Merge branch 'develop' into ITAHawkmoon-update-db

This commit is contained in:
C. Perreau
2020-12-13 16:25:52 +01:00
committed by GitHub
359 changed files with 15717 additions and 13979 deletions

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@@ -3,9 +3,9 @@ import dcs
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
WW2_FREE = ['fuel', 'factory', 'ware']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp']
WW2_FREE = ['fuel', 'factory', 'ware', 'fob']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'fob']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'fob']
FORTIFICATION_BUILDINGS = ['Siegfried Line', 'Concertina wire', 'Concertina Wire', 'Czech hedgehogs 1', 'Czech hedgehogs 2',
'Dragonteeth 1', 'Dragonteeth 2', 'Dragonteeth 3', 'Dragonteeth 4', 'Dragonteeth 5',

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@@ -36,6 +36,8 @@ class Doctrine:
cas_duration: timedelta
sweep_distance: int
MODERN_DOCTRINE = Doctrine(
cap=True,
@@ -62,6 +64,7 @@ MODERN_DOCTRINE = Doctrine(
cap_min_distance_from_cp=nm_to_meter(10),
cap_max_distance_from_cp=nm_to_meter(40),
cas_duration=timedelta(minutes=30),
sweep_distance=nm_to_meter(60),
)
COLDWAR_DOCTRINE = Doctrine(
@@ -89,6 +92,7 @@ COLDWAR_DOCTRINE = Doctrine(
cap_min_distance_from_cp=nm_to_meter(8),
cap_max_distance_from_cp=nm_to_meter(25),
cas_duration=timedelta(minutes=30),
sweep_distance=nm_to_meter(40),
)
WWII_DOCTRINE = Doctrine(
@@ -116,4 +120,5 @@ WWII_DOCTRINE = Doctrine(
cap_min_distance_from_cp=nm_to_meter(0),
cap_max_distance_from_cp=nm_to_meter(5),
cas_duration=timedelta(minutes=30),
sweep_distance=nm_to_meter(10),
)

View File

@@ -106,7 +106,8 @@ from dcs.planes import (
Tu_95MS,
WingLoong_I,
Yak_40,
plane_map
plane_map,
I_16
)
from dcs.ships import (
Armed_speedboat,
@@ -115,6 +116,7 @@ from dcs.ships import (
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CVN_75_Harry_S__Truman,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Dry_cargo_ship_Ivanov,
@@ -159,15 +161,19 @@ import pydcs_extensions.frenchpack.frenchpack as frenchpack
# PATCH pydcs data with MODS
from game.factions.faction_loader import FactionLoader
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.hercules.hercules import Hercules
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
from pydcs_extensions.su57.su57 import Su_57
plane_map["A-4E-C"] = A_4E_C
plane_map["MB-339PAN"] = MB_339PAN
plane_map["Rafale_M"] = Rafale_M
plane_map["Rafale_A_S"] = Rafale_A_S
plane_map["Rafale_B"] = Rafale_B
plane_map["Su-57"] = Su_57
plane_map["Hercules"] = Hercules
vehicle_map["FieldHL"] = frenchpack._FIELD_HIDE
vehicle_map["HARRIERH"] = frenchpack._FIELD_HIDE_SMALL
@@ -225,6 +231,11 @@ from this example `Identifier` should be used (which may or may not include cate
For example, player accessible Hornet is called `FA_18C_hornet`, and MANPAD Igla is called `AirDefence.SAM_SA_18_Igla_S_MANPADS`
"""
# This should probably be much higher, but the AI doesn't rollover their budget
# and isn't smart enough to save to repair a critical runway anyway, so it has
# to be cheap enough to repair with a single turn's income.
RUNWAY_REPAIR_COST = 100
"""
Prices for the aircraft.
This defines both price for the player (although only aircraft listed in CAP/CAS/Transport/Armor/AirDefense roles will be purchasable)
@@ -247,6 +258,7 @@ PRICES = {
SpitfireLFMkIX: 14,
SpitfireLFMkIXCW: 14,
I_16: 10,
Bf_109K_4: 14,
FW_190D9: 16,
FW_190A8: 14,
@@ -274,6 +286,7 @@ PRICES = {
F_16A: 14,
F_14A_135_GR: 20,
F_14B: 24,
F_22A: 40,
Tornado_IDS: 20,
Tornado_GR4: 20,
@@ -330,6 +343,7 @@ PRICES = {
KJ_2000: 50,
E_3A: 50,
C_130: 25,
Hercules: 25,
# WW2
P_51D_30_NA: 18,
@@ -347,6 +361,7 @@ PRICES = {
# Modded
Rafale_M: 26,
Rafale_A_S: 26,
Rafale_B: 26,
# armor
Armor.APC_MTLB: 4,
@@ -579,6 +594,7 @@ UNIT_BY_TASK = {
MiG_31,
FA_18C_hornet,
F_15C,
F_22A,
F_14A_135_GR,
F_14B,
F_16A,
@@ -593,6 +609,7 @@ UNIT_BY_TASK = {
JF_17,
F_4E,
C_101CC,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
@@ -635,6 +652,7 @@ UNIT_BY_TASK = {
P_47D_40,
RQ_1A_Predator,
Rafale_A_S,
Rafale_B,
SA342L,
SA342M,
SA342Minigun,
@@ -651,14 +669,14 @@ UNIT_BY_TASK = {
Tu_95MS,
UH_1H,
WingLoong_I,
Hercules
],
Transport: [
IL_76MD,
An_26B,
An_30M,
Yak_40,
C_130,
C_130
],
Refueling: [
IL_78M,
@@ -1010,6 +1028,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
F_14B: COMMON_OVERRIDE,
F_15C: COMMON_OVERRIDE,
F_111F: COMMON_OVERRIDE,
F_22A: COMMON_OVERRIDE,
F_16C_50: COMMON_OVERRIDE,
JF_17: COMMON_OVERRIDE,
M_2000C: COMMON_OVERRIDE,
@@ -1054,6 +1073,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
FW_190D9: COMMON_OVERRIDE,
FW_190A8: COMMON_OVERRIDE,
Bf_109K_4: COMMON_OVERRIDE,
I_16: COMMON_OVERRIDE,
SpitfireLFMkIXCW: COMMON_OVERRIDE,
SpitfireLFMkIX: COMMON_OVERRIDE,
A_20G: COMMON_OVERRIDE,
@@ -1061,6 +1081,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
MB_339PAN: COMMON_OVERRIDE,
Rafale_M: COMMON_OVERRIDE,
Rafale_A_S: COMMON_OVERRIDE,
Rafale_B: COMMON_OVERRIDE,
OH_58D: COMMON_OVERRIDE,
F_16A: COMMON_OVERRIDE,
MQ_9_Reaper: COMMON_OVERRIDE,
@@ -1069,6 +1090,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AH_1W: COMMON_OVERRIDE,
AH_64D: COMMON_OVERRIDE,
AH_64A: COMMON_OVERRIDE,
Hercules: COMMON_OVERRIDE,
Su_25TM: {
SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
@@ -1130,7 +1152,7 @@ TIME_PERIODS = {
}
REWARDS = {
"power": 4, "warehouse": 2, "fuel": 2, "ammo": 2,
"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
"derrick": 8
}
@@ -1201,6 +1223,8 @@ def upgrade_to_supercarrier(unit, name: str):
return CVN_72_Abraham_Lincoln
elif name == "CVN-73 George Washington":
return CVN_73_George_Washington
elif name == "CVN-75 Harry S. Truman":
return CVN_75_Harry_S__Truman
else:
return CVN_71_Theodore_Roosevelt
elif unit == CV_1143_5_Admiral_Kuznetsov:
@@ -1221,29 +1245,45 @@ def unit_task(unit: UnitType) -> Optional[Task]:
return None
def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
def find_infantry(country_name: str) -> List[UnitType]:
inf = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
MANPADS: List[VehicleType] = [
AirDefence.SAM_SA_18_Igla_MANPADS,
AirDefence.SAM_SA_18_Igla_S_MANPADS,
AirDefence.Stinger_MANPADS
]
INFANTRY: List[VehicleType] = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
def find_manpad(country_name: str) -> List[VehicleType]:
return [x for x in MANPADS if x in FACTIONS[country_name].infantry_units]
def find_infantry(country_name: str, allow_manpad: bool = False) -> List[VehicleType]:
if allow_manpad:
inf = INFANTRY + MANPADS
else:
inf = INFANTRY
return [x for x in inf if x in FACTIONS[country_name].infantry_units]
@@ -1255,7 +1295,7 @@ def unit_type_name_2(unit_type) -> str:
return unit_type.name and unit_type.name or unit_type.id
def unit_type_from_name(name: str) -> Optional[UnitType]:
def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
if name in vehicle_map:
return vehicle_map[name]
elif name in plane_map:

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@@ -1,176 +1,233 @@
from __future__ import annotations
import itertools
import json
import logging
import os
import threading
import time
import typing
from collections import defaultdict
from dataclasses import dataclass, field
from typing import (
Any,
Callable,
Dict,
Iterator,
List,
Type,
TYPE_CHECKING,
)
from dcs.unittype import FlyingType, UnitType
from game import db
from game.theater import Airfield, ControlPoint
from game.unitmap import Building, FrontLineUnit, GroundObjectUnit, UnitMap
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
class DebriefingDeadUnitInfo:
country_id = -1
player_unit = False
type = None
def __init__(self, country_id, player_unit , type):
self.country_id = country_id
self.player_unit = player_unit
self.type = type
@dataclass(frozen=True)
class AirLosses:
player: List[Flight]
enemy: List[Flight]
@property
def losses(self) -> Iterator[Flight]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
losses = self.player if player else self.enemy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list)
player_airfields: List[Airfield] = field(default_factory=list)
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
mission_ended: bool
#: Names of aircraft units that were killed during the mission.
killed_aircraft: List[str]
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str]
#: Names of static units that were destroyed during the mission.
destroyed_statics: List[str]
#: Mangled names of bases that were captured during the mission.
base_capture_events: List[str]
@classmethod
def from_json(cls, data: Dict[str, Any]) -> StateData:
return cls(
mission_ended=data["mission_ended"],
killed_aircraft=data["killed_aircrafts"],
# Airfields emit a new "dead" event every time a bomb is dropped on
# them when they've already dead. Dedup.
killed_ground_units=list(set(data["killed_ground_units"])),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"]
)
def __repr__(self):
return str(self.country_id) + " " + str(self.player_unit) + " " + str(self.type)
class Debriefing:
def __init__(self, state_data, game):
self.state_data = state_data
self.killed_aircrafts = state_data["killed_aircrafts"]
self.killed_ground_units = state_data["killed_ground_units"]
self.weapons_fired = state_data["weapons_fired"]
self.mission_ended = state_data["mission_ended"]
self.destroyed_units = state_data["destroyed_objects_positions"]
self.__destroyed_units = []
logging.info("--------------------------------")
logging.info("Starting Debriefing preprocessing")
logging.info("--------------------------------")
logging.info(self.base_capture_events)
logging.info(self.killed_aircrafts)
logging.info(self.killed_ground_units)
logging.info(self.weapons_fired)
logging.info(self.mission_ended)
logging.info(self.destroyed_units)
logging.info("--------------------------------")
def __init__(self, state_data: Dict[str, Any], game: Game,
unit_map: UnitMap) -> None:
self.state_data = StateData.from_json(state_data)
self.unit_map = unit_map
self.player_country = game.player_country
self.enemy_country = game.enemy_country
self.player_country_id = db.country_id_from_name(game.player_country)
self.enemy_country_id = db.country_id_from_name(game.enemy_country)
self.dead_aircraft = []
self.dead_units = []
self.dead_aaa_groups = []
self.dead_buildings = []
self.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
for aircraft in self.killed_aircrafts:
try:
country = int(aircraft.split("|")[1])
type = db.unit_type_from_name(aircraft.split("|")[4])
player_unit = (country == self.player_country_id)
aircraft = DebriefingDeadUnitInfo(country, player_unit, type)
if type is not None:
self.dead_aircraft.append(aircraft)
except Exception as e:
logging.error(e)
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
for unit in self.killed_ground_units:
try:
country = int(unit.split("|")[1])
type = db.unit_type_from_name(unit.split("|")[4])
player_unit = (country == self.player_country_id)
unit = DebriefingDeadUnitInfo(country, player_unit, type)
if type is not None:
self.dead_units.append(unit)
except Exception as e:
logging.error(e)
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
for unit in self.killed_ground_units:
for cp in game.theater.controlpoints:
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
logging.info(cp.name)
logging.info(cp.captured)
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
if cp.captured:
country = self.player_country_id
def casualty_count(self, control_point: ControlPoint) -> int:
return len(
[x for x in self.front_line_losses if x.origin == control_point]
)
def front_line_losses_by_type(
self, player: bool) -> Dict[Type[UnitType], int]:
losses_by_type: Dict[Type[UnitType], int] = defaultdict(int)
if player:
losses = self.ground_losses.player_front_line
else:
losses = self.ground_losses.enemy_front_line
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def building_losses_by_type(self, player: bool) -> Dict[str, int]:
losses_by_type: Dict[str, int] = defaultdict(int)
if player:
losses = self.ground_losses.player_buildings
else:
losses = self.ground_losses.enemy_buildings
for loss in losses:
if loss.ground_object.control_point.captured != player:
continue
losses_by_type[loss.ground_object.dcs_identifier] += 1
return losses_by_type
def dead_aircraft(self) -> AirLosses:
player_losses = []
enemy_losses = []
for unit_name in self.state_data.killed_aircraft:
flight = self.unit_map.flight(unit_name)
if flight is None:
logging.error(f"Could not find Flight matching {unit_name}")
continue
if flight.departure.captured:
player_losses.append(flight)
else:
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
def dead_ground_units(self) -> GroundLosses:
losses = GroundLosses()
for unit_name in self.state_data.killed_ground_units:
front_line_unit = self.unit_map.front_line_unit(unit_name)
if front_line_unit is not None:
if front_line_unit.origin.captured:
losses.player_front_line.append(front_line_unit)
else:
country = self.enemy_country_id
player_unit = (country == self.player_country_id)
losses.enemy_front_line.append(front_line_unit)
continue
for i, ground_object in enumerate(cp.ground_objects):
logging.info(unit)
logging.info(ground_object.group_name)
if ground_object.is_same_group(unit):
unit = DebriefingDeadUnitInfo(country, player_unit, ground_object.dcs_identifier)
self.dead_buildings.append(unit)
elif ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]:
for g in ground_object.groups:
for u in g.units:
if u.name == unit:
unit = DebriefingDeadUnitInfo(country, player_unit, db.unit_type_from_name(u.type))
self.dead_units.append(unit)
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
if ground_object_unit.ground_object.control_point.captured:
losses.player_ground_objects.append(ground_object_unit)
else:
losses.enemy_ground_objects.append(ground_object_unit)
continue
self.player_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.player_country_id]
self.enemy_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.enemy_country_id]
self.player_dead_units = [a for a in self.dead_units if a.country_id == self.player_country_id]
self.enemy_dead_units = [a for a in self.dead_units if a.country_id == self.enemy_country_id]
self.player_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.player_country_id]
self.enemy_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.enemy_country_id]
building = self.unit_map.building_or_fortification(unit_name)
if building is not None:
if building.ground_object.control_point.captured:
losses.player_buildings.append(building)
else:
losses.enemy_buildings.append(building)
continue
logging.info(self.player_dead_aircraft)
logging.info(self.enemy_dead_aircraft)
logging.info(self.player_dead_units)
logging.info(self.enemy_dead_units)
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue
self.player_dead_aircraft_dict = {}
for a in self.player_dead_aircraft:
if a.type in self.player_dead_aircraft_dict.keys():
self.player_dead_aircraft_dict[a.type] = self.player_dead_aircraft_dict[a.type] + 1
else:
self.player_dead_aircraft_dict[a.type] = 1
# Only logging as debug because we don't currently track infantry
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior.")
self.enemy_dead_aircraft_dict = {}
for a in self.enemy_dead_aircraft:
if a.type in self.enemy_dead_aircraft_dict.keys():
self.enemy_dead_aircraft_dict[a.type] = self.enemy_dead_aircraft_dict[a.type] + 1
else:
self.enemy_dead_aircraft_dict[a.type] = 1
self.player_dead_units_dict = {}
for a in self.player_dead_units:
if a.type in self.player_dead_units_dict.keys():
self.player_dead_units_dict[a.type] = self.player_dead_units_dict[a.type] + 1
else:
self.player_dead_units_dict[a.type] = 1
self.enemy_dead_units_dict = {}
for a in self.enemy_dead_units:
if a.type in self.enemy_dead_units_dict.keys():
self.enemy_dead_units_dict[a.type] = self.enemy_dead_units_dict[a.type] + 1
else:
self.enemy_dead_units_dict[a.type] = 1
self.player_dead_buildings_dict = {}
for a in self.player_dead_buildings:
if a.type in self.player_dead_buildings_dict.keys():
self.player_dead_buildings_dict[a.type] = self.player_dead_buildings_dict[a.type] + 1
else:
self.player_dead_buildings_dict[a.type] = 1
self.enemy_dead_buildings_dict = {}
for a in self.enemy_dead_buildings:
if a.type in self.enemy_dead_buildings_dict.keys():
self.enemy_dead_buildings_dict[a.type] = self.enemy_dead_buildings_dict[a.type] + 1
else:
self.enemy_dead_buildings_dict[a.type] = 1
logging.info("--------------------------------")
logging.info("Debriefing pre process results :")
logging.info("--------------------------------")
logging.info(self.player_dead_aircraft_dict)
logging.info(self.enemy_dead_aircraft_dict)
logging.info(self.player_dead_units_dict)
logging.info(self.enemy_dead_units_dict)
logging.info(self.player_dead_buildings_dict)
logging.info(self.enemy_dead_buildings_dict)
return losses
@property
def base_capture_events(self):
"""Keeps only the last instance of a base capture event for each base ID"""
reversed_captures = [i for i in self.state_data["base_capture_events"][::-1]]
"""Keeps only the last instance of a base capture event for each base ID."""
reversed_captures = list(reversed(self.state_data.base_capture_events))
last_base_cap_indexes = []
for idx, base in enumerate(i.split("||")[0] for i in reversed_captures):
if base in [x[1] for x in last_base_cap_indexes]:
continue
else:
if base not in [x[1] for x in last_base_cap_indexes]:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
@@ -179,11 +236,13 @@ class PollDebriefingFileThread(threading.Thread):
"""Thread class with a stop() method. The thread itself has to check
regularly for the stopped() condition."""
def __init__(self, callback: typing.Callable, game):
super(PollDebriefingFileThread, self).__init__()
def __init__(self, callback: Callable[[Debriefing], None],
game: Game, unit_map: UnitMap) -> None:
super().__init__()
self._stop_event = threading.Event()
self.callback = callback
self.game = game
self.unit_map = unit_map
def stop(self):
self._stop_event.set()
@@ -200,14 +259,14 @@ class PollDebriefingFileThread(threading.Thread):
if os.path.isfile("state.json") and os.path.getmtime("state.json") > last_modified:
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game)
debriefing = Debriefing(json_data, self.game, self.unit_map)
self.callback(debriefing)
break
time.sleep(5)
def wait_for_debriefing(callback: typing.Callable, game)->PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game)
def wait_for_debriefing(callback: Callable[[Debriefing], None],
game: Game, unit_map) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread

