import (
ConflictTheater,
ControlPoint,
ControlPointType,
Fob,
OffMapSpawn,
)
from ..campaignloader.campaignairwingconfig import CampaignAirWingConfig
from ..profiling import logged_duration
from ..settings import Settings
GroundObjectTemplates = Dict[str, Dict[str, Any]]
@dataclass(frozen=True)
class GeneratorSettings:
start_date: datetime
player_budget: int
enemy_budget: int
midgame: bool
inverted: bool
no_carrier: bool
no_lha: bool
no_player_navy: bool
no_enemy_navy: bool
@dataclass
class ModSettings:
a4_skyhawk: bool = False
f22_raptor: bool = False
hercules: bool = False
jas39_gripen: bool = False
su57_felon: bool = False
frenchpack: bool = False
high_digit_sams: bool = False
class GameGenerator:
def __init__(
self,
player: Faction,
enemy: Faction,
theater: ConflictTheater,
air_wing_config: CampaignAirWingConfig,
settings: Settings,
generator_settings: GeneratorSettings,
mod_settings: ModSettings,
) -> None:
self.player = player
self.enemy = enemy
self.theater = theater
self.air_wing_config = air_wing_config
self.settings = settings
self.generator_settings = generator_settings
self.mod_settings = mod_settings
def generate(self) -> Game:
with logged_duration("TGO population"):
# Reset name generator
namegen.reset()
self.prepare_theater()
game = Game(
player_faction=self.player.apply_mod_settings(self.mod_settings),
enemy_faction=self.enemy.apply_mod_settings(self.mod_settings),
theater=self.theater,
air_wing_config=self.air_wing_config,
start_date=self.generator_settings.start_date,
settings=self.settings,
player_budget=self.generator_settings.player_budget,
enemy_budget=self.generator_settings.enemy_budget,
)
GroundObjectGenerator(game, self.generator_settings).generate()
game.settings.version = VERSION
return game
def prepare_theater(self) -> None:
to_remove: List[ControlPoint] = []
# Auto-capture half the bases if midgame.
if self.generator_settings.midgame:
control_points = self.theater.controlpoints
for control_point in control_points[: len(control_points) // 2]:
control_point.captured = True
# Remove carrier and lha, invert situation if needed
for cp in self.theater.controlpoints:
if isinstance(cp, Carrier) and self.generator_settings.no_carrier:
to_remove.append(cp)
elif isinstance(cp, Lha) and self.generator_settings.no_lha:
to_remove.append(cp)
if self.generator_settings.inverted:
cp.captured = cp.captured_invert
# do remove
for cp in to_remove:
self.theater.controlpoints.remove(cp)
# TODO: Fix this. This captures all bases for blue.
# reapply midgame inverted if needed
if self.generator_settings.midgame and self.generator_settings.inverted:
for i, cp in enumerate(reversed(self.theater.controlpoints)):
if i > len(self.theater.controlpoints):
break
else:
cp.captured = True
class ControlPointGroundObjectGenerator:
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
) -> None:
self.game = game
self.generator_settings = generator_settings
self.control_point = control_point
@property
def faction_name(self) -> str:
return self.faction.name
@property
def faction(self) -> Faction:
return self.game.coalition_for(self.control_point.captured).faction
def generate(self) -> bool:
self.control_point.connected_objectives = []
if self.faction.navy_generators:
