mirror of
https://github.com/dcs-liberation/dcs_liberation.git
synced 2025-11-10 14:22:26 +00:00
Merge branch 'develop' into ITAHawkmoon-update-db
This commit is contained in:
@@ -3,9 +3,9 @@ import dcs
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DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
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WW2_FREE = ['fuel', 'factory', 'ware']
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WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp']
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WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp']
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WW2_FREE = ['fuel', 'factory', 'ware', 'fob']
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WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'fob']
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WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'fob']
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FORTIFICATION_BUILDINGS = ['Siegfried Line', 'Concertina wire', 'Concertina Wire', 'Czech hedgehogs 1', 'Czech hedgehogs 2',
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'Dragonteeth 1', 'Dragonteeth 2', 'Dragonteeth 3', 'Dragonteeth 4', 'Dragonteeth 5',
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@@ -36,6 +36,8 @@ class Doctrine:
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cas_duration: timedelta
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sweep_distance: int
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MODERN_DOCTRINE = Doctrine(
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cap=True,
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@@ -62,6 +64,7 @@ MODERN_DOCTRINE = Doctrine(
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cap_min_distance_from_cp=nm_to_meter(10),
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cap_max_distance_from_cp=nm_to_meter(40),
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cas_duration=timedelta(minutes=30),
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sweep_distance=nm_to_meter(60),
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)
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COLDWAR_DOCTRINE = Doctrine(
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@@ -89,6 +92,7 @@ COLDWAR_DOCTRINE = Doctrine(
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cap_min_distance_from_cp=nm_to_meter(8),
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cap_max_distance_from_cp=nm_to_meter(25),
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cas_duration=timedelta(minutes=30),
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sweep_distance=nm_to_meter(40),
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)
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WWII_DOCTRINE = Doctrine(
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@@ -116,4 +120,5 @@ WWII_DOCTRINE = Doctrine(
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cap_min_distance_from_cp=nm_to_meter(0),
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cap_max_distance_from_cp=nm_to_meter(5),
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cas_duration=timedelta(minutes=30),
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sweep_distance=nm_to_meter(10),
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)
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92
game/db.py
92
game/db.py
@@ -106,7 +106,8 @@ from dcs.planes import (
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Tu_95MS,
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WingLoong_I,
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Yak_40,
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plane_map
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plane_map,
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I_16
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)
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from dcs.ships import (
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Armed_speedboat,
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@@ -115,6 +116,7 @@ from dcs.ships import (
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CVN_72_Abraham_Lincoln,
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CVN_73_George_Washington,
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CVN_74_John_C__Stennis,
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CVN_75_Harry_S__Truman,
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CV_1143_5_Admiral_Kuznetsov,
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CV_1143_5_Admiral_Kuznetsov_2017,
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Dry_cargo_ship_Ivanov,
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@@ -159,15 +161,19 @@ import pydcs_extensions.frenchpack.frenchpack as frenchpack
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# PATCH pydcs data with MODS
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from game.factions.faction_loader import FactionLoader
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from pydcs_extensions.a4ec.a4ec import A_4E_C
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from pydcs_extensions.f22a.f22a import F_22A
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from pydcs_extensions.hercules.hercules import Hercules
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from pydcs_extensions.mb339.mb339 import MB_339PAN
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from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
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from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
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from pydcs_extensions.su57.su57 import Su_57
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plane_map["A-4E-C"] = A_4E_C
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plane_map["MB-339PAN"] = MB_339PAN
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plane_map["Rafale_M"] = Rafale_M
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plane_map["Rafale_A_S"] = Rafale_A_S
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plane_map["Rafale_B"] = Rafale_B
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plane_map["Su-57"] = Su_57
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plane_map["Hercules"] = Hercules
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vehicle_map["FieldHL"] = frenchpack._FIELD_HIDE
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vehicle_map["HARRIERH"] = frenchpack._FIELD_HIDE_SMALL
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@@ -225,6 +231,11 @@ from this example `Identifier` should be used (which may or may not include cate
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For example, player accessible Hornet is called `FA_18C_hornet`, and MANPAD Igla is called `AirDefence.SAM_SA_18_Igla_S_MANPADS`
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"""
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# This should probably be much higher, but the AI doesn't rollover their budget
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# and isn't smart enough to save to repair a critical runway anyway, so it has
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# to be cheap enough to repair with a single turn's income.