14
game/event/airwar.py Normal file
View File

@@ -0,0 +1,14 @@
from __future__ import annotations
from typing import TYPE_CHECKING
from .event import Event
if TYPE_CHECKING:
from game.theater import ConflictTheater
class AirWarEvent(Event):
"""Event handler for the air battle"""
def __str__(self):
return "AirWar"

View File

@@ -2,22 +2,25 @@ from __future__ import annotations
import logging
import math
from typing import Dict, List, Optional, Type, TYPE_CHECKING
from typing import Dict, List, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import UnitType
from game import db, persistency
from game.debriefing import Debriefing
from game import persistency
from game.debriefing import AirLosses, Debriefing
from game.infos.information import Information
from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from theater import ControlPoint
from ..unitmap import UnitMap
if TYPE_CHECKING:
from ..game import Game
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
@@ -30,21 +33,16 @@ STRONG_DEFEAT_INFLUENCE = 0.5
class Event:
silent = False
informational = False
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
BONUS_BASE = 5
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
self.game = game
self.departure_cp: Optional[ControlPoint] = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
@@ -55,131 +53,130 @@ class Event:
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_name
@property
def enemy_cp(self) -> Optional[ControlPoint]:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def tasks(self) -> List[Type[Task]]:
return []
@property
def global_cp_available(self) -> bool:
return False
def is_departure_available_from(self, cp: ControlPoint) -> bool:
if not cp.captured:
return False
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
if cp.is_global and not self.global_cp_available:
return False
return True
def bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
def generate(self) -> UnitMap:
Operation.prepare(self.game)
unit_map = Operation.generate()
Operation.current_mission.save(
persistency.mission_path_for("liberation_nextturn.miz"))
return unit_map
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
self.operation.prepare(self.game.theater.terrain, is_quick=False)
self.operation.generate()
self.operation.current_mission.save(persistency.mission_path_for("liberation_nextturn.miz"))
self.environment_settings = self.operation.environment_settings
def commit(self, debriefing: Debriefing):
logging.info("Commiting mission results")
# ------------------------------
# Destroyed aircrafts
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for destroyed_aircraft in debriefing.killed_aircrafts:
try:
cpid = int(destroyed_aircraft.split("|")[3])
type = db.unit_type_from_name(destroyed_aircraft.split("|")[4])
if cpid in cp_map.keys():
cp = cp_map[cpid]
if type in cp.base.aircraft.keys():
logging.info("Aircraft destroyed : " + str(type))
cp.base.aircraft[type] = max(0, cp.base.aircraft[type]-1)
except Exception as e:
print(e)
# ------------------------------
# Destroyed ground units
killed_unit_count_by_cp = {cp.id: 0 for cp in self.game.theater.controlpoints}
cp_map = {cp.id: cp for cp in self.game.theater.controlpoints}
for killed_ground_unit in debriefing.killed_ground_units:
try:
cpid = int(killed_ground_unit.split("|")[3])
type = db.unit_type_from_name(killed_ground_unit.split("|")[4])
if cpid in cp_map.keys():
killed_unit_count_by_cp[cpid] = killed_unit_count_by_cp[cpid] + 1
cp = cp_map[cpid]
if type in cp.base.armor.keys():
logging.info("Ground unit destroyed : " + str(type))
cp.base.armor[type] = max(0, cp.base.armor[type] - 1)
except Exception as e:
print(e)
# ------------------------------
# Static ground objects
for destroyed_ground_unit_name in debriefing.killed_ground_units:
for cp in self.game.theater.controlpoints:
if not cp.ground_objects:
@staticmethod
def _transfer_aircraft(ato: AirTaskingOrder, losses: AirLosses,
for_player: bool) -> None:
for package in ato.packages:
for flight in package.flights:
# No need to transfer to the same location.
if flight.departure == flight.arrival:
continue
# -- Static ground objects
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.is_dead:
continue
if (
(ground_object.group_name == destroyed_ground_unit_name)
or
(ground_object.is_same_group(destroyed_ground_unit_name))
):
logging.info("cp {} killing ground object {}".format(cp, ground_object.group_name))
cp.ground_objects[i].is_dead = True
# Don't transfer to bases that were captured. Note that if the
# airfield was back-filling transfers it may overflow. We could
# attempt to be smarter in the future by performing transfers in
# order up a graph to prevent transfers to full airports and
# send overflow off-map, but overflow is fine for now.
if flight.arrival.captured != for_player:
logging.info(
f"Not transferring {flight} because {flight.arrival} "
"was captured")
continue
info = Information("Building destroyed",
ground_object.dcs_identifier + " has been destroyed at location " + ground_object.obj_name,
self.game.turn)
self.game.informations.append(info)
transfer_count = losses.surviving_flight_members(flight)
if transfer_count < 0:
logging.error(f"{flight} had {flight.count} aircraft but "
f"{transfer_count} losses were recorded.")
continue
aircraft = flight.unit_type
available = flight.departure.base.total_units_of_type(aircraft)
if available < transfer_count:
logging.error(
f"Found killed {aircraft} from {flight.departure} but "
f"that airbase has only {available} available.")
continue
# -- AA Site groups
destroyed_units = 0
info = Information("Units destroyed at " + ground_object.obj_name,
"",
self.game.turn)
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.dcs_identifier in ["AA", "CARRIER", "LHA", "EWR"]:
for g in ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
if u.name == destroyed_ground_unit_name:
g.units.remove(u)
g.units_losts.append(u)
destroyed_units = destroyed_units + 1
info.text = u.type
ucount = sum([len(g.units) for g in ground_object.groups])
if ucount == 0:
ground_object.is_dead = True
if destroyed_units > 0:
self.game.informations.append(info)
flight.departure.base.aircraft[aircraft] -= transfer_count
if aircraft not in flight.arrival.base.aircraft:
# TODO: Should use defaultdict.
flight.arrival.base.aircraft[aircraft] = 0
flight.arrival.base.aircraft[aircraft] += transfer_count
def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
self._transfer_aircraft(self.game.blue_ato, debriefing.air_losses,
for_player=True)
self._transfer_aircraft(self.game.red_ato, debriefing.air_losses,
for_player=False)
@staticmethod
def commit_air_losses(debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
aircraft = loss.unit_type
cp = loss.departure
available = cp.base.total_units_of_type(aircraft)
if available <= 0:
logging.error(
f"Found killed {aircraft} from {cp} but that airbase has "
"none available.")
continue
logging.info(f"{aircraft} destroyed from {cp}")
cp.base.aircraft[aircraft] -= 1
@staticmethod
def commit_front_line_losses(debriefing: Debriefing) -> None:
for loss in debriefing.front_line_losses:
unit_type = loss.unit_type
control_point = loss.origin
available = control_point.base.total_units_of_type(unit_type)
if available <= 0:
logging.error(
f"Found killed {unit_type} from {control_point} but that "
"airbase has none available.")
continue
logging.info(f"{unit_type} destroyed from {control_point}")
control_point.base.armor[unit_type] -= 1
@staticmethod
def commit_ground_object_losses(debriefing: Debriefing) -> None:
for loss in debriefing.ground_object_losses:
# TODO: This should be stored in the TGO, not in the pydcs Group.
if not hasattr(loss.group, "units_losts"):
loss.group.units_losts = []
loss.group.units.remove(loss.unit)
loss.group.units_losts.append(loss.unit)
if not loss.ground_object.alive_unit_count:
loss.ground_object.is_dead = True
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
loss.ground_object.is_dead = True
self.game.informations.append(Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}", self.game.turn
))
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
def commit(self, debriefing: Debriefing):
logging.info("Committing mission results")
self.commit_air_losses(debriefing)
self.commit_front_line_losses(debriefing)
self.commit_ground_object_losses(debriefing)
self.commit_building_losses(debriefing)
self.commit_damaged_runways(debriefing)
# ------------------------------
# Captured bases
@@ -215,14 +212,14 @@ class Event:
for cp in captured_cps:
logging.info("Will run redeploy for " + cp.name)
self.redeploy_units(cp)
except Exception:
logging.exception(f"Could not process base capture {captured}")
except Exception as e:
print(e)
self.complete_aircraft_transfers(debriefing)
# Destroyed units carcass
# -------------------------
for destroyed_unit in debriefing.destroyed_units:
for destroyed_unit in debriefing.state_data.destroyed_statics:
self.game.add_destroyed_units(destroyed_unit)
# -----------------------------------
@@ -234,8 +231,8 @@ class Event:
delta = 0.0
player_won = True
ally_casualties = killed_unit_count_by_cp[cp.id]
enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
ally_casualties = debriefing.casualty_count(cp)
enemy_casualties = debriefing.casualty_count(enemy_cp)
ally_units_alive = cp.base.total_armor
enemy_units_alive = enemy_cp.base.total_armor
@@ -352,11 +349,13 @@ class Event:
logging.info(info.text)
class UnitsDeliveryEvent(Event):
informational = True
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
def __init__(self, attacker_name: str, defender_name: str,
from_cp: ControlPoint, to_cp: ControlPoint,
game: Game) -> None:
super(UnitsDeliveryEvent, self).__init__(game=game,
location=to_cp.position,
from_cp=from_cp,
@@ -364,19 +363,22 @@ class UnitsDeliveryEvent(Event):
attacker_name=attacker_name,
defender_name=defender_name)
self.units: Dict[UnitType, int] = {}
self.units: Dict[Type[UnitType], int] = {}
def __str__(self):
def __str__(self) -> str:
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: Dict[UnitType, int]):
def deliver(self, units: Dict[Type[UnitType], int]) -> None:
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self):
def skip(self) -> None:
for k, v in self.units.items():
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
self.game.informations.append(info)
if self.to_cp.captured:
name = "Ally "
else:
name = "Enemy "
self.game.message(
f"{name} reinforcements: {k.id} x {v} at {self.to_cp.name}")
self.to_cp.base.commision_units(self.units)

View File

@@ -1,49 +1,11 @@
from typing import List, Type
from dcs.task import CAP, CAS, Task
from game import db
from game.operation.frontlineattack import FrontlineAttackOperation
from .event import Event
from ..debriefing import Debriefing
class FrontlineAttackEvent(Event):
@property
def tasks(self) -> List[Type[Task]]:
if self.is_player_attacking:
return [CAS, CAP]
else:
return [CAP]
@property
def global_cp_available(self) -> bool:
return True
"""
An event centered on a FrontLine Conflict.
Currently the same as its parent, but here for legacy compatibility as well as to allow for
future unique Event handling
"""
def __str__(self):
return "Frontline attack"
def is_successfull(self, debriefing: Debriefing):
attackers_success = True
if self.from_cp.captured:
return attackers_success
else:
return not attackers_success
def commit(self, debriefing: Debriefing):
super(FrontlineAttackEvent, self).commit(debriefing)
def skip(self):
if self.to_cp.captured:
self.to_cp.base.affect_strength(-0.1)
def player_attacking(self, flights: db.TaskForceDict):
assert self.departure_cp is not None
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
self.operation = op

View File

@@ -31,31 +31,28 @@ class Faction:
description: str = field(default="")
# Available aircraft
aircrafts: List[UnitType] = field(default_factory=list)
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
# Available awacs aircraft
awacs: List[UnitType] = field(default_factory=list)
awacs: List[Type[FlyingType]] = field(default_factory=list)
# Available tanker aircraft
tankers: List[UnitType] = field(default_factory=list)
tankers: List[Type[FlyingType]] = field(default_factory=list)
# Available frontline units
frontline_units: List[VehicleType] = field(default_factory=list)
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
# Available artillery units
artillery_units: List[VehicleType] = field(default_factory=list)
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
# Infantry units used
infantry_units: List[VehicleType] = field(default_factory=list)
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
# Logistics units used
logistics_units: List[VehicleType] = field(default_factory=list)
# List of units that can be deployed as SHORAD
shorads: List[str] = field(default_factory=list)
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
# Possible SAMS site generators for this faction
sams: List[str] = field(default_factory=list)
air_defenses: List[str] = field(default_factory=list)
# Possible EWR generators for this faction.
ewrs: List[str] = field(default_factory=list)
@@ -67,10 +64,10 @@ class Faction:
requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units
aircraft_carrier: List[UnitType] = field(default_factory=list)
aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
# possible helicopter carrier units
helicopter_carrier: List[UnitType] = field(default_factory=list)
helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
@@ -82,10 +79,10 @@ class Faction:
navy_generators: List[str] = field(default_factory=list)
# Available destroyers
destroyers: List[str] = field(default_factory=list)
destroyers: List[Type[ShipType]] = field(default_factory=list)
# Available cruisers
cruisers: List[str] = field(default_factory=list)
cruisers: List[Type[ShipType]] = field(default_factory=list)
# How many navy group should we try to generate per CP on startup for this faction
navy_group_count: int = field(default=1)
@@ -97,7 +94,7 @@ class Faction:
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[FlyingType] = field(default=None)
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
@@ -106,7 +103,17 @@ class Faction:
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
liveries_overrides: Dict[UnitType, List[str]] = field(default_factory=dict)
liveries_overrides: Dict[Type[UnitType], List[str]] = field(
default_factory=dict)
#: Set to True if the faction should force the "Unrestricted satnav" option
#: for the mission. This option enables GPS for capable aircraft regardless
#: of the time period or operator. For example, the CJTF "countries" don't
#: appear to have GPS capability, so they need this.
#:
#: Note that this option cannot be set per-side. If either faction needs it,
#: both will use it.
unrestricted_satnav: bool = False
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
@@ -137,9 +144,14 @@ class Faction:
faction.logistics_units = load_all_vehicles(
json.get("logistics_units", []))
faction.sams = json.get("sams", [])
faction.ewrs = json.get("ewrs", [])
faction.shorads = json.get("shorads", [])
faction.air_defenses = json.get("air_defenses", [])
# Compatibility for older factions. All air defenses now belong to a
# single group and the generator decides what belongs where.
faction.air_defenses.extend(json.get("sams", []))
faction.air_defenses.extend(json.get("shorads", []))
faction.missiles = json.get("missiles", [])
faction.requirements = json.get("requirements", {})
@@ -194,16 +206,19 @@ class Faction:
if k is not None:
faction.liveries_overrides[k] = [s.lower() for s in v]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return faction
@property
def units(self) -> List[UnitType]:
def units(self) -> List[Type[UnitType]]:
return (self.infantry_units + self.aircrafts + self.awacs +
self.artillery_units + self.frontline_units +
self.tankers + self.logistics_units)
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[UnitType]:
def unit_loader(
unit: str, class_repository: List[Any]) -> Optional[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
@@ -226,13 +241,13 @@ def unit_loader(unit: str, class_repository: List[Any]) -> Optional[UnitType]:
return None
def load_aircraft(name: str) -> Optional[FlyingType]:
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
return cast(Optional[FlyingType], unit_loader(
name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]
))
def load_all_aircraft(data) -> List[FlyingType]:
def load_all_aircraft(data) -> List[Type[FlyingType]]:
items = []
for name in data:
item = load_aircraft(name)
@@ -241,13 +256,13 @@ def load_all_aircraft(data) -> List[FlyingType]:
return items
def load_vehicle(name: str) -> Optional[VehicleType]:
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
return cast(Optional[FlyingType], unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
))
def load_all_vehicles(data) -> List[VehicleType]:
def load_all_vehicles(data) -> List[Type[VehicleType]]:
items = []
for name in data:
item = load_vehicle(name)
@@ -256,11 +271,11 @@ def load_all_vehicles(data) -> List[VehicleType]:
return items
def load_ship(name: str) -> Optional[ShipType]:
def load_ship(name: str) -> Optional[Type[ShipType]]:
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
def load_all_ships(data) -> List[ShipType]:
def load_all_ships(data) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)