# Even airbases can generate navies if they are close enough to the water.
self.generate_navy()
return True
def generate_navy(self) -> None:
skip_player_navy = self.generator_settings.no_player_navy
if self.control_point.captured and skip_player_navy:
return
skip_enemy_navy = self.generator_settings.no_enemy_navy
if not self.control_point.captured and skip_enemy_navy:
return
for position in self.control_point.preset_locations.ships:
self.generate_ship_at(position)
def generate_ship_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = ShipGroundObject(
namegen.random_objective_name(), group_id, position, self.control_point
)
group = generate_ship_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
class NoOpGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
return True
class CarrierGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
if not super().generate():
return False
carrier_names = self.faction.carrier_names
if not carrier_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no carriers"
)
return False
# Create ground object group
group_id = self.game.next_group_id()
g = CarrierGroundObject(
namegen.random_objective_name(), group_id, self.control_point
)
group = generate_carrier_group(self.faction_name, self.game, g)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
self.control_point.name = random.choice(carrier_names)
return True
class LhaGroundObjectGenerator(ControlPointGroundObjectGenerator):
def generate(self) -> bool:
if not super().generate():
return False
lha_names = self.faction.helicopter_carrier_names
if not lha_names:
logging.info(
f"Skipping generation of {self.control_point.name} because "
f"{self.faction_name} has no LHAs"
)
return False
# Create ground object group
group_id = self.game.next_group_id()
g = LhaGroundObject(
namegen.random_objective_name(), group_id, self.control_point
)
group = generate_lha_group(self.faction_name, self.game, g)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
self.control_point.name = random.choice(lha_names)
return True
class AirbaseGroundObjectGenerator(ControlPointGroundObjectGenerator):
def __init__(
self,
game: Game,
generator_settings: GeneratorSettings,
control_point: ControlPoint,
templates: GroundObjectTemplates,
) -> None:
super().__init__(game, generator_settings, control_point)
self.templates = templates
def generate(self) -> bool:
if not super().generate():
return False
self.generate_ground_points()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
self.generate_armor_groups()
self.generate_aa()
self.generate_ewrs()
self.generate_scenery_sites()
self.generate_strike_targets()
self.generate_offshore_strike_targets()
self.generate_factories()
self.generate_ammunition_depots()
if self.faction.missiles:
self.generate_missile_sites()
if self.faction.coastal_defenses:
self.generate_coastal_sites()
def generate_armor_groups(self) -> None:
for position in self.control_point.preset_locations.armor_groups:
self.generate_armor_at(position)
def generate_armor_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = VehicleGroupGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
)
group = generate_armor_group(self.faction_name, self.game, g)
if group is None:
logging.error(
"Could not generate armor group for %s at %s",
g.name,
self.control_point,
)
return
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_aa(self) -> None:
presets = self.control_point.preset_locations
for position in presets.long_range_sams:
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Long},
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
{AirDefenseRange.AAA},
],
)
for position in presets.medium_range_sams:
self.generate_aa_at(
position,
ranges=[
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
{AirDefenseRange.AAA},
],
)
for position in presets.short_range_sams:
self.generate_aa_at(
position,
ranges=[{AirDefenseRange.Short}, {AirDefenseRange.AAA}],
)
for position in presets.aaa:
self.generate_aa_at(
position,
ranges=[{AirDefenseRange.AAA}],
)
def generate_ewrs(self) -> None:
presets = self.control_point.preset_locations
for position in presets.ewrs:
self.generate_ewr_at(position)
def generate_strike_target_at(self, category: str, position: Point) -> None:
obj_name = namegen.random_objective_name()
template = random.choice(list(self.templates[category].values()))
object_id = 0
group_id = self.game.next_group_id()
# TODO: Create only one TGO per objective, each with multiple units.
for unit in template:
object_id += 1
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name,
category,
group_id,
object_id,
position + template_point,
Heading.from_degrees(unit["heading"]),
self.control_point,
unit["type"],
)
self.control_point.connected_objectives.append(g)
def generate_ammunition_depots(self) -> None:
for position in self.control_point.preset_locations.ammunition_depots:
self.generate_strike_target_at(category="ammo", position=position)
def generate_factories(self) -> None:
for position in self.control_point.preset_locations.factories:
self.generate_factory_at(position)
def generate_factory_at(self, point: PointWithHeading) -> None:
obj_name = namegen.random_objective_name()
group_id = self.game.next_group_id()
g = FactoryGroundObject(
obj_name,
group_id,
point,
point.heading,
self.control_point,
)
self.control_point.connected_objectives.append(g)
def generate_aa_at(
self, position: Point, ranges: Iterable[Set[AirDefenseRange]]
) -> None:
group_id = self.game.next_group_id()
g = SamGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
)
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
if not groups:
logging.error(
"Could not generate air defense group for %s at %s",
g.name,
self.control_point,
)
return
g.groups = groups
self.control_point.connected_objectives.append(g)
def generate_ewr_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = EwrGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
)
group = generate_ewr_group(self.game, g, self.faction)
if group is None:
logging.error(
"Could not generate ewr group for %s at %s",
g.name,
self.control_point,
)
return
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_scenery_sites(self) -> None:
presets = self.control_point.preset_locations
for scenery_group in presets.scenery:
self.generate_tgo_for_scenery(scenery_group)
def generate_tgo_for_scenery(self, scenery: SceneryGroup) -> None:
obj_name = namegen.random_objective_name()
category = scenery.category
group_id = self.game.next_group_id()
