mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
This doesn't do anything yet, but sets up the data model handling for frozen combat. The next step is to show combat in the map view, since that will be helpful when debugging the step after that one: resolving frozen combat. This would benefit from caching the Shapely data for SAM threat zones. Right now it's generating them once per tick and the stuttering is visible at max speed. https://github.com/dcs-liberation/dcs_liberation/issues/1680
650 lines
18 KiB
Python
650 lines
18 KiB
Python
from __future__ import annotations
|
|
|
|
import itertools
|
|
import logging
|
|
from abc import ABC
|
|
from collections.abc import Sequence
|
|
from typing import Generic, Iterator, List, TYPE_CHECKING, TypeVar, Union
|
|
|
|
from dcs.mapping import Point
|
|
from dcs.triggers import TriggerZone
|
|
from dcs.unit import Unit
|
|
from dcs.unitgroup import ShipGroup, VehicleGroup
|
|
|
|
from .. import db
|
|
from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
|
|
from ..utils import Distance, Heading, meters
|
|
|
|
if TYPE_CHECKING:
|
|
from .controlpoint import ControlPoint
|
|
from ..ato.flighttype import FlightType
|
|
|
|
from .missiontarget import MissionTarget
|
|
|
|
NAME_BY_CATEGORY = {
|
|
"ewr": "Early Warning Radar",
|
|
"aa": "AA Defense Site",
|
|
"allycamp": "Camp",
|
|
"ammo": "Ammo depot",
|
|
"armor": "Armor group",
|
|
"coastal": "Coastal defense",
|
|
"comms": "Communications tower",
|
|
"derrick": "Derrick",
|
|
"factory": "Factory",
|
|
"farp": "FARP",
|
|
"fob": "FOB",
|
|
"fuel": "Fuel depot",
|
|
"missile": "Missile site",
|
|
"oil": "Oil platform",
|
|
"power": "Power plant",
|
|
"ship": "Ship",
|
|
"village": "Village",
|
|
"ware": "Warehouse",
|
|
"ww2bunker": "Bunker",
|
|
}
|
|
|
|
|
|
GroupT = TypeVar("GroupT", ShipGroup, VehicleGroup)
|
|
|
|
|
|
class TheaterGroundObject(MissionTarget, Generic[GroupT]):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
category: str,
|
|
group_id: int,
|
|
position: Point,
|
|
heading: Heading,
|
|
control_point: ControlPoint,
|
|
dcs_identifier: str,
|
|
sea_object: bool,
|
|
) -> None:
|
|
super().__init__(name, position)
|
|
self.category = category
|
|
self.group_id = group_id
|
|
self.heading = heading
|
|
self.control_point = control_point
|
|
self.dcs_identifier = dcs_identifier
|
|
self.sea_object = sea_object
|
|
self.groups: List[GroupT] = []
|
|
|
|
@property
|
|
def is_dead(self) -> bool:
|
|
return self.alive_unit_count == 0
|
|
|
|
@property
|
|
def units(self) -> List[Unit]:
|
|
"""
|
|
:return: all the units at this location
|
|
"""
|
|
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
|
|
|
|
@property
|
|
def dead_units(self) -> List[Unit]:
|
|
"""
|
|
:return: all the dead units at this location
|
|
"""
|
|
return list(
|
|
itertools.chain.from_iterable(
|
|
[getattr(g, "units_losts", []) for g in self.groups]
|
|
)
|
|
)
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
"""The name of the unit group."""
|
|
return f"{self.category}|{self.group_id}"
|
|
|
|
@property
|
|
def waypoint_name(self) -> str:
|
|
return f"[{self.name}] {self.category}"
|
|
|
|
def __str__(self) -> str:
|
|
return NAME_BY_CATEGORY[self.category]
|
|
|
|
def is_same_group(self, identifier: str) -> bool:
|
|
return self.group_id == identifier
|
|
|
|
@property
|
|
def obj_name(self) -> str:
|
|
return self.name
|
|
|
|
@property
|
|
def faction_color(self) -> str:
|
|
return "BLUE" if self.control_point.captured else "RED"
|
|
|
|
def is_friendly(self, to_player: bool) -> bool:
|
|
return self.control_point.is_friendly(to_player)
|
|
|
|
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
|
from game.ato import FlightType
|
|
|
|
if self.is_friendly(for_player):
|
|
yield from [
|
|
# TODO: FlightType.LOGISTICS
|
|
# TODO: FlightType.TROOP_TRANSPORT
|
|
]
|
|
else:
|
|
yield from [
|
|
FlightType.STRIKE,
|
|
FlightType.BAI,
|
|
FlightType.REFUELING,
|
|
]
|
|
yield from super().mission_types(for_player)
|
|
|
|
@property
|
|
def alive_unit_count(self) -> int:
|
|
return sum(len(g.units) for g in self.groups)
|
|
|
|
@property
|
|
def might_have_aa(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def has_live_radar_sam(self) -> bool:
|
|
"""Returns True if the ground object contains a unit with working radar SAM."""