View File

@@ -1,14 +1,13 @@
import logging
import math
import random
import sys
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Dict, List
from dcs.action import Coalition
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike, Task
from dcs.unittype import UnitType
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from game import db
@@ -21,15 +20,16 @@ from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.ground_forces.ai_ground_planner import GroundPlanner
from theater import ConflictTheater, ControlPoint
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from . import persistency
from .debriefing import Debriefing
from .event.event import Event, UnitsDeliveryEvent
from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .infos.information import Information
from .procurement import ProcurementAi
from .settings import Settings
from .theater import ConflictTheater, ControlPoint
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
COMMISION_UNIT_VARIETY = 4
@@ -62,17 +62,19 @@ ENEMY_BASE_STRENGTH_RECOVERY = 0.05
# cost of AWACS for single operation
AWACS_BUDGET_COST = 4
# Initial budget value
PLAYER_BUDGET_INITIAL = 650
# Bonus multiplier logarithm base
PLAYER_BUDGET_IMPORTANCE_LOG = 2
class TurnState(Enum):
WIN = 0
LOSS = 1
CONTINUE = 2
class Game:
def __init__(self, player_name: str, enemy_name: str,
theater: ConflictTheater, start_date: datetime,
settings: Settings):
settings: Settings, player_budget: int,
enemy_budget: int) -> None:
self.settings = settings
self.events: List[Event] = []
self.theater = theater
@@ -87,10 +89,12 @@ class Game:
self.ground_planners: Dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
self.__culling_points = self.compute_conflicts_position()
self.__culling_points: List[Point] = []
self.compute_conflicts_position()
self.__destroyed_units: List[str] = []
self.savepath = ""
self.budget = PLAYER_BUDGET_INITIAL
self.budget = player_budget
self.enemy_budget = enemy_budget
self.current_unit_id = 0
self.current_group_id = 0
@@ -103,9 +107,24 @@ class Game:
self.theater.controlpoints
)
for cp in self.theater.controlpoints:
cp.pending_unit_deliveries = self.units_delivery_event(cp)
self.sanitize_sides()
self.on_load()
# Turn 0 procurement. We don't actually have any missions to plan, but
# the planner will tell us what it would like to plan so we can use that
# to drive purchase decisions.
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
self.plan_procurement(blue_planner, red_planner)
def generate_conditions(self) -> Conditions:
return Conditions.generate(self.theater, self.date,
self.current_turn_time_of_day, self.settings)
@@ -148,23 +167,29 @@ class Game:
front_line.control_point_b)
@property
def budget_reward_amount(self):
reward = 0
if len(self.theater.player_points()) > 0:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys():
reward = reward + REWARDS[g.category]
return reward
else:
return reward
def budget_reward_amount(self) -> int:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
reward += REWARDS[g.category]
return int(reward * self.settings.player_income_multiplier)
def _budget_player(self):
def process_player_income(self):
self.budget += self.budget_reward_amount
def awacs_expense_commit(self):
self.budget -= AWACS_BUDGET_COST
def process_enemy_income(self):
# TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
production = production + REWARDS[g.category]
self.enemy_budget += production * self.settings.enemy_income_multiplier
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
@@ -175,20 +200,16 @@ class Game:
self.events.append(event)
return event
def units_delivery_remove(self, event: Event):
if event in self.events:
self.events.remove(event)
def initiate_event(self, event: Event):
def initiate_event(self, event: Event) -> UnitMap:
#assert event in self.events
logging.info("Generating {} (regular)".format(event))
event.generate()
return event.generate()
def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
if event.is_successfull(debriefing):
self.budget += event.bonus()
self.budget += int(event.bonus() *
self.settings.player_income_multiplier)
if event in self.events:
self.events.remove(event)
@@ -199,18 +220,12 @@ class Game:
if isinstance(event, Event):
return event and event.attacker_name and event.attacker_name == self.player_name
else:
return event and event.name and event.name == self.player_name
raise RuntimeError(f"{event} was passed when an Event type was expected")
def on_load(self) -> None:
LuaPluginManager.load_settings(self.settings)
ObjectiveDistanceCache.set_theater(self.theater)
# Save game compatibility.
# TODO: Remove in 2.3.
if not hasattr(self, "conditions"):
self.conditions = self.generate_conditions()
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
@@ -224,8 +239,12 @@ class Game:
else:
event.skip()
self._enemy_reinforcement()
self._budget_player()
for control_point in self.theater.controlpoints:
control_point.process_turn()
self.process_enemy_income()
self.process_player_income()
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
@@ -242,6 +261,14 @@ class Game:
# Autosave progress
persistency.autosave(self)
def check_win_loss(self):
captured_states = {i.captured for i in self.theater.controlpoints}
if True not in captured_states:
return TurnState.LOSS
if False not in captured_states:
return TurnState.WIN
return TurnState.CONTINUE
def initialize_turn(self) -> None:
self.events = []
self._generate_events()
@@ -251,92 +278,56 @@ class Game:
self.aircraft_inventory.reset()
for cp in self.theater.controlpoints:
cp.pending_unit_deliveries = self.units_delivery_event(cp)
self.aircraft_inventory.set_from_control_point(cp)
# Check for win or loss condition
turn_state = self.check_win_loss()
if turn_state in (TurnState.LOSS,TurnState.WIN):
return self.process_win_loss(turn_state)
# Plan flights & combat for next turn
self.__culling_points = self.compute_conflicts_position()
self.compute_conflicts_position()
self.ground_planners = {}
self.blue_ato.clear()
self.red_ato.clear()
CoalitionMissionPlanner(self, is_player=True).plan_missions()
CoalitionMissionPlanner(self, is_player=False).plan_missions()
blue_planner = CoalitionMissionPlanner(self, is_player=True)
blue_planner.plan_missions()
red_planner = CoalitionMissionPlanner(self, is_player=False)
red_planner.plan_missions()
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases
"""
self.plan_procurement(blue_planner, red_planner)
MAX_ARMOR = 30 * self.settings.multiplier
MAX_AIRCRAFT = 25 * self.settings.multiplier
def plan_procurement(self, blue_planner: CoalitionMissionPlanner,
red_planner: CoalitionMissionPlanner) -> None:
self.budget = ProcurementAi(
self,
for_player=True,
faction=self.player_faction,
manage_runways=self.settings.automate_runway_repair,
manage_front_line=self.settings.automate_front_line_reinforcements,
manage_aircraft=self.settings.automate_aircraft_reinforcements
).spend_budget(self.budget, blue_planner.procurement_requests)
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys():
production = production + REWARDS[g.category]
self.enemy_budget = ProcurementAi(
self,
for_player=False,
faction=self.enemy_faction,
manage_runways=True,
manage_front_line=True,
manage_aircraft=True
).spend_budget(self.enemy_budget, red_planner.procurement_requests)
production = production * 0.75
budget_for_armored_units = production / 2
budget_for_aircraft = production / 2
potential_cp_armor = []
for cp in self.theater.enemy_points():
for cpe in cp.connected_points:
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
potential_cp_armor.append(cp)
if len(potential_cp_armor) == 0:
potential_cp_armor = self.theater.enemy_points()
i = 0
potential_units = db.FACTIONS[self.enemy_name].frontline_units
print("Enemy Recruiting")
print(potential_cp_armor)
print(budget_for_armored_units)
print(potential_units)
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_armored_units > 0:
i = i + 1
if i > 50 or budget_for_armored_units <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_armor >= MAX_ARMOR:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_armored_units -= price * 2
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
if budget_for_armored_units > 0:
budget_for_aircraft += budget_for_armored_units
potential_units = [u for u in db.FACTIONS[self.enemy_name].aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_aircraft > 0:
i = i + 1
if i > 50 or budget_for_aircraft <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_planes >= MAX_AIRCRAFT:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_aircraft -= price * 2
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
@property
def current_turn_time_of_day(self) -> TimeOfDay:
@@ -369,13 +360,19 @@ class Game:
# By default, use the existing frontline conflict position
for front_line in self.theater.conflicts():
position = Conflict.frontline_position(self.theater,
front_line.control_point_a,
front_line.control_point_b)
position = Conflict.frontline_position(front_line.control_point_a,
front_line.control_point_b,
self.theater)
points.append(position[0])
points.append(front_line.control_point_a.position)
points.append(front_line.control_point_b.position)
# If do_not_cull_carrier is enabled, add carriers as culling point
if self.settings.perf_do_not_cull_carrier:
for cp in self.theater.controlpoints:
if cp.is_carrier or cp.is_lha:
points.append(cp.position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
cpoint = None
@@ -399,7 +396,7 @@ class Game:
if len(points) == 0:
points.append(Point(0, 0))
return points
self.__culling_points = points
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
@@ -447,4 +444,10 @@ class Game:
return "blue"
def get_enemy_color(self):
return "red"
return "red"
def process_win_loss(self, turn_state: TurnState):
if turn_state is TurnState.WIN:
return self.message("Congratulations, you are victorious! Start a new campaign to continue.")
elif turn_state is TurnState.LOSS:
return self.message("Game Over, you lose. Start a new campaign to continue.")

View File

@@ -1,3 +1,4 @@
import datetime
class Information():
@@ -5,7 +6,12 @@ class Information():
self.title = title
self.text = text
self.turn = turn
self.timestamp = datetime.datetime.now()
def __str__(self):
s = "[" + str(self.turn) + "] " + self.title + "\n" + self.text
return s
return '[{}][{}] {} {}'.format(
self.timestamp.strftime("%Y-%m-%d %H:%M:%S") if self.timestamp is not None else '',
self.turn,
self.title,
self.text
)

View File

@@ -1,11 +1,15 @@
"""Inventory management APIs."""
from collections import defaultdict
from typing import Dict, Iterable, Iterator, Set, Tuple
from __future__ import annotations
from dcs.unittype import UnitType
from collections import defaultdict
from typing import Dict, Iterable, Iterator, Set, Tuple, TYPE_CHECKING, Type
from dcs.unittype import FlyingType
from gen.flights.flight import Flight
from theater import ControlPoint
if TYPE_CHECKING:
from game.theater import ControlPoint
class ControlPointAircraftInventory:
@@ -13,9 +17,9 @@ class ControlPointAircraftInventory:
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: Dict[UnitType, int] = defaultdict(int)
self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
def add_aircraft(self, aircraft: UnitType, count: int) -> None:
def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Adds aircraft to the inventory.
Args:
@@ -24,7 +28,7 @@ class ControlPointAircraftInventory:
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: UnitType, count: int) -> None:
def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Removes aircraft from the inventory.
Args:
@@ -43,7 +47,7 @@ class ControlPointAircraftInventory:
)
self.inventory[aircraft] -= count
def available(self, aircraft: UnitType) -> int:
def available(self, aircraft: Type[FlyingType]) -> int:
"""Returns the number of available aircraft of the given type.
Args:
@@ -55,14 +59,14 @@ class ControlPointAircraftInventory:
return 0
@property
def types_available(self) -> Iterator[UnitType]:
def types_available(self) -> Iterator[Type[FlyingType]]:
"""Iterates over all available aircraft types."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft
@property
def all_aircraft(self) -> Iterator[Tuple[UnitType, int]]:
def all_aircraft(self) -> Iterator[Tuple[Type[FlyingType], int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
@@ -102,12 +106,14 @@ class GlobalAircraftInventory:
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[UnitType]:
def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
"""Iterates over all aircraft types available to the player."""
seen: Set[UnitType] = set()
seen: Set[Type[FlyingType]] = set()
for control_point, inventory in self.inventories.items():
if control_point.captured:
for aircraft in inventory.types_available:
if not control_point.can_operate(aircraft):
continue
if aircraft not in seen:
seen.add(aircraft)
yield aircraft

View File

@@ -1,4 +1,4 @@
from theater import ControlPoint
from game.theater import ControlPoint
class FrontlineData:

View File

@@ -1,38 +0,0 @@
from dcs.terrain.terrain import Terrain
from gen.conflictgen import Conflict
from .operation import Operation
from .. import db
MAX_DISTANCE_BETWEEN_GROUPS = 12000
class FrontlineAttackOperation(Operation):
interceptors = None # type: db.AssignedUnitsDict
escort = None # type: db.AssignedUnitsDict
strikegroup = None # type: db.AssignedUnitsDict
attackers = None # type: db.ArmorDict
defenders = None # type: db.ArmorDict
def prepare(self, terrain: Terrain, is_quick: bool):
super(FrontlineAttackOperation, self).prepare(terrain, is_quick)
if self.defender_name == self.game.player_name:
self.attackers_starting_position = None
self.defenders_starting_position = None
conflict = Conflict.frontline_cas_conflict(
attacker_name=self.attacker_name,
defender_name=self.defender_name,
attacker=self.current_mission.country(self.attacker_country),
defender=self.current_mission.country(self.defender_country),
from_cp=self.from_cp,
to_cp=self.to_cp,
theater=self.game.theater
)
self.initialize(mission=self.current_mission,
conflict=conflict)
def generate(self):
super(FrontlineAttackOperation, self).generate()