object_id = 0
# Each nested trigger zone is a target/building/unit for an objective.
for zone in scenery.zones:
object_id += 1
local_position = zone.position
local_dcs_identifier = zone.name
g = SceneryGroundObject(
obj_name,
category,
group_id,
object_id,
local_position,
self.control_point,
local_dcs_identifier,
zone,
)
self.control_point.connected_objectives.append(g)
return
def generate_missile_sites(self) -> None:
for position in self.control_point.preset_locations.missile_sites:
self.generate_missile_site_at(position)
def generate_missile_site_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(
namegen.random_objective_name(), group_id, position, self.control_point
)
group = generate_missile_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
return
def generate_coastal_sites(self) -> None:
for position in self.control_point.preset_locations.coastal_defenses:
self.generate_coastal_site_at(position)
def generate_coastal_site_at(self, position: PointWithHeading) -> None:
group_id = self.game.next_group_id()
g = CoastalSiteGroundObject(
namegen.random_objective_name(),
group_id,
position,
self.control_point,
position.heading,
)
group = generate_coastal_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
return
def generate_strike_targets(self) -> None:
building_set = list(set(self.faction.building_set) - {"oil"})
if not building_set:
logging.error("Faction has no buildings defined")
return
for position in self.control_point.preset_locations.strike_locations:
category = random.choice(building_set)
self.generate_strike_target_at(category, position)
def generate_offshore_strike_targets(self) -> None:
if "oil" not in self.faction.building_set:
logging.error("Faction does not support offshore strike targets")
return
for position in self.control_point.preset_locations.offshore_strike_locations:
self.generate_strike_target_at("oil", position)
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate(self) -> bool:
self.generate_fob()
self.generate_armor_groups()
self.generate_factories()
self.generate_ammunition_depots()
self.generate_aa()
self.generate_ewrs()
self.generate_scenery_sites()
self.generate_strike_targets()
self.generate_offshore_strike_targets()
if self.faction.missiles:
self.generate_missile_sites()
if self.faction.coastal_defenses:
self.generate_coastal_sites()
return True
def generate_fob(self) -> None:
category = "fob"
obj_name = self.control_point.name
template = random.choice(list(self.templates[category].values()))
point = self.control_point.position
# Pick from preset locations
object_id = 0
group_id = self.game.next_group_id()
# TODO: Create only one TGO per objective, each with multiple units.
for unit in template:
object_id += 1
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name,
category,
group_id,
object_id,
point + template_point,
Heading.from_degrees(unit["heading"]),
self.control_point,
unit["type"],
is_fob_structure=True,
)
self.control_point.connected_objectives.append(g)
class GroundObjectGenerator:
def __init__(self, game: Game, generator_settings: GeneratorSettings) -> None:
self.game = game
self.generator_settings = generator_settings
with open("resources/groundobject_templates.p", "rb") as f:
self.templates: GroundObjectTemplates = pickle.load(f)
def generate(self) -> None:
# Copied so we can remove items from the original list without breaking
# the iterator.
control_points = list(self.game.theater.controlpoints)
for control_point in control_points:
if not self.generate_for_control_point(control_point):
self.game.theater.controlpoints.remove(control_point)
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
generator: ControlPointGroundObjectGenerator
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
generator = CarrierGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif control_point.cptype == ControlPointType.LHA_GROUP:
generator = LhaGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, OffMapSpawn):
generator = NoOpGroundObjectGenerator(
self.game, self.generator_settings, control_point
)
elif isinstance(control_point, Fob):
generator = FobGroundObjectGenerator(
self.game, self.generator_settings, control_point, self.templates
)
else:
generator = AirbaseGroundObjectGenerator(
self.game, self.generator_settings, control_point, self.templates
)
return generator.generate()