|
|
for group in self.groups:
|
|
if self.threat_range(group, radar_only=True):
|
|
return True
|
|
return False
|
|
|
|
def _max_range_of_type(self, group: GroupT, range_type: str) -> Distance:
|
|
if not self.might_have_aa:
|
|
return meters(0)
|
|
|
|
max_range = meters(0)
|
|
for u in group.units:
|
|
unit = db.unit_type_from_name(u.type)
|
|
if unit is None:
|
|
logging.error(f"Unknown unit type {u.type}")
|
|
continue
|
|
|
|
# Some units in pydcs have detection_range/threat_range defined,
|
|
# but explicitly set to None.
|
|
unit_range = getattr(unit, range_type, None)
|
|
if unit_range is not None:
|
|
max_range = max(max_range, meters(unit_range))
|
|
return max_range
|
|
|
|
def max_detection_range(self) -> Distance:
|
|
return max(self.detection_range(g) for g in self.groups)
|
|
|
|
def detection_range(self, group: GroupT) -> Distance:
|
|
return self._max_range_of_type(group, "detection_range")
|
|
|
|
def max_threat_range(self) -> Distance:
|
|
return max(self.threat_range(g) for g in self.groups)
|
|
|
|
def threat_range(self, group: GroupT, radar_only: bool = False) -> Distance:
|
|
return self._max_range_of_type(group, "threat_range")
|
|
|
|
@property
|
|
def is_ammo_depot(self) -> bool:
|
|
return self.category == "ammo"
|
|
|
|
@property
|
|
def is_factory(self) -> bool:
|
|
return self.category == "factory"
|
|
|
|
@property
|
|
def is_control_point(self) -> bool:
|
|
"""True if this TGO is the group for the control point itself (CVs and FOBs)."""
|
|
return False
|
|
|
|
@property
|
|
def strike_targets(self) -> Sequence[Union[MissionTarget, Unit]]:
|
|
return self.units
|
|
|
|
@property
|
|
def mark_locations(self) -> Iterator[Point]:
|
|
yield self.position
|
|
|
|
def clear(self) -> None:
|
|
self.groups = []
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
raise NotImplementedError
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
raise NotImplementedError
|
|
|
|
|
|
class BuildingGroundObject(TheaterGroundObject[VehicleGroup]):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
category: str,
|
|
group_id: int,
|
|
object_id: int,
|
|
position: Point,
|
|
heading: Heading,
|
|
control_point: ControlPoint,
|
|
dcs_identifier: str,
|
|
is_fob_structure: bool = False,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category=category,
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=heading,
|
|
control_point=control_point,
|
|
dcs_identifier=dcs_identifier,
|
|
sea_object=False,
|
|
)
|
|
self.is_fob_structure = is_fob_structure
|
|
self.object_id = object_id
|
|
# Other TGOs track deadness based on the number of alive units, but
|
|
# buildings don't have groups assigned to the TGO.
|
|
self._dead = False
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
"""The name of the unit group."""