View File

@@ -1,7 +1,10 @@
from __future__ import annotations
from game.theater.theatergroundobject import TheaterGroundObject
import logging
import os
from pathlib import Path
from typing import List, Optional, Set
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
@@ -9,11 +12,8 @@ from dcs.coalition import Coalition
from dcs.countries import country_dict
from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.terrain.terrain import Terrain
from dcs.translation import String
from dcs.triggers import TriggerStart
from dcs.unittype import UnitType
from game.plugins import LuaPluginManager
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
@@ -29,19 +29,19 @@ from gen.kneeboard import KneeboardGenerator
from gen.radios import RadioFrequency, RadioRegistry
from gen.tacan import TacanRegistry
from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
from theater import ControlPoint
from .. import db
from ..debriefing import Debriefing
from ..theater import Airfield
from ..unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
class Operation:
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
"""Static class for managing the final Mission generation"""
current_mission = None # type: Mission
regular_mission = None # type: Mission
quick_mission = None # type: Mission
conflict = None # type: Conflict
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
@@ -51,104 +51,96 @@ class Operation:
forcedoptionsgen = None # type: ForcedOptionsGenerator
radio_registry: Optional[RadioRegistry] = None
tacan_registry: Optional[TacanRegistry] = None
game = None # type: Game
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
is_quick = None
is_awacs_enabled = False
ca_slots = 0
player_awacs_enabled = True
# TODO: #436 Generate Air Support for red
enemy_awacs_enabled = True
ca_slots = 1
unit_map: UnitMap
jtacs: List[JtacInfo] = []
plugin_scripts: List[str] = []
def __init__(self,
game,
attacker_name: str,
defender_name: str,
from_cp: ControlPoint,
departure_cp: ControlPoint,
to_cp: ControlPoint):
self.game = game
self.attacker_name = attacker_name
self.attacker_country = db.FACTIONS[attacker_name].country
self.defender_name = defender_name
self.defender_country = db.FACTIONS[defender_name].country
print(self.defender_country, self.attacker_country)
self.from_cp = from_cp
self.departure_cp = departure_cp
self.to_cp = to_cp
self.is_quick = False
self.plugin_scripts: List[str] = []
def units_of(self, country_name: str) -> List[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
@property
def is_player_attack(self) -> bool:
return self.from_cp.captured
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
# self.briefinggen = BriefingGenerator(self.current_mission, self.game) Is it safe to remove this, or does it also break save compat?
def prepare(self, terrain: Terrain, is_quick: bool):
@classmethod
def prepare(cls, game: Game):
with open("resources/default_options.lua", "r") as f:
options_dict = loads(f.read())["options"]
cls._set_mission(Mission(game.theater.terrain))
cls.game = game
cls._setup_mission_coalitions()
cls.current_mission.options.load_from_dict(options_dict)
self.current_mission = Mission(terrain)
@classmethod
def conflicts(cls) -> Iterable[Conflict]:
assert cls.game
for frontline in cls.game.theater.conflicts():
yield Conflict(
cls.game.theater,
frontline.control_point_a,
frontline.control_point_b,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
frontline.position
)
@classmethod
def air_conflict(cls) -> Conflict:
assert cls.game
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2
)
return Conflict(
cls.game.theater,
player_cp,
enemy_cp,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point
)
print(self.game.player_country)
print(country_dict[db.country_id_from_name(self.game.player_country)])
print(country_dict[db.country_id_from_name(self.game.player_country)]())
@classmethod
def _set_mission(cls, mission: Mission) -> None:
cls.current_mission = mission
# Setup coalition :
self.current_mission.coalition["blue"] = Coalition("blue")
self.current_mission.coalition["red"] = Coalition("red")
@classmethod
def _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition("blue")
cls.current_mission.coalition["red"] = Coalition("red")
p_country = self.game.player_country
e_country = self.game.enemy_country
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
p_country = cls.game.player_country
e_country = cls.game.enemy_country
cls.current_mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]())
cls.current_mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]())
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
print([c for c in self.current_mission.coalition["red"].countries.keys()])
if is_quick:
self.quick_mission = self.current_mission
else:
self.regular_mission = self.current_mission
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.departure_cp.at
# TODO: Is this possible?
if self.to_cp is not None:
self.defenders_starting_position = self.to_cp.at
else:
self.defenders_starting_position = None
def inject_lua_trigger(self, contents: str, comment: str) -> None:
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
self.current_mission.triggerrules.triggers.append(trigger)
cls.current_mission.triggerrules.triggers.append(trigger)
def bypass_plugin_script(self, mnemonic: str) -> None:
self.plugin_scripts.append(mnemonic)
@classmethod
def bypass_plugin_script(cls, mnemonic: str) -> None:
cls.plugin_scripts.append(mnemonic)
def inject_plugin_script(self, plugin_mnemonic: str, script: str,
@classmethod
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
script_mnemonic: str) -> None:
if script_mnemonic in self.plugin_scripts:
if script_mnemonic in cls.plugin_scripts:
logging.debug(
f"Skipping already loaded {script} for {plugin_mnemonic}"
)
else:
self.plugin_scripts.append(script_mnemonic)
cls.plugin_scripts.append(script_mnemonic)
plugin_path = Path("./resources/plugins", plugin_mnemonic)
@@ -161,23 +153,25 @@ class Operation:
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = self.current_mission.map_resource.add_resource_file(filename)
fileref = cls.current_mission.map_resource.add_resource_file(
filename)
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
cls.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def notify_info_generators(
self,
cls,
groundobjectgen: GroundObjectsGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
"""
gens: List[MissionInfoGenerator] = [
KneeboardGenerator(self.current_mission, self.game),
BriefingGenerator(self.current_mission, self.game)
]
KneeboardGenerator(cls.current_mission, cls.game),
BriefingGenerator(cls.current_mission, cls.game)
]
for gen in gens:
for dynamic_runway in groundobjectgen.runways.values():
gen.add_dynamic_runway(dynamic_runway)
@@ -185,7 +179,7 @@ class Operation:
for tanker in airsupportgen.air_support.tankers:
gen.add_tanker(tanker)
if self.is_awacs_enabled:
if cls.player_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
gen.add_awacs(awacs)
@@ -196,301 +190,30 @@ class Operation:
gen.add_flight(flight)
gen.generate()
def generate(self):
radio_registry = RadioRegistry()
tacan_registry = TacanRegistry()
@classmethod
def create_unit_map(cls) -> None:
cls.unit_map = UnitMap()
for control_point in cls.game.theater.controlpoints:
if isinstance(control_point, Airfield):
cls.unit_map.add_airfield(control_point)
# Dedup beacon/radio frequencies, since some maps have some frequencies
# used multiple times.
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
unique_map_frequencies: Set[RadioFrequency] = set()
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def create_radio_registries(cls) -> None:
unique_map_frequencies = set() # type: Set[RadioFrequency]
cls._create_tacan_registry(unique_map_frequencies)
cls._create_radio_registry(unique_map_frequencies)
for airfield, data in AIRFIELD_DATA.items():
if data.theater == self.game.theater.terrain.name:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
for frequency in unique_map_frequencies:
radio_registry.reserve(frequency)
# Set mission time and weather conditions.
EnvironmentGenerator(self.current_mission,
self.game.conditions).generate()
# Generate ground object first
groundobjectgen = GroundObjectsGenerator(
self.current_mission,
self.conflict,
self.game,
radio_registry,
tacan_registry
)
groundobjectgen.generate()
# Generate destroyed units
for d in self.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
self.current_mission.static_group(
country=self.current_mission.country(self.game.player_country),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
# Air Support (Tanker & Awacs)
airsupportgen = AirSupportConflictGenerator(
self.current_mission, self.conflict, self.game, radio_registry,
tacan_registry)
airsupportgen.generate(self.is_awacs_enabled)
# Generate Activity on the map
airgen = AircraftConflictGenerator(
self.current_mission, self.conflict, self.game.settings, self.game,
radio_registry)
airgen.generate_flights(
self.current_mission.country(self.game.player_country),
self.game.blue_ato,
groundobjectgen.runways
)
airgen.generate_flights(
self.current_mission.country(self.game.enemy_country),
self.game.red_ato,
groundobjectgen.runways
)
# Generate ground units on frontline everywhere
jtacs: List[JtacInfo] = []
for front_line in self.game.theater.conflicts(True):
player_cp = front_line.control_point_a
enemy_cp = front_line.control_point_b
conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
self.current_mission.country(self.attacker_country),
self.current_mission.country(self.defender_country),
player_cp, enemy_cp, self.game.theater)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
groundConflictGen.generate()
jtacs.extend(groundConflictGen.jtacs)
# Setup combined arms parameters
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
else:
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
# Triggers
triggersgen = TriggersGenerator(self.current_mission, self.conflict,
self.game)
triggersgen.generate()
# Options
forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
self.conflict, self.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(self.current_mission, self.conflict,
self.game)
if self.game.settings.perf_smoke_gen:
visualgen.generate()
luaData = {}
luaData["AircraftCarriers"] = {}
luaData["Tankers"] = {}
luaData["AWACs"] = {}
luaData["JTACs"] = {}
luaData["TargetPoints"] = {}
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
}
if self.is_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP, FlightType.DEAD, FlightType.SEAD, FlightType.STRIKE]:
flightType = flight.flight_type.name
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if hasattr(flightTarget, 'obj_name'):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": { "x": flightTarget.position.x, "y": flightTarget.position.y}
}
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath=""" + state_location + """
"""
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
#lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- later, we'll add more data to the table
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
self.current_mission.triggerrules.triggers.append(trigger)
# Inject Plugins Lua Scripts and data
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(self)
plugin.inject_configuration(self)
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
self.notify_info_generators(groundobjectgen, airsupportgen, jtacs, airgen)
def assign_channels_to_flights(self, flights: List[FlightData],
@classmethod
def assign_channels_to_flights(cls, flights: List[FlightData],
air_support: AirSupport) -> None:
"""Assigns preset radio channels for client flights."""
for flight in flights:
if not flight.client_units:
continue
self.assign_channels_to_flight(flight, air_support)
cls.assign_channels_to_flight(flight, air_support)
def assign_channels_to_flight(self, flight: FlightData,
@staticmethod
def assign_channels_to_flight(flight: FlightData,
air_support: AirSupport) -> None:
"""Assigns preset radio channels for a client flight."""
airframe = flight.aircraft_type
@@ -505,3 +228,340 @@ dcsLiberation.TargetPoints = {
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
@classmethod
def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
cls.tacan_registry = TacanRegistry()
beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
cls.tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
cls.radio_registry = RadioRegistry()
for data in AIRFIELD_DATA.values():
if data.theater == cls.game.theater.terrain.name and data.atc:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
@classmethod
def _generate_ground_units(cls):
cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map
)
cls.groundobjectgen.generate()
@classmethod
def _generate_destroyed_units(cls) -> None:
"""Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
cls.current_mission.static_group(
country=cls.current_mission.country(
cls.game.player_country),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
@classmethod
def generate(cls) -> UnitMap:
"""Build the final Mission to be exported"""
cls.create_unit_map()
cls.create_radio_registries()
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission,
cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls._generate_ground_conflicts()
# Triggers
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
triggersgen.generate()
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
else:
cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
# Options
forcedoptionsgen = ForcedOptionsGenerator(
cls.current_mission, cls.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(cls.current_mission, cls.game)
if cls.game.settings.perf_smoke_gen:
visualgen.generate()
cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
# Inject Plugins Lua Scripts and data
cls.plugin_scripts.clear()
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(cls)
plugin.inject_configuration(cls)
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls.notify_info_generators(
cls.groundobjectgen,
cls.airsupportgen,
cls.jtacs,
cls.airgen
)
return cls.unit_map
@classmethod
def _generate_air_units(cls) -> None:
"""Generate the air units for the Operation"""
# Air Support (Tanker & Awacs)
assert cls.radio_registry and cls.tacan_registry
cls.airsupportgen = AirSupportConflictGenerator(
cls.current_mission, cls.air_conflict(), cls.game, cls.radio_registry,
cls.tacan_registry)
cls.airsupportgen.generate()
# Generate Aircraft Activity on the map
cls.airgen = AircraftConflictGenerator(
cls.current_mission, cls.game.settings, cls.game,
cls.radio_registry, cls.unit_map)
cls.airgen.clear_parking_slots()
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.player_country),
cls.game.blue_ato,
cls.groundobjectgen.runways
)
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.enemy_country),
cls.game.red_ato,
cls.groundobjectgen.runways
)
cls.airgen.spawn_unused_aircraft(
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country))
@classmethod
def _generate_ground_conflicts(cls) -> None:
"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
for front_line in cls.game.theater.conflicts(True):
player_cp = front_line.control_point_a
enemy_cp = front_line.control_point_b
conflict = Conflict.frontline_cas_conflict(
cls.game.player_name,
cls.game.enemy_name,
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
player_cp,
enemy_cp,
cls.game.theater
)
# Generate frontline ops
player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = GroundConflictGenerator(
cls.current_mission,
conflict, cls.game,
player_gp, enemy_gp,
player_cp.stances[enemy_cp.id],
cls.unit_map
)
ground_conflict_gen.generate()
cls.jtacs.extend(ground_conflict_gen.jtacs)
@classmethod
def generate_lua(cls, airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo]) -> None:
# TODO: Refactor this
luaData = {
"AircraftCarriers": {},
"Tankers": {},
"AWACs": {},
"JTACs": {},
"TargetPoints": {},
} # type: ignore
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
}
if airsupportgen.air_support.awacs:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE]:
flightType = str(flight.flight_type)
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if isinstance(flightTarget, TheaterGroundObject):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + \
f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {"x": flightTarget.position.x,
"y": flightTarget.position.y}
}
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath=""" + state_location + """
"""
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- later, we'll add more data to the table
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
Operation.current_mission.triggerrules.triggers.append(trigger)

View File

@@ -7,45 +7,31 @@ from typing import Optional
_dcs_saved_game_folder: Optional[str] = None
_file_abs_path = None
def setup(user_folder: str):
global _dcs_saved_game_folder
_dcs_saved_game_folder = user_folder
_file_abs_path = os.path.join(base_path(), "default.liberation")
def base_path() -> str:
global _dcs_saved_game_folder
assert _dcs_saved_game_folder
return _dcs_saved_game_folder
def _save_file() -> str:
return os.path.join(base_path(), "default.liberation")
def _temporary_save_file() -> str:
return os.path.join(base_path(), "tmpsave.liberation")
def _autosave_path() -> str:
return os.path.join(base_path(), "autosave.liberation")
def _save_file_exists() -> bool:
return os.path.exists(_save_file())
def mission_path_for(name: str) -> str:
return os.path.join(base_path(), "Missions", "{}".format(name))
def restore_game():
if not _save_file_exists():
return None
with open(_save_file(), "rb") as f:
try:
save = pickle.load(f)
return save
except Exception:
logging.exception("Invalid Save game")
return None
def load_game(path):
with open(path, "rb") as f:
try:

View File

@@ -5,7 +5,7 @@ import logging
import textwrap
from dataclasses import dataclass
from pathlib import Path
from typing import List, Optional, TYPE_CHECKING
from typing import List, Optional, TYPE_CHECKING, Type
from game.settings import Settings
@@ -22,7 +22,7 @@ class LuaPluginWorkOrder:
self.mnemonic = mnemonic
self.disable = disable
def work(self, operation: Operation) -> None:
def work(self, operation: Type[Operation]) -> None:
if self.disable:
operation.bypass_plugin_script(self.mnemonic)
else:
@@ -144,11 +144,11 @@ class LuaPlugin(PluginSettings):
for option in self.definition.options:
option.set_settings(self.settings)
def inject_scripts(self, operation: Operation) -> None:
def inject_scripts(self, operation: Type[Operation]) -> None:
for work_order in self.definition.work_orders:
work_order.work(operation)
def inject_configuration(self, operation: Operation) -> None:
def inject_configuration(self, operation: Type[Operation]) -> None:
# inject the plugin options
if self.options:
option_decls = []