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RUNWAY_REPAIR_COST = 100
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"""
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Prices for the aircraft.
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This defines both price for the player (although only aircraft listed in CAP/CAS/Transport/Armor/AirDefense roles will be purchasable)
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@@ -247,6 +258,7 @@ PRICES = {
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SpitfireLFMkIX: 14,
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SpitfireLFMkIXCW: 14,
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I_16: 10,
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Bf_109K_4: 14,
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FW_190D9: 16,
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FW_190A8: 14,
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@@ -274,6 +286,7 @@ PRICES = {
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F_16A: 14,
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F_14A_135_GR: 20,
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F_14B: 24,
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F_22A: 40,
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Tornado_IDS: 20,
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Tornado_GR4: 20,
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@@ -330,6 +343,7 @@ PRICES = {
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KJ_2000: 50,
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E_3A: 50,
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C_130: 25,
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Hercules: 25,
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# WW2
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P_51D_30_NA: 18,
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@@ -347,6 +361,7 @@ PRICES = {
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# Modded
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Rafale_M: 26,
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Rafale_A_S: 26,
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Rafale_B: 26,
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# armor
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Armor.APC_MTLB: 4,
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@@ -579,6 +594,7 @@ UNIT_BY_TASK = {
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MiG_31,
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FA_18C_hornet,
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F_15C,
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F_22A,
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F_14A_135_GR,
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F_14B,
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F_16A,
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@@ -593,6 +609,7 @@ UNIT_BY_TASK = {
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JF_17,
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F_4E,
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C_101CC,
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I_16,
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Bf_109K_4,
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FW_190D9,
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FW_190A8,
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@@ -635,6 +652,7 @@ UNIT_BY_TASK = {
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P_47D_40,
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RQ_1A_Predator,
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Rafale_A_S,
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Rafale_B,
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SA342L,
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SA342M,
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SA342Minigun,
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@@ -651,14 +669,14 @@ UNIT_BY_TASK = {
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Tu_95MS,
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UH_1H,
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WingLoong_I,
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Hercules
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],
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Transport: [
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IL_76MD,
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An_26B,
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An_30M,
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Yak_40,
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C_130,
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C_130
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],
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Refueling: [
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IL_78M,
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@@ -1010,6 +1028,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
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F_14B: COMMON_OVERRIDE,
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F_15C: COMMON_OVERRIDE,
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F_111F: COMMON_OVERRIDE,
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F_22A: COMMON_OVERRIDE,
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F_16C_50: COMMON_OVERRIDE,
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JF_17: COMMON_OVERRIDE,
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M_2000C: COMMON_OVERRIDE,
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@@ -1054,6 +1073,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
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FW_190D9: COMMON_OVERRIDE,
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FW_190A8: COMMON_OVERRIDE,
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Bf_109K_4: COMMON_OVERRIDE,
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I_16: COMMON_OVERRIDE,
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SpitfireLFMkIXCW: COMMON_OVERRIDE,
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SpitfireLFMkIX: COMMON_OVERRIDE,
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A_20G: COMMON_OVERRIDE,
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@@ -1061,6 +1081,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
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MB_339PAN: COMMON_OVERRIDE,
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Rafale_M: COMMON_OVERRIDE,
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Rafale_A_S: COMMON_OVERRIDE,
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Rafale_B: COMMON_OVERRIDE,
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OH_58D: COMMON_OVERRIDE,
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F_16A: COMMON_OVERRIDE,
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MQ_9_Reaper: COMMON_OVERRIDE,
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@@ -1069,6 +1090,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
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AH_1W: COMMON_OVERRIDE,
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AH_64D: COMMON_OVERRIDE,
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AH_64A: COMMON_OVERRIDE,
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Hercules: COMMON_OVERRIDE,