|
|
return f"{self.category}|{self.group_id}|{self.object_id}"
|
|
|
|
@property
|
|
def waypoint_name(self) -> str:
|
|
return f"{super().waypoint_name} #{self.object_id}"
|
|
|
|
@property
|
|
def is_dead(self) -> bool:
|
|
if not hasattr(self, "_dead"):
|
|
self._dead = False
|
|
return self._dead
|
|
|
|
def kill(self) -> None:
|
|
self._dead = True
|
|
|
|
def iter_building_group(self) -> Iterator[BuildingGroundObject]:
|
|
for tgo in self.control_point.ground_objects:
|
|
if (
|
|
tgo.obj_name == self.obj_name
|
|
and not tgo.is_dead
|
|
and isinstance(tgo, BuildingGroundObject)
|
|
):
|
|
yield tgo
|
|
|
|
@property
|
|
def strike_targets(self) -> List[BuildingGroundObject]:
|
|
return list(self.iter_building_group())
|
|
|
|
@property
|
|
def mark_locations(self) -> Iterator[Point]:
|
|
for building in self.iter_building_group():
|
|
yield building.position
|
|
|
|
@property
|
|
def is_control_point(self) -> bool:
|
|
return self.is_fob_structure
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return False
|
|
|
|
def max_threat_range(self) -> Distance:
|
|
return meters(0)
|
|
|
|
def max_detection_range(self) -> Distance:
|
|
return meters(0)
|
|
|
|
|
|
class SceneryGroundObject(BuildingGroundObject):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
category: str,
|
|
group_id: int,
|
|
object_id: int,
|
|
position: Point,
|
|
control_point: ControlPoint,
|
|
dcs_identifier: str,
|
|
zone: TriggerZone,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category=category,
|
|
group_id=group_id,
|
|
object_id=object_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier=dcs_identifier,
|
|
is_fob_structure=False,
|
|
)
|
|
self.zone = zone
|
|
try:
|
|
# In the default TriggerZone using "assign as..." in the DCS Mission Editor,
|
|
# property three has the scenery's object ID as its value.
|
|
self.map_object_id = self.zone.properties[3]["value"]
|
|
except (IndexError, KeyError):
|
|
logging.exception(
|
|
"Invalid TriggerZone for Scenery definition. The third property must "
|
|
"be the map object ID."
|
|
)
|
|
raise
|
|
|
|
|
|
class FactoryGroundObject(BuildingGroundObject):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
group_id: int,
|
|
position: Point,
|
|
heading: Heading,
|
|
control_point: ControlPoint,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="factory",
|
|
group_id=group_id,
|
|
object_id=0,
|
|
position=position,
|
|
heading=heading,
|
|
control_point=control_point,
|
|
dcs_identifier="Workshop A",
|
|
is_fob_structure=False,
|
|
)
|
|
|
|
|
|
class NavalGroundObject(TheaterGroundObject[ShipGroup]):
|
|
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
|
from game.ato import FlightType
|
|
|
|
if not self.is_friendly(for_player):
|
|
yield FlightType.ANTISHIP
|
|
yield from super().mission_types(for_player)
|
|
|
|
@property
|
|
def might_have_aa(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return False
|
|
|
|
|
|
class GenericCarrierGroundObject(NavalGroundObject):
|
|
@property
|
|
def is_control_point(self) -> bool:
|
|
return True
|
|
|
|
|
|
# TODO: Why is this both a CP and a TGO?
|
|
class CarrierGroundObject(GenericCarrierGroundObject):
|
|
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="CARRIER",
|
|
group_id=group_id,
|
|
position=control_point.position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="CARRIER",
|
|
sea_object=True,
|
|
)
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them,
|
|
# add to EWR.
|
|
return f"{self.faction_color}|EWR|{super().group_name}"
|
|
|
|
def __str__(self) -> str:
|
|
return f"CV {self.name}"
|
|
|
|
|
|
# TODO: Why is this both a CP and a TGO?
|
|
class LhaGroundObject(GenericCarrierGroundObject):
|
|
def __init__(self, name: str, group_id: int, control_point: ControlPoint) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="LHA",
|
|
group_id=group_id,
|
|
position=control_point.position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="LHA",
|
|
sea_object=True,
|
|
)
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them,
|
|
# add to EWR.
|
|
return f"{self.faction_color}|EWR|{super().group_name}"
|
|
|
|
def __str__(self) -> str:
|
|
return f"LHA {self.name}"
|
|
|
|
|
|
class MissileSiteGroundObject(TheaterGroundObject[VehicleGroup]):
|
|
def __init__(
|
|
self, name: str, group_id: int, position: Point, control_point: ControlPoint
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="missile",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="AA",
|
|
sea_object=False,
|
|
)
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return False
|
|
|
|
|
|
class CoastalSiteGroundObject(TheaterGroundObject[VehicleGroup]):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
group_id: int,
|
|
position: Point,
|
|
control_point: ControlPoint,
|
|
heading: Heading,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="coastal",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=heading,
|
|
control_point=control_point,
|
|
dcs_identifier="AA",
|
|
sea_object=False,
|
|
)
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return False
|
|
|
|
|
|
class IadsGroundObject(TheaterGroundObject[VehicleGroup], ABC):
|
|
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
|
from game.ato import FlightType
|
|
|
|
if not self.is_friendly(for_player):
|
|
yield FlightType.DEAD
|
|
yield from super().mission_types(for_player)