194
game/procurement.py Normal file
View File

@@ -0,0 +1,194 @@
from __future__ import annotations
from dataclasses import dataclass
import math
import random
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.task import CAP, CAS
from dcs.unittype import FlyingType, UnitType, VehicleType
from game import db
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from gen.flights.ai_flight_planner_db import (
capable_aircraft_for_task,
preferred_aircraft_for_task,
)
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
range: int
task_capability: FlightType
number: int
class ProcurementAi:
def __init__(self, game: Game, for_player: bool, faction: Faction,
manage_runways: bool, manage_front_line: bool,
manage_aircraft: bool) -> None:
self.game = game
self.is_player = for_player
self.faction = faction
self.manage_runways = manage_runways
self.manage_front_line = manage_front_line
self.manage_aircraft = manage_aircraft
def spend_budget(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = math.ceil(budget / 2)
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
if self.manage_aircraft:
budget = self.purchase_aircraft(budget, aircraft_requests)
return budget
def repair_runways(self, budget: int) -> int:
for control_point in self.owned_points:
if budget < db.RUNWAY_REPAIR_COST:
break
if control_point.runway_can_be_repaired:
control_point.begin_runway_repair()
budget -= db.RUNWAY_REPAIR_COST
if self.is_player:
self.game.message(
"OPFOR has begun repairing the runway at "
f"{control_point}"
)
else:
self.game.message(
"We have begun repairing the runway at "
f"{control_point}"
)
return budget
def random_affordable_ground_unit(
self, budget: int) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units if
db.PRICES[u] <= budget]
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: int) -> int:
if not self.faction.frontline_units:
return budget
while budget > 0:
candidates = self.front_line_candidates()
if not candidates:
break
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget)
if unit is None:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: int) -> Optional[Type[FlyingType]]:
unit_pool = [u for u in self.faction.aircrafts if u in types]
affordable_units = [
u for u in unit_pool
if db.PRICES[u] * number <= max_price and airbase.can_operate(u)
]
if not affordable_units:
return None
return random.choice(affordable_units)
def affordable_aircraft_for(
self, request: AircraftProcurementRequest,
airbase: ControlPoint, budget: int) -> Optional[Type[FlyingType]]:
aircraft = self._affordable_aircraft_of_types(
preferred_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
if aircraft is not None:
return aircraft
return self._affordable_aircraft_of_types(
capable_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
def purchase_aircraft(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
unit_pool = [u for u in self.faction.aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if not unit_pool:
return budget
for request in aircraft_requests:
for airbase in self.best_airbases_for(request):
unit = self.affordable_aircraft_for(request, airbase, budget)
if unit is None:
# Can't afford any aircraft capable of performing the
# required mission that can operate from this airbase. We
# might be able to afford aircraft at other airbases though,
# in the case where the airbase we attempted to use is only
# able to operate expensive aircraft.
continue
budget -= db.PRICES[unit] * request.number
assert airbase.pending_unit_deliveries is not None
airbase.pending_unit_deliveries.deliver({unit: request.number})
return budget
@property
def owned_points(self) -> List[ControlPoint]:
if self.is_player:
return self.game.theater.player_points()
else:
return self.game.theater.enemy_points()
def best_airbases_for(
self,
request: AircraftProcurementRequest) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
request.near
)
for cp in distance_cache.airfields_within(request.range):
if not cp.is_friendly(self.is_player):
continue
if not cp.runway_is_operational():
continue
if cp.unclaimed_parking(self.game) < request.number:
continue
yield cp
def front_line_candidates(self) -> List[ControlPoint]:
candidates = []
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if cp.base.total_armor >= 30:
# Control point is already sufficiently defended.
continue
for connected in cp.connected_points:
if not connected.is_friendly(to_player=self.is_player):
candidates.append(cp)
if not candidates:
# Otherwise buy them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates

View File

@@ -1,52 +1,55 @@
from typing import Dict
from dataclasses import dataclass, field
from typing import Dict, Optional
from dcs.forcedoptions import ForcedOptions
@dataclass
class Settings:
def __init__(self):
# Generator settings
self.inverted = False
self.do_not_generate_carrier = False # TODO : implement
self.do_not_generate_lha = False # TODO : implement
self.do_not_generate_player_navy = True # TODO : implement
self.do_not_generate_enemy_navy = True # TODO : implement
# Difficulty settings
player_skill: str = "Good"
enemy_skill: str = "Average"
enemy_vehicle_skill: str = "Average"
map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
labels: str = "Full"
only_player_takeoff: bool = True # Legacy parameter do not use
night_disabled: bool = False
external_views_allowed: bool = True
supercarrier: bool = False
generate_marks: bool = True
manpads: bool = True
cold_start: bool = False # Legacy parameter do not use
version: Optional[str] = None
player_income_multiplier: float = 1.0
enemy_income_multiplier: float = 1.0
# Difficulty settings
self.player_skill = "Good"
self.enemy_skill = "Average"
self.enemy_vehicle_skill = "Average"
self.map_coalition_visibility = "All Units"
self.labels = "Full"
self.only_player_takeoff = True # Legacy parameter do not use
self.night_disabled = False
self.external_views_allowed = True
self.supercarrier = False
self.multiplier = 1
self.generate_marks = True
self.sams = True # Legacy parameter do not use
self.cold_start = False # Legacy parameter do not use
self.version = None
# Campaign management
automate_runway_repair: bool = False
automate_front_line_reinforcements: bool = False
automate_aircraft_reinforcements: bool = False
# Performance oriented
self.perf_red_alert_state = True
self.perf_smoke_gen = True
self.perf_artillery = True
self.perf_moving_units = True
self.perf_infantry = True
self.perf_ai_parking_start = True
self.perf_destroyed_units = True
# Performance oriented
perf_red_alert_state: bool = True
perf_smoke_gen: bool = True
perf_artillery: bool = True
perf_moving_units: bool = True
perf_infantry: bool = True
perf_ai_parking_start: bool = True
perf_destroyed_units: bool = True
# Performance culling
self.perf_culling = False
self.perf_culling_distance = 100
# Performance culling
perf_culling: bool = False
perf_culling_distance: int = 100
perf_do_not_cull_carrier = True
# LUA Plugins system
self.plugins: Dict[str, bool] = {}
# LUA Plugins system
plugins: Dict[str, bool] = field(default_factory=dict)
# Cheating
self.show_red_ato = False
# Cheating
show_red_ato: bool = False
self.never_delay_player_flights = False
never_delay_player_flights: bool = False
@staticmethod
def plugin_settings_key(identifier: str) -> str:

5
game/theater/__init__.py Normal file
View File

@@ -0,0 +1,5 @@
from .base import *
from .conflicttheater import *
from .controlpoint import *
from .missiontarget import MissionTarget
from .theatergroundobject import SamGroundObject

187
game/theater/base.py Normal file
View File

@@ -0,0 +1,187 @@
import itertools
import logging
import math
import typing
from typing import Dict, Type
from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
from dcs.unittype import FlyingType, UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game import db
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
PLANES_SCRAMBLE_MAX_BASE = 8
PLANES_SCRAMBLE_FACTOR = 0.3
BASE_MAX_STRENGTH = 1
BASE_MIN_STRENGTH = 0
class Base:
def __init__(self):
self.aircraft: Dict[Type[FlyingType], int] = {}
self.armor: Dict[Type[VehicleType], int] = {}
self.aa: Dict[AirDefence, int] = {}
self.commision_points: Dict[Type, float] = {}
self.strength = 1
@property
def total_aircraft(self) -> int:
return sum(self.aircraft.values())
@property
def total_armor(self) -> int:
return sum(self.armor.values())
@property
def total_aa(self) -> int:
return sum(self.aa.values())
def total_units(self, task: Task) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t in db.UNIT_BY_TASK[task]])
def total_units_of_type(self, unit_type) -> int:
return sum([c for t, c in itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items()) if t == unit_type])
@property
def all_units(self):
return itertools.chain(self.aircraft.items(), self.armor.items(), self.aa.items())
def _find_best_unit(self, available_units: Dict[UnitType, int],
for_type: Task, count: int) -> Dict[UnitType, int]:
if count <= 0:
logging.warning("{}: no units for {}".format(self, for_type))
return {}
sorted_units = [key for key in available_units if
key in db.UNIT_BY_TASK[for_type]]
sorted_units.sort(key=lambda x: db.PRICES[x], reverse=True)
result: Dict[UnitType, int] = {}
for unit_type in sorted_units:
existing_count = available_units[unit_type] # type: int
if not existing_count:
continue
if count <= 0:
break
result_unit_count = min(count, existing_count)
count -= result_unit_count
assert result_unit_count > 0
result[unit_type] = result.get(unit_type, 0) + result_unit_count
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[FlyingType, int]:
return self._find_best_unit(self.aircraft, for_type, count)
def _find_best_armor(self, for_type: Task, count: int) -> typing.Dict[Armor, int]:
return self._find_best_unit(self.armor, for_type, count)
def append_commision_points(self, for_type, points: float) -> int:
self.commision_points[for_type] = self.commision_points.get(for_type, 0) + points
points = self.commision_points[for_type]
if points >= 1:
self.commision_points[for_type] = points - math.floor(points)
return int(math.floor(points))
return 0
def filter_units(self, applicable_units: typing.Collection):
self.aircraft = {k: v for k, v in self.aircraft.items() if k in applicable_units}
self.armor = {k: v for k, v in self.armor.items() if k in applicable_units}
def commision_units(self, units: typing.Dict[typing.Any, int]):
for value in units.values():
assert value > 0
assert value == math.floor(value)
for unit_type, unit_count in units.items():
for_task = db.unit_task(unit_type)
target_dict = None
if for_task == CAS or for_task == CAP or for_task == Embarking:
target_dict = self.aircraft
elif for_task == PinpointStrike:
target_dict = self.armor
elif for_task == AirDefence:
target_dict = self.aa
assert target_dict is not None
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
for unit_type, count in units_lost.items():
if unit_type in self.aircraft:
target_array = self.aircraft
elif unit_type in self.armor:
target_array = self.armor
else:
print("Base didn't find event type {}".format(unit_type))
continue
if unit_type not in target_array:
print("Base didn't find event type {}".format(unit_type))
continue
target_array[unit_type] = max(target_array[unit_type] - count, 0)
if target_array[unit_type] == 0:
del target_array[unit_type]
def affect_strength(self, amount):
self.strength += amount
if self.strength > BASE_MAX_STRENGTH:
self.strength = BASE_MAX_STRENGTH
elif self.strength <= 0:
self.strength = BASE_MIN_STRENGTH
def set_strength_to_minimum(self) -> None:
self.strength = BASE_MIN_STRENGTH
def scramble_count(self, multiplier: float, task: Task = None) -> int:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
else:
count = self.total_aircraft
count = int(math.ceil(count * PLANES_SCRAMBLE_FACTOR * self.strength))
return min(min(max(count, PLANES_SCRAMBLE_MIN_BASE), int(PLANES_SCRAMBLE_MAX_BASE * multiplier)), count)
def assemble_count(self):
return int(self.total_armor * 0.5)
def assemble_aa_count(self) -> int:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def scramble_last_defense(self):
# return as many CAP-capable aircraft as we can since this is the last defense of the base
# (but not more than 20 - that's just nuts)
return self._find_best_planes(CAP, min(self.total_aircraft, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAS, self.scramble_count(multiplier, CAS))
def scramble_interceptors(self, multiplier: float) -> typing.Dict[FlyingType, int]:
return self._find_best_planes(CAP, self.scramble_count(multiplier, CAP))
def assemble_attack(self) -> typing.Dict[Armor, int]:
return self._find_best_armor(PinpointStrike, self.assemble_count())
def assemble_defense(self) -> typing.Dict[Armor, int]:
count = int(self.total_armor * min(self.strength + 0.5, 1))
return self._find_best_armor(PinpointStrike, count)
def assemble_aa(self, count=None) -> typing.Dict[AirDefence, int]:
return self._find_best_unit(self.aa, AirDefence, count and min(count, self.total_aa) or self.assemble_aa_count())