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Su_25TM: {
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SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
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@@ -1130,7 +1152,7 @@ TIME_PERIODS = {
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}
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REWARDS = {
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"power": 4, "warehouse": 2, "fuel": 2, "ammo": 2,
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"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
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"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
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"derrick": 8
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}
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@@ -1201,6 +1223,8 @@ def upgrade_to_supercarrier(unit, name: str):
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return CVN_72_Abraham_Lincoln
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elif name == "CVN-73 George Washington":
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return CVN_73_George_Washington
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elif name == "CVN-75 Harry S. Truman":
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return CVN_75_Harry_S__Truman
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else:
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return CVN_71_Theodore_Roosevelt
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elif unit == CV_1143_5_Admiral_Kuznetsov:
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@@ -1221,29 +1245,45 @@ def unit_task(unit: UnitType) -> Optional[Task]:
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return None
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def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
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def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
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return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
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def find_infantry(country_name: str) -> List[UnitType]:
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inf = [
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Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
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Infantry.Paratrooper_AKS,
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Infantry.Soldier_RPG,
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Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
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Infantry.Soldier_M249,
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Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
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Infantry.Paratrooper_RPG_16,
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Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
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Infantry.Georgian_soldier_with_M4,
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Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
|
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Infantry.Infantry_Soldier_Rus,
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Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
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Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
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Infantry.Infantry_Mauser_98,
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Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
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Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
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]
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MANPADS: List[VehicleType] = [
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AirDefence.SAM_SA_18_Igla_MANPADS,
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AirDefence.SAM_SA_18_Igla_S_MANPADS,
|
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AirDefence.Stinger_MANPADS
|
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]
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INFANTRY: List[VehicleType] = [
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Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
|
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Infantry.Paratrooper_AKS,
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Infantry.Soldier_RPG,
|
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Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
|
||||
Infantry.Soldier_M249,
|
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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:
|
||||
|
||||
@@ -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
14
game/event/airwar.py
Normal 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"
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
239
game/game.py
239
game/game.py
@@ -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.")
|
||||
|
||||
@@ -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
|
||||
)
|
||||
@@ -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
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
from theater import ControlPoint
|
||||
from game.theater import ControlPoint
|
||||
|
||||
|
||||
class FrontlineData:
|
||||
|
||||
@@ -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()
|
||||
@@ -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)
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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
194
game/procurement.py
Normal 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
|
||||
@@ -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
5
game/theater/__init__.py
Normal 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
187
game/theater/base.py
Normal 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())
|
||||
905
game/theater/conflicttheater.py
Normal file
905
game/theater/conflicttheater.py
Normal 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
|
||||
721
game/theater/controlpoint.py
Normal file
721
game/theater/controlpoint.py
Normal file
@@ -0,0 +1,721 @@
|
||||
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
30
game/theater/landmap.py
Normal file
@@ -0,0 +1,30 @@
|
||||
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)
|
||||
|
||||
43
game/theater/missiontarget.py
Normal file
43
game/theater/missiontarget.py
Normal file
@@ -0,0 +1,43 @@
|
||||
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,
|
||||
]
|
||||
741
game/theater/start_generator.py
Normal file
741
game/theater/start_generator.py
Normal file
@@ -0,0 +1,741 @@
|
||||
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()
|
||||
364
game/theater/theatergroundobject.py
Normal file
364
game/theater/theatergroundobject.py
Normal file
@@ -0,0 +1,364 @@
|
||||
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
133
game/unitmap.py
Normal 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)
|
||||
@@ -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)
|
||||
@@ -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:
|
||||
|
||||
@@ -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):
|
||||
|
||||
Reference in New Issue
Block a user