|
|
|
|
|
|
# The SamGroundObject represents all type of AA
|
|
# The TGO can have multiple types of units (AAA,SAM,Support...)
|
|
# Differentiation can be made during generation with the airdefensegroupgenerator
|
|
class SamGroundObject(IadsGroundObject):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
group_id: int,
|
|
position: Point,
|
|
control_point: ControlPoint,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="aa",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="AA",
|
|
sea_object=False,
|
|
)
|
|
|
|
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
|
|
from game.ato import FlightType
|
|
|
|
if not self.is_friendly(for_player):
|
|
yield FlightType.DEAD
|
|
yield FlightType.SEAD
|
|
for mission_type in super().mission_types(for_player):
|
|
# We yielded this ourselves to move it to the top of the list. Don't yield
|
|
# it twice.
|
|
if mission_type is not FlightType.DEAD:
|
|
yield mission_type
|
|
|
|
@property
|
|
def might_have_aa(self) -> bool:
|
|
return True
|
|
|
|
def threat_range(self, group: VehicleGroup, radar_only: bool = False) -> Distance:
|
|
max_non_radar = meters(0)
|
|
live_trs = set()
|
|
max_telar_range = meters(0)
|
|
launchers = set()
|
|
for unit in group.units:
|
|
unit_type = db.vehicle_type_from_name(unit.type)
|
|
if unit_type in TRACK_RADARS:
|
|
live_trs.add(unit_type)
|
|
elif unit_type in TELARS:
|
|
max_telar_range = max(max_telar_range, meters(unit_type.threat_range))
|
|
elif unit_type in LAUNCHER_TRACKER_PAIRS:
|
|
launchers.add(unit_type)
|
|
else:
|
|
max_non_radar = max(max_non_radar, meters(unit_type.threat_range))
|
|
max_tel_range = meters(0)
|
|
for launcher in launchers:
|
|
if LAUNCHER_TRACKER_PAIRS[launcher] in live_trs:
|
|
max_tel_range = max(max_tel_range, meters(unit_type.threat_range))
|
|
if radar_only:
|
|
return max(max_tel_range, max_telar_range)
|
|
else:
|
|
return max(max_tel_range, max_telar_range, max_non_radar)
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return True
|
|
|
|
|
|
class VehicleGroupGroundObject(TheaterGroundObject[VehicleGroup]):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
group_id: int,
|
|
position: Point,
|
|
control_point: ControlPoint,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="armor",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="AA",
|
|
sea_object=False,
|
|
)
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return True
|
|
|
|
|
|
class EwrGroundObject(IadsGroundObject):
|
|
def __init__(
|
|
self,
|
|
name: str,
|
|
group_id: int,
|
|
position: Point,
|
|
control_point: ControlPoint,
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="ewr",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="EWR",
|
|
sea_object=False,
|
|
)
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them.
|
|
# Use Group Id and uppercase EWR
|
|
return f"{self.faction_color}|EWR|{self.group_id}"
|
|
|
|
@property
|
|
def might_have_aa(self) -> bool:
|
|
return True
|
|
|
|
@property
|
|
def capturable(self) -> bool:
|
|
return False
|
|
|
|
@property
|
|
def purchasable(self) -> bool:
|
|
return True
|
|
|
|
|
|
class ShipGroundObject(NavalGroundObject):
|
|
def __init__(
|
|
self, name: str, group_id: int, position: Point, control_point: ControlPoint
|
|
) -> None:
|
|
super().__init__(
|
|
name=name,
|
|
category="ship",
|
|
group_id=group_id,
|
|
position=position,
|
|
heading=Heading.from_degrees(0),
|
|
control_point=control_point,
|
|
dcs_identifier="AA",
|
|
sea_object=True,
|
|
)
|
|
|
|
@property
|
|
def group_name(self) -> str:
|
|
# Prefix the group names with the side color so Skynet can find them,
|
|
# add to EWR.
|
|
return f"{self.faction_color}|EWR|{super().group_name}"
|