View File

@@ -0,0 +1,905 @@
from __future__ import annotations
import itertools
import json
import logging
from dataclasses import dataclass
from functools import cached_property
from itertools import tee
from pathlib import Path
from typing import Any, Dict, Iterator, List, Optional, Set, Tuple, Union, cast
from dcs import Mission
from dcs.countries import (
CombinedJointTaskForcesBlue,
CombinedJointTaskForcesRed,
)
from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import F_15C
from dcs.ships import (
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
USS_Arleigh_Burke_IIa,
)
from dcs.statics import Fortification
from dcs.terrain import (
caucasus,
nevada,
normandy,
persiangulf,
syria,
thechannel,
)
from dcs.terrain.terrain import Airport, Terrain
from dcs.unitgroup import (
FlyingGroup,
Group,
ShipGroup,
StaticGroup,
VehicleGroup,
)
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from gen.flights.flight import FlightType
from .controlpoint import (
Airfield,
Carrier,
ControlPoint,
Lha,
MissionTarget,
OffMapSpawn,
Fob,
)
from .landmap import Landmap, load_landmap, poly_contains
from ..utils import nm_to_meter
Numeric = Union[int, float]
SIZE_TINY = 150
SIZE_SMALL = 600
SIZE_REGULAR = 1000
SIZE_BIG = 2000
SIZE_LARGE = 3000
IMPORTANCE_LOW = 1
IMPORTANCE_MEDIUM = 1.2
IMPORTANCE_HIGH = 1.4
FRONTLINE_MIN_CP_DISTANCE = 5000
def pairwise(iterable):
"""
itertools recipe
s -> (s0,s1), (s1,s2), (s2, s3), ...
"""
a, b = tee(iterable)
next(b, None)
return zip(a, b)
class MizCampaignLoader:
BLUE_COUNTRY = CombinedJointTaskForcesBlue()
RED_COUNTRY = CombinedJointTaskForcesRed()
OFF_MAP_UNIT_TYPE = F_15C.id
CV_UNIT_TYPE = CVN_74_John_C__Stennis.id
LHA_UNIT_TYPE = LHA_1_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.APC_M113.id
FOB_UNIT_TYPE = Unarmed.CP_SKP_11_ATC_Mobile_Command_Post.id
EWR_UNIT_TYPE = AirDefence.EWR_55G6.id
SAM_UNIT_TYPE = AirDefence.SAM_SA_10_S_300PS_SR_64H6E.id
GARRISON_UNIT_TYPE = AirDefence.SAM_SA_19_Tunguska_2S6.id
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
MISSILE_SITE_UNIT_TYPE = MissilesSS.SRBM_SS_1C_Scud_B_9K72_LN_9P117M.id
COASTAL_DEFENSE_UNIT_TYPE = MissilesSS.SS_N_2_Silkworm.id
# Multiple options for the required SAMs so campaign designers can more
# accurately see the coverage of their IADS for the expected type.
REQUIRED_LONG_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Patriot_LN_M901.id,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C.id,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D.id,
}
REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES = {
AirDefence.SAM_Hawk_LN_M192.id,
AirDefence.SAM_SA_2_LN_SM_90.id,
AirDefence.SAM_SA_3_S_125_LN_5P73.id,
}
BASE_DEFENSE_RADIUS = nm_to_meter(2)
def __init__(self, miz: Path, theater: ConflictTheater) -> None:
self.theater = theater
self.mission = Mission()
self.mission.load_file(str(miz))
self.control_point_id = itertools.count(1000)
# If there are no red carriers there usually aren't red units. Make sure
# both countries are initialized so we don't have to deal with None.
if self.mission.country(self.BLUE_COUNTRY.name) is None:
self.mission.coalition["blue"].add_country(self.BLUE_COUNTRY)
if self.mission.country(self.RED_COUNTRY.name) is None:
self.mission.coalition["red"].add_country(self.RED_COUNTRY)
@staticmethod
def control_point_from_airport(airport: Airport) -> ControlPoint:
# The wiki says this is a legacy property and to just use regular.
size = SIZE_REGULAR
# The importance is taken from the periodicity of the airport's
# warehouse divided by 10. 30 is the default, and out of range (valid
# values are between 1.0 and 1.4). If it is used, pick the default
# importance.
if airport.periodicity == 30:
importance = IMPORTANCE_MEDIUM
else:
importance = airport.periodicity / 10
cp = Airfield(airport, size, importance)
cp.captured = airport.is_blue()
# Use the unlimited aircraft option to determine if an airfield should
# be owned by the player when the campaign is "inverted".
cp.captured_invert = airport.unlimited_aircrafts
return cp
def country(self, blue: bool) -> Country:
country = self.mission.country(
self.BLUE_COUNTRY.name if blue else self.RED_COUNTRY.name)
# Should be guaranteed because we initialized them.
assert country
return country
@property
def blue(self) -> Country:
return self.country(blue=True)
@property
def red(self) -> Country:
return self.country(blue=False)
def off_map_spawns(self, blue: bool) -> Iterator[FlyingGroup]:
for group in self.country(blue).plane_group:
if group.units[0].type == self.OFF_MAP_UNIT_TYPE:
yield group
def carriers(self, blue: bool) -> Iterator[ShipGroup]:
for group in self.country(blue).ship_group:
if group.units[0].type == self.CV_UNIT_TYPE:
yield group
def lhas(self, blue: bool) -> Iterator[ShipGroup]:
for group in self.country(blue).ship_group:
if group.units[0].type == self.LHA_UNIT_TYPE:
yield group
def fobs(self, blue: bool) -> Iterator[VehicleGroup]:
for group in self.country(blue).vehicle_group:
if group.units[0].type == self.FOB_UNIT_TYPE:
yield group
@property
def ships(self) -> Iterator[ShipGroup]:
for group in self.blue.ship_group:
if group.units[0].type == self.SHIP_UNIT_TYPE:
yield group
@property
def ewrs(self) -> Iterator[VehicleGroup]:
for group in self.blue.vehicle_group:
if group.units[0].type == self.EWR_UNIT_TYPE:
yield group
@property
def sams(self) -> Iterator[VehicleGroup]:
for group in self.blue.vehicle_group:
if group.units[0].type == self.SAM_UNIT_TYPE:
yield group
@property
def garrisons(self) -> Iterator[VehicleGroup]:
for group in self.blue.vehicle_group:
if group.units[0].type == self.GARRISON_UNIT_TYPE:
yield group
@property
def offshore_strike_targets(self) -> Iterator[StaticGroup]:
for group in self.blue.static_group:
if group.units[0].type == self.OFFSHORE_STRIKE_TARGET_UNIT_TYPE:
yield group
@property
def missile_sites(self) -> Iterator[VehicleGroup]:
for group in self.blue.vehicle_group:
if group.units[0].type == self.MISSILE_SITE_UNIT_TYPE:
yield group
@property
def coastal_defenses(self) -> Iterator[VehicleGroup]:
for group in self.blue.vehicle_group:
if group.units[0].type == self.COASTAL_DEFENSE_UNIT_TYPE:
yield group
@property
def required_long_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.REQUIRED_LONG_RANGE_SAM_UNIT_TYPES:
yield group
@property
def required_medium_range_sams(self) -> Iterator[VehicleGroup]:
for group in self.red.vehicle_group:
if group.units[0].type in self.REQUIRED_MEDIUM_RANGE_SAM_UNIT_TYPES:
yield group
@cached_property
def control_points(self) -> Dict[int, ControlPoint]:
control_points = {}
for airport in self.mission.terrain.airport_list():
if airport.is_blue() or airport.is_red():
control_point = self.control_point_from_airport(airport)
control_points[control_point.id] = control_point
for blue in (False, True):
for group in self.off_map_spawns(blue):
control_point = OffMapSpawn(next(self.control_point_id),
str(group.name), group.position)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.carriers(blue):
# TODO: Name the carrier.
control_point = Carrier(
"carrier", group.position, next(self.control_point_id))
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.lhas(blue):
# TODO: Name the LHA.
control_point = Lha(
"lha", group.position, next(self.control_point_id))
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
for group in self.fobs(blue):
control_point = Fob(
str(group.name), group.position, next(self.control_point_id)
)
control_point.captured = blue
control_point.captured_invert = group.late_activation
control_points[control_point.id] = control_point
return control_points
@property
def front_line_path_groups(self) -> Iterator[VehicleGroup]:
for group in self.country(blue=True).vehicle_group:
if group.units[0].type == self.FRONT_LINE_UNIT_TYPE:
yield group
@cached_property
def front_lines(self) -> Dict[str, ComplexFrontLine]:
# Dict of front line ID to a front line.
front_lines = {}
for group in self.front_line_path_groups:
# The unit will have its first waypoint at the source CP and the
# final waypoint at the destination CP. Intermediate waypoints
# define the curve of the front line.
waypoints = [p.position for p in group.points]
origin = self.theater.closest_control_point(waypoints[0])
if origin is None:
raise RuntimeError(
f"No control point near the first waypoint of {group.name}")
destination = self.theater.closest_control_point(waypoints[-1])
if destination is None:
raise RuntimeError(
f"No control point near the final waypoint of {group.name}")
# Snap the begin and end points to the control points.
waypoints[0] = origin.position
waypoints[-1] = destination.position
front_line_id = f"{origin.id}|{destination.id}"
front_lines[front_line_id] = ComplexFrontLine(origin, waypoints)
self.control_points[origin.id].connect(
self.control_points[destination.id])
self.control_points[destination.id].connect(
self.control_points[origin.id])
return front_lines
def objective_info(self, group: Group) -> Tuple[ControlPoint, int]:
closest = self.theater.closest_control_point(group.position)
distance = closest.position.distance_to_point(group.position)
return closest, distance
def add_preset_locations(self) -> None:
for group in self.garrisons:
closest, distance = self.objective_info(group)
if distance < self.BASE_DEFENSE_RADIUS:
closest.preset_locations.base_garrisons.append(group.position)
else:
logging.warning(
f"Found garrison unit too far from base: {group.name}")
for group in self.sams:
closest, distance = self.objective_info(group)
if distance < self.BASE_DEFENSE_RADIUS:
closest.preset_locations.base_air_defense.append(group.position)
else:
closest.preset_locations.strike_locations.append(group.position)
for group in self.ewrs:
closest, distance = self.objective_info(group)
closest.preset_locations.ewrs.append(group.position)
for group in self.offshore_strike_targets:
closest, distance = self.objective_info(group)
closest.preset_locations.offshore_strike_locations.append(
group.position)
for group in self.ships:
closest, distance = self.objective_info(group)
closest.preset_locations.ships.append(group.position)
for group in self.missile_sites:
closest, distance = self.objective_info(group)
closest.preset_locations.missile_sites.append(group.position)
for group in self.coastal_defenses:
closest, distance = self.objective_info(group)
closest.preset_locations.coastal_defenses.append(group.position)
for group in self.required_long_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_long_range_sams.append(
group.position
)
for group in self.required_medium_range_sams:
closest, distance = self.objective_info(group)
closest.preset_locations.required_medium_range_sams.append(
group.position
)
def populate_theater(self) -> None:
for control_point in self.control_points.values():
self.theater.add_controlpoint(control_point)
self.add_preset_locations()
self.theater.set_frontline_data(self.front_lines)
@dataclass
class ReferencePoint:
world_coordinates: Point
image_coordinates: Point
class ConflictTheater:
terrain: Terrain
reference_points: Tuple[ReferencePoint, ReferencePoint]
overview_image: str
landmap: Optional[Landmap]
"""
land_poly = None # type: Polygon
"""
daytime_map: Dict[str, Tuple[int, int]]
_frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
def __init__(self):
self.controlpoints: List[ControlPoint] = []
self._frontline_data: Optional[Dict[str, ComplexFrontLine]] = None
"""
self.land_poly = geometry.Polygon(self.landmap[0][0])
for x in self.landmap[1]:
self.land_poly = self.land_poly.difference(geometry.Polygon(x))
"""
@property
def frontline_data(self) -> Optional[Dict[str, ComplexFrontLine]]:
if self._frontline_data is None:
self.load_frontline_data_from_file()
return self._frontline_data
def load_frontline_data_from_file(self) -> None:
if self._frontline_data is not None:
logging.warning("Replacing existing frontline data from file")
self._frontline_data = FrontLine.load_json_frontlines(self)
if self._frontline_data is None:
self._frontline_data = {}
def set_frontline_data(self, data: Dict[str, ComplexFrontLine]) -> None:
if self._frontline_data is not None:
logging.warning("Replacing existing frontline data")
self._frontline_data = data
def add_controlpoint(self, point: ControlPoint,
connected_to: Optional[List[ControlPoint]] = None):
if connected_to is None:
connected_to = []
for connected_point in connected_to:
point.connect(to=connected_point)
self.controlpoints.append(point)
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for cp in self.controlpoints:
for g in cp.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_in_sea(self, point: Point) -> bool:
if not self.landmap:
return False
if self.is_on_land(point):
return False
for exclusion_zone in self.landmap[1]:
if poly_contains(point.x, point.y, exclusion_zone):
return False
for sea in self.landmap[2]:
if poly_contains(point.x, point.y, sea):
return True
return False
def is_on_land(self, point: Point) -> bool:
if not self.landmap:
return True
is_point_included = False
for inclusion_zone in self.landmap[0]:
if poly_contains(point.x, point.y, inclusion_zone):
is_point_included = True
if not is_point_included:
return False
for exclusion_zone in self.landmap[1]:
if poly_contains(point.x, point.y, exclusion_zone):
return False
return True
def player_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if point.captured]
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if not point.captured]
def closest_control_point(self, point: Point) -> ControlPoint:
closest = self.controlpoints[0]
closest_distance = point.distance_to_point(closest.position)
for control_point in self.controlpoints[1:]:
distance = point.distance_to_point(control_point.position)
if distance < closest_distance:
closest = control_point
closest_distance = distance
return closest
def closest_opposing_control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""
Returns a tuple of the two nearest opposing ControlPoints in theater.
(player_cp, enemy_cp)
"""
all_cp_min_distances = {}
for idx, control_point in enumerate(self.controlpoints):
distances = {}
closest_distance = None
for i, cp in enumerate(self.controlpoints):
if i != idx and cp.captured is not control_point.captured:
dist = cp.position.distance_to_point(control_point.position)
if not closest_distance:
closest_distance = dist
distances[cp.id] = dist
if dist < closest_distance:
distances[cp.id] = dist
closest_cp_id = min(distances, key=distances.get) # type: ignore
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
closest_opposing_cps = [
self.find_control_point_by_id(i)
for i
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
] # type: List[ControlPoint]
assert len(closest_opposing_cps) == 2
if closest_opposing_cps[0].captured:
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
else:
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
def find_control_point_by_id(self, id: int) -> ControlPoint:
for i in self.controlpoints:
if i.id == id:
return i
raise RuntimeError(f"Cannot find ControlPoint with ID {id}")
def add_json_cp(self, theater, p: dict) -> ControlPoint:
cp: ControlPoint
if p["type"] == "airbase":
airbase = theater.terrain.airports[p["id"]]
if "size" in p.keys():
size = p["size"]
else:
size = SIZE_REGULAR
if "importance" in p.keys():
importance = p["importance"]
else:
importance = IMPORTANCE_MEDIUM
cp = Airfield(airbase, size, importance)
elif p["type"] == "carrier":
cp = Carrier("carrier", Point(p["x"], p["y"]), p["id"])
else:
cp = Lha("lha", Point(p["x"], p["y"]), p["id"])
if "captured_invert" in p.keys():
cp.captured_invert = p["captured_invert"]
else:
cp.captured_invert = False
return cp
@staticmethod
def from_json(directory: Path, data: Dict[str, Any]) -> ConflictTheater:
theaters = {
"Caucasus": CaucasusTheater,
"Nevada": NevadaTheater,
"Persian Gulf": PersianGulfTheater,
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
}
theater = theaters[data["theater"]]
t = theater()
miz = data.get("miz", None)
if miz is not None:
MizCampaignLoader(directory / miz, t).populate_theater()
return t
cps = {}
for p in data["player_points"]:
cp = t.add_json_cp(theater, p)
cp.captured = True
cps[p["id"]] = cp
t.add_controlpoint(cp)
for p in data["enemy_points"]:
cp = t.add_json_cp(theater, p)
cps[p["id"]] = cp
t.add_controlpoint(cp)
for l in data["links"]:
cps[l[0]].connect(cps[l[1]])
cps[l[1]].connect(cps[l[0]])
return t
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = (
ReferencePoint(caucasus.Gelendzhik.position, Point(176, 298)),
ReferencePoint(caucasus.Batumi.position, Point(1307, 1205)),
)
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
"dusk": (18, 20),
"night": (0, 5),
}
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = (
ReferencePoint(persiangulf.Jiroft_Airport.position,
Point(1692, 1343)),
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
)
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
overview_image = "nevada.gif"
reference_points = (
ReferencePoint(nevada.Mina_Airport_3Q0.position, Point(252, 295)),
ReferencePoint(nevada.Laughlin_Airport.position, Point(844, 909)),
)
landmap = load_landmap("resources\\nevlandmap.p")
daytime_map = {
"dawn": (4, 6),
"day": (6, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
overview_image = "normandy.gif"
reference_points = (
ReferencePoint(normandy.Needs_Oar_Point.position, Point(515, 329)),
ReferencePoint(normandy.Evreux.position, Point(2029, 1709)),
)
landmap = load_landmap("resources\\normandylandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
overview_image = "thechannel.gif"
reference_points = (
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
ReferencePoint(thechannel.Detling.position, Point(706, 382))
)
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
overview_image = "syria.gif"
reference_points = (
ReferencePoint(syria.Eyn_Shemer.position, Point(564, 1289)),
ReferencePoint(syria.Tabqa.position, Point(1329, 491)),
)
landmap = load_landmap("resources\\syrialandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@dataclass
class ComplexFrontLine:
"""
Stores data necessary for building a multi-segment frontline.
"points" should be ordered from closest to farthest distance originating from start_cp.position
"""
start_cp: ControlPoint
points: List[Point]
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> Numeric:
"""The heading of the frontline segment from player to enemy control point"""
return self.point_a.heading_between_point(self.point_b)
@property
def attack_distance(self) -> Numeric:
"""Length of the segment"""
return self.point_a.distance_to_point(self.point_b)
class FrontLine(MissionTarget):
"""Defines a front line location between two control points.
Front lines are the area where ground combat happens.
Overwrites the entirety of MissionTarget __init__ method to allow for
dynamic position calculation.
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
self.segments: List[FrontLineSegment] = []
self.theater = theater
self._build_segments()
self.name = f"Front line {control_point_a}/{control_point_b}"
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
return False
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.CAS,
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.control_point_a, self.control_point_b
@property
def attack_distance(self):
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@property
def active_segment(self) -> FrontLineSegment:
"""The FrontLine segment where there can be an active conflict"""
if self._position_distance <= self.segments[0].attack_distance:
return self.segments[0]
remaining_dist = self._position_distance
for segment in self.segments:
if remaining_dist <= segment.attack_distance:
return segment
else:
remaining_dist -= segment.attack_distance
logging.error(
"Frontline attack distance is greater than the sum of its segments"
)
return self.segments[0]
def point_from_a(self, distance: Numeric) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.control_point_a.position.point_from_heading(
self.segments[0].attack_heading, distance
)
remaining_dist = distance
for segment in self.segments:
if remaining_dist < segment.attack_distance:
return segment.point_a.point_from_heading(
segment.attack_heading, remaining_dist
)
else:
remaining_dist -= segment.attack_distance
@property
def _position_distance(self) -> float:
"""
The distance from point "a" where the conflict should occur
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.control_point_b.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.control_point_a.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
"""
Ensures the frontline conflict is never located within the minimum distance
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
def _build_segments(self) -> None:
"""Create line segments for the frontline"""
control_point_ids = "|".join(
[str(self.control_point_a.id), str(self.control_point_b.id)]
) # from_cp.id|to_cp.id
reversed_cp_ids = "|".join(
[str(self.control_point_b.id), str(self.control_point_a.id)]
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
# First, check if control point id pair matches in order, and create segments if a match is found.
if control_point_ids in complex_frontlines:
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# Check the reverse order and build in reverse if found.
elif reversed_cp_ids in complex_frontlines:
point_pairs = pairwise(
reversed(complex_frontlines[reversed_cp_ids].points)
)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# If no complex frontline has been configured, fall back to the old straight line method.
else:
self.segments.append(
FrontLineSegment(
self.control_point_a.position, self.control_point_b.position
)
)
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
with open(path, "r") as file:
logging.debug(f"Loading frontline from {path}...")
data = json.load(file)
return {
frontline: ComplexFrontLine(
data[frontline]["start_cp"],
[Point(i[0], i[1]) for i in data[frontline]["points"]],
)
for frontline in data
}
except OSError:
logging.warning(
f"Unable to load preset frontlines for {theater.terrain.name}"
)
return None

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from __future__ import annotations
import itertools
import logging
import random
import re
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from enum import Enum
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport, ParkingSlot
from dcs.unittype import FlyingType
from game import db
from gen.runways import RunwayAssigner, RunwayData
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
EwrGroundObject,
SamGroundObject,
TheaterGroundObject,
VehicleGroupGroundObject, GenericCarrierGroundObject,
)
from ..weather import Conditions
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
from ..event import UnitsDeliveryEvent
class ControlPointType(Enum):
#: An airbase with slots for everything.
AIRBASE = 0
#: A group with a Stennis type carrier (F/A-18, F-14 compatible).
AIRCRAFT_CARRIER_GROUP = 1
#: A group with a Tarawa carrier (Helicopters & Harrier).
LHA_GROUP = 2
#: A FARP, with slots for helicopters
FARP = 4
#: A FOB (ground units only)
FOB = 5
OFF_MAP = 6
class LocationType(Enum):
BaseAirDefense = "base air defense"
Coastal = "coastal defense"
Ewr = "EWR"
Garrison = "garrison"
MissileSite = "missile site"
OffshoreStrikeTarget = "offshore strike target"
Sam = "SAM"
Ship = "ship"
Shorad = "SHORAD"
StrikeTarget = "strike target"
@dataclass
class PresetLocations:
"""Defines the preset locations loaded from the campaign mission file."""
#: Locations used for spawning ground defenses for bases.
base_garrisons: List[Point] = field(default_factory=list)
#: Locations used for spawning air defenses for bases. Used by SAMs, AAA,
#: and SHORADs.
base_air_defense: List[Point] = field(default_factory=list)
#: Locations used by EWRs.
ewrs: List[Point] = field(default_factory=list)
#: Locations used by non-carrier ships. Carriers and LHAs are not random.
ships: List[Point] = field(default_factory=list)
#: Locations used by coastal defenses.
coastal_defenses: List[Point] = field(default_factory=list)
#: Locations used by ground based strike objectives.
strike_locations: List[Point] = field(default_factory=list)
#: Locations used by offshore strike objectives.
offshore_strike_locations: List[Point] = field(default_factory=list)
#: Locations used by missile sites like scuds and V-2s.
missile_sites: List[Point] = field(default_factory=list)
#: Locations of long range SAMs which should always be spawned.
required_long_range_sams: List[Point] = field(default_factory=list)
#: Locations of medium range SAMs which should always be spawned.
required_medium_range_sams: List[Point] = field(default_factory=list)
@staticmethod
def _random_from(points: List[Point]) -> Optional[Point]:
"""Finds, removes, and returns a random position from the given list."""
if not points:
return None
point = random.choice(points)
points.remove(point)
return point
def random_for(self, location_type: LocationType) -> Optional[Point]:
"""Returns a position suitable for the given location type.
The location, if found, will be claimed by the caller and not available
to subsequent calls.
"""
if location_type == LocationType.BaseAirDefense:
return self._random_from(self.base_air_defense)
if location_type == LocationType.Coastal:
return self._random_from(self.coastal_defenses)
if location_type == LocationType.Ewr:
return self._random_from(self.ewrs)
if location_type == LocationType.Garrison:
return self._random_from(self.base_garrisons)
if location_type == LocationType.MissileSite:
return self._random_from(self.missile_sites)
if location_type == LocationType.OffshoreStrikeTarget:
return self._random_from(self.offshore_strike_locations)
if location_type == LocationType.Sam:
return self._random_from(self.strike_locations)
if location_type == LocationType.Ship:
return self._random_from(self.ships)
if location_type == LocationType.Shorad:
return self._random_from(self.base_garrisons)
if location_type == LocationType.StrikeTarget:
return self._random_from(self.strike_locations)
logging.error(f"Unknown location type: {location_type}")
return None
@dataclass(frozen=True)
class PendingOccupancy:
present: int
ordered: int
transferring: int
@property
def total(self) -> int:
return self.present + self.ordered + self.transferring
@dataclass
class RunwayStatus:
damaged: bool = False
repair_turns_remaining: Optional[int] = None
def damage(self) -> None:
self.damaged = True
# If the runway is already under repair and is damaged again, progress
# is reset.
self.repair_turns_remaining = None
def begin_repair(self) -> None:
if self.repair_turns_remaining is not None:
logging.error("Runway already under repair. Restarting.")
self.repair_turns_remaining = 4
def process_turn(self) -> None:
if self.repair_turns_remaining is not None:
if self.repair_turns_remaining == 1:
self.repair_turns_remaining = None
self.damaged = False
else:
self.repair_turns_remaining -= 1
@property
def needs_repair(self) -> bool:
return self.damaged and self.repair_turns_remaining is None
def __str__(self) -> str:
if not self.damaged:
return "Runway operational"
turns_remaining = self.repair_turns_remaining
if turns_remaining is None:
return "Runway damaged"
return f"Runway repairing, {turns_remaining} turns remaining"
class ControlPoint(MissionTarget, ABC):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
alt = 0
# TODO: Only airbases have IDs.
# TODO: has_frontline is only reasonable for airbases.
# TODO: cptype is obsolete.
def __init__(self, cp_id: int, name: str, position: Point,
at: db.StartingPosition, size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r"[ \-]", name)[:2]), position)
# TODO: Should be Airbase specific.
self.id = cp_id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.preset_locations = PresetLocations()
# TODO: Should be Airbase specific.
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
# TODO: Should be Airbase specific.
self.has_frontline = has_frontline
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
# TODO: Should be Airbase specific.
self.stances: Dict[int, CombatStance] = {}
self.pending_unit_deliveries: Optional[UnitsDeliveryEvent] = None
self.target_position: Optional[Point] = None
def __repr__(self):
return f"<{__class__}: {self.name}>"
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@property
@abstractmethod
def heading(self) -> int:
...
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return False
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return False
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return False
@property
def moveable(self) -> bool:
"""
:return: Whether this control point can be moved around
"""
return False
@property
@abstractmethod
def can_deploy_ground_units(self) -> bool:
...
@property
@abstractmethod
def total_aircraft_parking(self):
"""
:return: The maximum number of aircraft that can be stored in this
control point
"""
...
# TODO: Should be Airbase specific.
def connect(self, to: ControlPoint) -> None:
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
@abstractmethod
def runway_is_operational(self) -> bool:
"""
Check whether this control point supports taking offs and landings.
:return:
"""
...
# TODO: Should be naval specific.
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.LHA_GROUP]:
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
# TODO: Should be Airbase specific.
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
# TODO: Should be Airbase specific.
def clear_base_defenses(self) -> None:
for base_defense in self.base_defenses:
if isinstance(base_defense, EwrGroundObject):
self.preset_locations.ewrs.append(base_defense.position)
elif isinstance(base_defense, SamGroundObject):
self.preset_locations.base_air_defense.append(
base_defense.position)
elif isinstance(base_defense, VehicleGroupGroundObject):
self.preset_locations.base_garrisons.append(
base_defense.position)
else:
logging.error(
"Could not determine preset location type for "
f"{base_defense}. Assuming garrison type.")
self.preset_locations.base_garrisons.append(
base_defense.position)
self.base_defenses = []
# TODO: Should be Airbase specific.
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
self.clear_base_defenses()
from .start_generator import BaseDefenseGenerator
BaseDefenseGenerator(game, self).generate()
@abstractmethod
def can_operate(self, aircraft: Type[FlyingType]) -> bool:
...
def aircraft_transferring(self, game: Game) -> int:
if self.captured:
ato = game.blue_ato
else:
ato = game.red_ato
total = 0
for package in ato.packages:
for flight in package.flights:
if flight.departure == flight.arrival:
continue
if flight.departure == self:
total -= flight.count
elif flight.arrival == self:
total += flight.count
return total
def expected_aircraft_next_turn(self, game: Game) -> PendingOccupancy:
assert self.pending_unit_deliveries
on_order = 0
for unit_bought in self.pending_unit_deliveries.units:
if issubclass(unit_bought, FlyingType):
on_order += self.pending_unit_deliveries.units[unit_bought]
return PendingOccupancy(self.base.total_aircraft, on_order,
self.aircraft_transferring(game))
def unclaimed_parking(self, game: Game) -> int:
return (self.total_aircraft_parking -
self.expected_aircraft_next_turn(game).total)
@abstractmethod
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
...
@property
def parking_slots(self) -> Iterator[ParkingSlot]:
yield from []
@property
@abstractmethod
def runway_status(self) -> RunwayStatus:
...
@property
def runway_can_be_repaired(self) -> bool:
return self.runway_status.needs_repair
def begin_runway_repair(self) -> None:
if not self.runway_can_be_repaired:
logging.error(f"Cannot repair runway at {self}")
return
self.runway_status.begin_repair()
def process_turn(self) -> None:
runway_status = self.runway_status
if runway_status is not None:
runway_status.process_turn()
# Process movements for ships control points group
if self.target_position is not None:
delta = self.target_position - self.position
self.position = self.target_position
self.target_position = None
# Move the linked unit groups
for ground_object in self.ground_objects:
if isinstance(ground_object, GenericCarrierGroundObject):
for group in ground_object.groups:
for u in group.units:
u.position.x = u.position.x + delta.x
u.position.y = u.position.y + delta.y
class Airfield(ControlPoint):
def __init__(self, airport: Airport, size: int,
importance: float, has_frontline=True):
super().__init__(airport.id, airport.name, airport.position, airport,
size, importance, has_frontline,
cptype=ControlPointType.AIRBASE)
self.airport = airport
self._runway_status = RunwayStatus()
def can_operate(self, aircraft: FlyingType) -> bool:
# TODO: Allow helicopters.
# Need to implement ground spawns so the helos don't use the runway.
# TODO: Allow harrier.
# Needs ground spawns just like helos do, but also need to be able to
# limit takeoff weight to ~20500 lbs or it won't be able to take off.
return self.runway_is_operational()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
]
yield from super().mission_types(for_player)
@property
def total_aircraft_parking(self) -> int:
return len(self.airport.parking_slots)
@property
def heading(self) -> int:
return self.airport.runways[0].heading
def runway_is_operational(self) -> bool:
return not self.runway_status.damaged
@property
def runway_status(self) -> RunwayStatus:
return self._runway_status
def damage_runway(self) -> None:
self.runway_status.damage()
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
assigner = RunwayAssigner(conditions)
return assigner.get_preferred_runway(self.airport)
@property
def parking_slots(self) -> Iterator[ParkingSlot]:
yield from self.airport.parking_slots
@property
def can_deploy_ground_units(self) -> bool:
return True
class NavalControlPoint(ControlPoint, ABC):
@property
def is_fleet(self) -> bool:
return True
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from super().mission_types(for_player)
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: Buddy tanking for the A-4?
# TODO: Rescue chopper?
# TODO: Inter-ship logistics?
]
else:
yield FlightType.ANTISHIP
@property
def heading(self) -> int:
return 0 # TODO compute heading
def runway_is_operational(self) -> bool:
# Necessary because it's possible for the carrier itself to have sunk
# while its escorts are still alive.
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis, LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
Type_071_Amphibious_Transport_Dock]:
return True
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
# TODO: Assign TACAN and ICLS earlier so we don't need this.
fallback = RunwayData(self.full_name, runway_heading=0, runway_name="")
return dynamic_runways.get(self.name, fallback)
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus(damaged=not self.runway_is_operational())
@property
def runway_can_be_repaired(self) -> bool:
return False
@property
def moveable(self) -> bool:
return True
@property
def can_deploy_ground_units(self) -> bool:
return False
class Carrier(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@property
def is_carrier(self):
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.CARRIER_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 90
class Lha(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("LHAs cannot be captured")
@property
def is_lha(self) -> bool:
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.LHA_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 20
class OffMapSpawn(ControlPoint):
def runway_is_operational(self) -> bool:
return True
def __init__(self, cp_id: int, name: str, position: Point):
from . import IMPORTANCE_MEDIUM, SIZE_REGULAR
super().__init__(cp_id, name, position, at=position,
size=SIZE_REGULAR, importance=IMPORTANCE_MEDIUM,
has_frontline=False, cptype=ControlPointType.OFF_MAP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Off map control points cannot be captured")
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from []
@property
def total_aircraft_parking(self) -> int:
return 1000
def can_operate(self, aircraft: FlyingType) -> bool:
return True
@property
def heading(self) -> int:
return 0
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: Off map spawns have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
@property
def can_deploy_ground_units(self) -> bool:
return False
class Fob(ControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=True, cptype=ControlPointType.FOB)
self.name = name
def runway_is_operational(self) -> bool:
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: FOBs have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.BARCAP,
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.STRIKE,
FlightType.SWEEP,
FlightType.ESCORT,
FlightType.SEAD,
]
@property
def total_aircraft_parking(self) -> int:
return 0
def can_operate(self, aircraft: FlyingType) -> bool:
return False
@property
def heading(self) -> int:
return 0
@property
def can_deploy_ground_units(self) -> bool:
return True

30
game/theater/landmap.py Normal file
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import pickle
from typing import Collection, Optional, Tuple
import logging
from shapely import geometry
Zone = Collection[Tuple[float, float]]
Landmap = Tuple[Collection[geometry.Polygon], Collection[geometry.Polygon], Collection[geometry.Polygon]]
def load_landmap(filename: str) -> Optional[Landmap]:
try:
with open(filename, "rb") as f:
return pickle.load(f)
except:
logging.exception(f"Failed to load landmap {filename}")
return None
def poly_contains(x, y, poly:geometry.Polygon):
return poly.contains(geometry.Point(x, y))
def poly_centroid(poly) -> Tuple[float, float]:
x_list = [vertex[0] for vertex in poly]
y_list = [vertex[1] for vertex in poly]
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

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from __future__ import annotations
from typing import Iterator, TYPE_CHECKING
from dcs.mapping import Point
if TYPE_CHECKING:
from gen.flights.flight import FlightType
class MissionTarget:
def __init__(self, name: str, position: Point) -> None:
"""Initializes a mission target.
Args:
name: The name of the mission target.
position: The location of the mission target.
"""
self.name = name
self.position = position
def distance_to(self, other: MissionTarget) -> int:
"""Computes the distance to the given mission target."""
return self.position.distance_to_point(other.position)
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
raise NotImplementedError
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield FlightType.BARCAP
else:
yield from [
FlightType.ESCORT,
FlightType.TARCAP,
FlightType.SEAD,
FlightType.SWEEP,
# TODO: FlightType.ELINT,
# TODO: FlightType.EWAR,
# TODO: FlightType.RECON,
]

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from __future__ import annotations
import logging
import math
import pickle
import random
from dataclasses import dataclass
from datetime import datetime
from typing import Any, Dict, Iterable, List, Optional, Set
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.vehicles import AirDefence
from game import Game, db
from game.factions.faction import Faction
from game.theater import Carrier, Lha, LocationType
from game.theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from game.theater.theatergroundobject import (
BuildingGroundObject,
CarrierGroundObject,
EwrGroundObject,
LhaGroundObject,
MissileSiteGroundObject,
SamGroundObject,
ShipGroundObject,
VehicleGroupGroundObject,
)
from game.version import VERSION
from gen import namegen
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.locations.preset_location_finder import MizDataLocationFinder
from gen.missiles.missiles_group_generator import generate_missile_group
from gen.sam.airdefensegroupgenerator import AirDefenseRange
from gen.sam.sam_group_generator import (
generate_anti_air_group,
generate_ewr_group,
)
from . import (
ConflictTheater,
ControlPoint,
ControlPointType,
Fob,
OffMapSpawn,
)
from ..settings import Settings
GroundObjectTemplates = Dict[str, Dict[str, Any]]
UNIT_VARIETY = 6
UNIT_AMOUNT_FACTOR = 16
UNIT_COUNT_IMPORTANCE_LOG = 1.3
COUNT_BY_TASK = {
PinpointStrike: 12,
CAP: 8,
CAS: 4,
AirDefence: 1,
}
@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
class GameGenerator:
def __init__(self, player: str, enemy: str, theater: ConflictTheater,
settings: Settings,
generator_settings: GeneratorSettings) -> None:
self.player = player
self.enemy = enemy
self.theater = theater
self.settings = settings
self.generator_settings = generator_settings
def generate(self) -> Game:
# Reset name generator
namegen.reset()
self.prepare_theater()
game = Game(
player_name=self.player,
enemy_name=self.enemy,
theater=self.theater,
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 LocationFinder:
def __init__(self, game: Game, control_point: ControlPoint) -> None:
self.game = game
self.control_point = control_point
self.miz_data = MizDataLocationFinder.compute_possible_locations(
game.theater.terrain.name, control_point.full_name)
def location_for(self, location_type: LocationType) -> Optional[Point]:
position = self.control_point.preset_locations.random_for(location_type)
if position is not None:
return position
logging.warning(f"No campaign location for %s at %s",
location_type.value, self.control_point)
position = self.random_from_miz_data(
location_type == LocationType.OffshoreStrikeTarget)
if position is not None:
return position
logging.debug(f"No mizdata location for %s at %s", location_type.value,
self.control_point)
position = self.random_position(location_type)
if position is not None:
return position
logging.error(f"Could not find position for %s at %s",
location_type.value, self.control_point)
return None
def random_from_miz_data(self, offshore: bool) -> Optional[Point]:
if offshore:
locations = self.miz_data.offshore_locations
else:
locations = self.miz_data.ashore_locations
if self.miz_data.offshore_locations:
preset = random.choice(locations)
locations.remove(preset)
return preset.position
return None
def random_position(self, location_type: LocationType) -> Optional[Point]:
# TODO: Flesh out preset locations so we never hit this case.
logging.warning("Falling back to random location for %s at %s",
location_type.value, self.control_point)
is_base_defense = location_type in {
LocationType.BaseAirDefense,
LocationType.Garrison,
LocationType.Shorad,
}
on_land = location_type not in {
LocationType.OffshoreStrikeTarget,
LocationType.Ship,
}
avoid_others = location_type not in {
LocationType.Garrison,
LocationType.MissileSite,
LocationType.Sam,
LocationType.Ship,
LocationType.Shorad,
}
if is_base_defense:
min_range = 400
max_range = 3200
elif location_type == LocationType.Ship:
min_range = 5000
max_range = 40000
elif location_type == LocationType.MissileSite:
min_range = 2500
max_range = 40000
else:
min_range = 10000
max_range = 40000
position = self._find_random_position(min_range, max_range,
on_land, is_base_defense,
avoid_others)
# Retry once, searching a bit further (On some big airbases, 3200 is too
# short (Ex : Incirlik)), but searching farther on every base would be
# problematic, as some base defense units would end up very far away
# from small airfields.
if position is None and is_base_defense:
position = self._find_random_position(3200, 4800,
on_land, is_base_defense,
avoid_others)
return position
def _find_random_position(self, min_range: int, max_range: int,
on_ground: bool, is_base_defense: bool,
avoid_others: bool) -> Optional[Point]:
"""
Find a valid ground object location
:param on_ground: Whether it should be on ground or on sea (True = on
ground)
:param min_range: Minimal range from point
:param max_range: Max range from point
:param is_base_defense: True if the location is for base defense.
:return:
"""
near = self.control_point.position
others = self.control_point.ground_objects
def is_valid(point: Optional[Point]) -> bool:
if point is None:
return False
if on_ground and not self.game.theater.is_on_land(point):
return False
elif not on_ground and not self.game.theater.is_in_sea(point):
return False
if avoid_others:
for other in others:
if other.position.distance_to_point(point) < 10000:
return False
if is_base_defense:
# If it's a base defense we don't care how close it is to other
# points.
return True
# Else verify that it's not too close to another control point.
for control_point in self.game.theater.controlpoints:
if control_point != self.control_point:
if control_point.position.distance_to_point(point) < 30000:
return False
for ground_obj in control_point.ground_objects:
if ground_obj.position.distance_to_point(point) < 10000:
return False
return True
for _ in range(300):
# Check if on land or sea
p = near.random_point_within(max_range, min_range)
if is_valid(p):
return p
return None
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
self.location_finder = LocationFinder(game, control_point)
@property
def faction_name(self) -> str:
if self.control_point.captured:
return self.game.player_name
else:
return self.game.enemy_name
@property
def faction(self) -> Faction:
return db.FACTIONS[self.faction_name]
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. This is not controlled by the control point definition, but
# rather by whether or not the generator can find a valid position
# for the ship.
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 _ in range(self.faction.navy_group_count):
self.generate_ship()
def generate_ship(self) -> None:
point = self.location_finder.location_for(
LocationType.OffshoreStrikeTarget)
if point is None:
return
group_id = self.game.next_group_id()
g = ShipGroundObject(namegen.random_objective_name(), group_id, point,
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 BaseDefenseGenerator:
def __init__(self, game: Game, control_point: ControlPoint) -> None:
self.game = game
self.control_point = control_point
self.location_finder = LocationFinder(game, control_point)
@property
def faction_name(self) -> str:
if self.control_point.captured:
return self.game.player_name
else:
return self.game.enemy_name
@property
def faction(self) -> Faction:
return db.FACTIONS[self.faction_name]
def generate(self) -> None:
self.generate_ewr()
self.generate_garrison()
self.generate_base_defenses()
def generate_ewr(self) -> None:
position = self.location_finder.location_for(LocationType.Ewr)
if position is None:
return
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(f"Could not generate EWR at {self.control_point}")
return
g.groups = [group]
self.control_point.base_defenses.append(g)
def generate_base_defenses(self) -> None:
# First group has a 1/2 chance of being a SAM, 1/6 chance of SHORAD,
# and a 1/6 chance of a garrison.
#
# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
# being a garrison.
for i in range(random.randint(2, 5)):
if i == 0 and random.randint(0, 1) == 0:
self.generate_sam()
elif random.randint(0, 2) == 1:
self.generate_shorad()
else:
self.generate_garrison()
def generate_garrison(self) -> None:
position = self.location_finder.location_for(LocationType.Garrison)
if position is None:
return
group_id = self.game.next_group_id()
g = VehicleGroupGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point,
for_airbase=True)
group = generate_armor_group(self.faction_name, self.game, g)
if group is None:
logging.error(
f"Could not generate garrison at {self.control_point}")
return
g.groups.append(group)
self.control_point.base_defenses.append(g)
def generate_sam(self) -> None:
position = self.location_finder.location_for(
LocationType.BaseAirDefense)
if position is None:
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
group = generate_anti_air_group(self.game, g, self.faction)
if group is None:
logging.error(f"Could not generate SAM at {self.control_point}")
return
g.groups.append(group)
self.control_point.base_defenses.append(g)
def generate_shorad(self) -> None:
position = self.location_finder.location_for(
LocationType.BaseAirDefense)
if position is None:
return
group_id = self.game.next_group_id()
g = SamGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point, for_airbase=True)
group = generate_anti_air_group(self.game, g, self.faction,
ranges=[{AirDefenseRange.Short}])
if group is None:
logging.error(
f"Could not generate SHORAD group at {self.control_point}")
return
g.groups.append(group)
self.control_point.base_defenses.append(g)
class FobDefenseGenerator(BaseDefenseGenerator):
def generate(self) -> None:
self.generate_garrison()
self.generate_fob_defenses()
def generate_fob_defenses(self):
# First group has a 1/2 chance of being a SHORAD,
# and a 1/2 chance of a garrison.
#
# Further groups have a 1/3 chance of being SHORAD and 2/3 chance of
# being a garrison.
for i in range(random.randint(2, 5)):
if i == 0 and random.randint(0, 1) == 0:
self.generate_shorad()
elif i == 0 and random.randint(0, 1) == 0:
self.generate_garrison()
elif random.randint(0, 2) == 1:
self.generate_shorad()
else:
self.generate_garrison()
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
BaseDefenseGenerator(self.game, self.control_point).generate()
self.generate_ground_points()
if self.faction.missiles:
self.generate_missile_sites()
return True
def generate_ground_points(self) -> None:
"""Generate ground objects and AA sites for the control point."""
skip_sams = self.generate_required_aa()
if self.control_point.is_global:
return
# Always generate at least one AA point.
self.generate_aa_site()
# And between 2 and 7 other objectives.
amount = random.randrange(2, 7)
for i in range(amount):
# 1 in 4 additional objectives are AA.
if random.randint(0, 3) == 0:
if skip_sams > 0:
skip_sams -= 1
else:
self.generate_aa_site()
else:
self.generate_ground_point()
def generate_required_aa(self) -> int:
"""Generates the AA sites that are required by the campaign.
Returns:
The number of AA sites that were generated.
"""
presets = self.control_point.preset_locations
for position in presets.required_long_range_sams:
self.generate_aa_at(position, ranges=[
{AirDefenseRange.Long},
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
for position in presets.required_medium_range_sams:
self.generate_aa_at(position, ranges=[
{AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
return (len(presets.required_long_range_sams) +
len(presets.required_medium_range_sams))
def generate_ground_point(self) -> None:
try:
category = random.choice(self.faction.building_set)
except IndexError:
logging.exception("Faction has no buildings defined")
return
obj_name = namegen.random_objective_name()
template = random.choice(list(self.templates[category].values()))
if category == "oil":
location_type = LocationType.OffshoreStrikeTarget
else:
location_type = LocationType.StrikeTarget
# Pick from preset locations
point = self.location_finder.location_for(location_type)
if point is None:
return
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,
unit["heading"], self.control_point, unit["type"])
self.control_point.connected_objectives.append(g)
def generate_aa_site(self) -> None:
position = self.location_finder.location_for(LocationType.Sam)
if position is None:
return
self.generate_aa_at(position, ranges=[
# Prefer to use proper SAMs, but fall back to SHORADs if needed.
{AirDefenseRange.Long, AirDefenseRange.Medium},
{AirDefenseRange.Short},
])
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, for_airbase=False)
group = generate_anti_air_group(self.game, g, self.faction, ranges)
if group is None:
logging.error("Could not generate air defense group for %s at %s",
g.name, self.control_point)
return
g.groups = [group]
self.control_point.connected_objectives.append(g)
def generate_missile_sites(self) -> None:
for i in range(self.faction.missiles_group_count):
self.generate_missile_site()
def generate_missile_site(self) -> None:
position = self.location_finder.location_for(LocationType.MissileSite)
if position is None:
return
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
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate(self) -> bool:
self.generate_fob()
FobDefenseGenerator(self.game, self.control_point).generate()
self.generate_required_aa()
return True
def generate_fob(self) -> None:
try:
category = self.faction.building_set[self.faction.building_set.index('fob')]
except IndexError:
logging.exception("Faction has no fob buildings defined")
return
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,
unit["heading"], self.control_point, unit["type"], airbase_group=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()

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from __future__ import annotations
import itertools
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import Group
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from gen.flights.flight import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"power": "Power plant",
"ammo": "Ammo depot",
"fuel": "Fuel depot",
"aa": "AA Defense Site",
"ware": "Warehouse",
"farp": "FARP",
"fob": "FOB",
"factory": "Factory",
"comms": "Comms. tower",
"oil": "Oil platform",
"derrick": "Derrick",
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR":"EWR",
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"aa": "AA",
"ware": "WARE",
"farp": "FARP",
"fob": "FOB",
"factory": "FACTORY",
"comms": "COMMST",
"oil": "OILP",
"derrick": "DERK",
"ww2bunker": "BUNK",
"village": "VLG",
"allycamp": "CMP",
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, 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.airbase_group = airbase_group
self.sea_object = sea_object
self.is_dead = False
# TODO: There is never more than one group.
self.groups: List[Group] = []
@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 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 gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
]
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
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, control_point: ControlPoint,
dcs_identifier: str, airbase_group=False) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=airbase_group,
sea_object=False
)
self.object_id = object_id
@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}"
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight 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
class GenericCarrierGroundObject(NavalGroundObject):
pass
# 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=0,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
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}"
# 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=0,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
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}"
class MissileSiteGroundObject(TheaterGroundObject):
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=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
)
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# be split into their own types.
class SamGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
class EwrGroundObject(BaseDefenseGroundObject):
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=0,
control_point=control_point,
dcs_identifier="EWR",
airbase_group=True,
sea_object=False
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
return f"{self.faction_color}|{super().group_name}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@property
def might_have_aa(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="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
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}"

133
game/unitmap.py Normal file
View File

@@ -0,0 +1,133 @@
"""Maps generated units back to their Liberation types."""
from dataclasses import dataclass
from typing import Dict, Optional, Type
from dcs.unit import Unit
from dcs.unitgroup import FlyingGroup, Group, VehicleGroup
from dcs.unittype import VehicleType
from game import db
from game.theater import Airfield, ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import BuildingGroundObject
from gen.flights.flight import Flight
@dataclass(frozen=True)
class FrontLineUnit:
unit_type: Type[VehicleType]
origin: ControlPoint
@dataclass(frozen=True)
class GroundObjectUnit:
ground_object: TheaterGroundObject
group: Group
unit: Unit
@dataclass(frozen=True)
class Building:
ground_object: BuildingGroundObject
class UnitMap:
def __init__(self) -> None:
self.aircraft: Dict[str, Flight] = {}
self.airfields: Dict[str, Airfield] = {}
self.front_line_units: Dict[str, FrontLineUnit] = {}
self.ground_object_units: Dict[str, GroundObjectUnit] = {}
self.buildings: Dict[str, Building] = {}
def add_aircraft(self, group: FlyingGroup, flight: Flight) -> None:
for unit in group.units:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.aircraft:
raise RuntimeError(f"Duplicate unit name: {name}")
self.aircraft[name] = flight
def flight(self, unit_name: str) -> Optional[Flight]:
return self.aircraft.get(unit_name, None)
def add_airfield(self, airfield: Airfield) -> None:
if airfield.name in self.airfields:
raise RuntimeError(f"Duplicate airfield: {airfield.name}")
self.airfields[airfield.name] = airfield
def airfield(self, name: str) -> Optional[Airfield]:
return self.airfields.get(name, None)
def add_front_line_units(self, group: Group, origin: ControlPoint) -> None:
for unit in group.units:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.front_line_units:
raise RuntimeError(f"Duplicate front line unit: {name}")
unit_type = db.unit_type_from_name(unit.type)
if unit_type is None:
raise RuntimeError(f"Unknown unit type: {unit.type}")
if not issubclass(unit_type, VehicleType):
raise RuntimeError(
f"{name} is a {unit_type.__name__}, expected a VehicleType")
self.front_line_units[name] = FrontLineUnit(unit_type, origin)
def front_line_unit(self, name: str) -> Optional[FrontLineUnit]:
return self.front_line_units.get(name, None)
def add_ground_object_units(self, ground_object: TheaterGroundObject,
persistence_group: Group,
miz_group: Group) -> None:
"""Adds a group associated with a TGO to the unit map.
Args:
ground_object: The TGO the group is associated with.
persistence_group: The Group tracked by the TGO itself.
miz_group: The Group spawned for the miz to match persistence_group.
"""
# Deaths for units at TGOs are recorded in the Group that is contained
# by the TGO, but when groundobjectsgen populates the miz it creates new
# groups based on that template, so the units and groups in the miz are
# not a direct match for the units and groups that persist in the TGO.
#
# This means that we need to map the spawned unit names back to the
# original TGO units, not the ones in the miz.
if len(persistence_group.units) != len(miz_group.units):
raise ValueError("Persistent group does not match generated group")
unit_pairs = zip(persistence_group.units, miz_group.units)
for persistent_unit, miz_unit in unit_pairs:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(miz_unit.name)
if name in self.ground_object_units:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.ground_object_units[name] = GroundObjectUnit(
ground_object, persistence_group, persistent_unit)
def ground_object_unit(self, name: str) -> Optional[GroundObjectUnit]:
return self.ground_object_units.get(name, None)
def add_building(self, ground_object: BuildingGroundObject,
group: Group) -> None:
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(group.name)
if name in self.buildings:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.buildings[name] = Building(ground_object)
def add_fortification(self, ground_object: BuildingGroundObject,
group: VehicleGroup) -> None:
if len(group.units) != 1:
raise ValueError("Fortification groups must have exactly one unit.")
unit = group.units[0]
# The actual name is a String (the pydcs translatable string), which
# doesn't define __eq__.
name = str(unit.name)
if name in self.buildings:
raise RuntimeError(f"Duplicate TGO unit: {name}")
self.buildings[name] = Building(ground_object)
def building_or_fortification(self, name: str) -> Optional[Building]:
return self.buildings.get(name, None)

View File

@@ -1,14 +1,75 @@
def meter_to_feet(value_in_meter: float) -> int:
"""Converts meters to feets
:arg value_in_meter Value in meters
"""
return int(3.28084 * value_in_meter)
def feet_to_meter(value_in_feet: float) -> int:
"""Converts feets to meters
:arg value_in_feet Value in feets
"""
return int(value_in_feet / 3.28084)
def meter_to_nm(value_in_meter: float) -> int:
"""Converts meters to nautic miles
:arg value_in_meter Value in meters
"""
return int(value_in_meter / 1852)
def nm_to_meter(value_in_nm: float) -> int:
"""Converts nautic miles to meters
:arg value_in_nm Value in nautic miles
"""
return int(value_in_nm * 1852)
def knots_to_kph(value_in_knots: float) -> int:
"""Converts Knots to Kilometer Per Hour
:arg value_in_knots Knots
"""
return int(value_in_knots * 1.852)
def mps_to_knots(value_in_mps: float) -> int:
"""Converts Meters Per Second To Knots
:arg value_in_mps Meters Per Second
"""
return int(value_in_mps * 1.943)
def mps_to_kph(speed: float) -> int:
"""Converts meters per second to kilometers per hour.
:arg speed Speed in m/s.
"""
return int(speed * 3.6)
def kph_to_mps(speed: float) -> int:
"""Converts kilometers per hour to meters per second.
:arg speed Speed in KPH.
"""
return int(speed / 3.6)
def heading_sum(h, a) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
def opposite_heading(h):
return heading_sum(h, 180)

View File

@@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["2.2.0"]
components = ["2.3.0"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:

View File

@@ -5,12 +5,14 @@ import logging
import random
from dataclasses import dataclass
from enum import Enum
from typing import Optional
from typing import Optional, TYPE_CHECKING
from dcs.weather import Weather as PydcsWeather, Wind
from game.settings import Settings
from theater import ConflictTheater
if TYPE_CHECKING:
from game.theater import ConflictTheater
class TimeOfDay(Enum):