Refactor armor

Break `plan_action_for_groups` into smaller methods

Add type hinting and cleanup formatting
This commit is contained in:
walterroach 2020-12-08 16:55:04 -06:00
parent 02196f2883
commit cf570adabe
2 changed files with 270 additions and 153 deletions

View File

@ -1,8 +1,9 @@
from __future__ import annotations
import logging
import random
from dataclasses import dataclass
from typing import List, TYPE_CHECKING, Tuple
from typing import TYPE_CHECKING, List, Optional, Tuple
from dcs import Mission
from dcs.action import AITaskPush
@ -11,34 +12,25 @@ from dcs.country import Country
from dcs.mapping import Point
from dcs.planes import MQ_9_Reaper
from dcs.point import PointAction
from dcs.task import (
AttackGroup,
ControlledTask,
EPLRS,
FireAtPoint,
GoToWaypoint,
Hold,
OrbitAction,
SetImmortalCommand,
SetInvisibleCommand,
)
from dcs.task import (EPLRS, AttackGroup, ControlledTask, FireAtPoint,
GoToWaypoint, Hold, OrbitAction, SetImmortalCommand,
SetInvisibleCommand)
from dcs.triggers import Event, TriggerOnce
from dcs.unit import Vehicle
from dcs.unittype import VehicleType
from dcs.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game import db
from game.unitmap import UnitMap
from .naming import namegen
from gen.ground_forces.ai_ground_planner import (
CombatGroup, CombatGroupRole,
DISTANCE_FROM_FRONTLINE,
)
from game.utils import heading_sum, opposite_heading
from game.theater.controlpoint import ControlPoint
from gen.ground_forces.ai_ground_planner import (DISTANCE_FROM_FRONTLINE,
CombatGroup, CombatGroupRole)
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
from game.plugins import LuaPluginManager
from game.utils import heading_sum, opposite_heading
from .naming import namegen
if TYPE_CHECKING:
from game import Game
@ -93,7 +85,7 @@ class GroundConflictGenerator:
def _enemy_stance(self):
"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
if len(self.enemy_planned_combat_groups) > len(self.player_planned_combat_groups):
if len(self.enemy_planned_combat_groups) > len(self.player_planned_combat_groups):
return random.choice(
[
CombatStance.AGGRESSIVE,
@ -135,10 +127,24 @@ class GroundConflictGenerator:
# Create enemy groups at random position
enemy_groups = self._generate_groups(self.enemy_planned_combat_groups, frontline_vector, False)
# Plan combat actions for groups
self.plan_action_for_groups(self.player_stance, player_groups, enemy_groups, self.conflict.heading + 90, self.conflict.from_cp, self.conflict.to_cp)
self.plan_action_for_groups(self.enemy_stance, enemy_groups, player_groups, self.conflict.heading - 90, self.conflict.to_cp, self.conflict.from_cp)
self.plan_action_for_groups(
self.player_stance,
player_groups,
enemy_groups,
self.conflict.heading + 90,
self.conflict.from_cp,
self.conflict.to_cp
)
self.plan_action_for_groups(
self.enemy_stance,
enemy_groups,
player_groups,
self.conflict.heading - 90,
self.conflict.to_cp,
self.conflict.from_cp
)
# Add JTAC
if self.game.player_faction.has_jtac:
@ -163,7 +169,13 @@ class GroundConflictGenerator:
callsign = callsign_for_support_unit(jtac)
self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
def gen_infantry_group_for_group(
self,
group: VehicleGroup,
is_player: bool,
side: Country,
forward_heading: int
) -> None:
infantry_position = group.points[0].position.random_point_within(250, 50)
@ -192,8 +204,6 @@ class GroundConflictGenerator:
move_formation=PointAction.OffRoad)
return
possible_infantry_units = db.find_infantry(faction, allow_manpad=self.game.settings.manpads)
if len(possible_infantry_units) == 0:
return
@ -218,124 +228,191 @@ class GroundConflictGenerator:
heading=forward_heading,
move_formation=PointAction.OffRoad)
def plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
def _plan_artillery_action(
self,
stance: CombatStance,
gen_group: CombatGroup,
dcs_group: VehicleGroup,
forward_heading: int,
target: Point
) -> bool:
"""
Handles adding the DCS tasks for artillery groups for all combat stances.
Returns True if tasking was added, returns False if the stance was not a combat stance.
"""
if stance != CombatStance.RETREAT:
hold_task = Hold()
hold_task.number = 1
dcs_group.add_trigger_action(hold_task)
# Artillery strike random start
artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45) * 60))
# TODO: Update to fire at group instead of point
fire_task = FireAtPoint(target, len(gen_group.units) * 10, 100)
fire_task.number = 2 if stance != CombatStance.RETREAT else 1
dcs_group.add_trigger_action(fire_task)
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_trigger)
# Artillery will fall back when under attack
if stance != CombatStance.RETREAT:
# Hold position
dcs_group.points[0].tasks.append(Hold())
retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
dcs_group.points[1].tasks.append(Hold())
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
for i, u in enumerate(dcs_group.units):
artillery_fallback.add_condition(UnitDamaged(u.id))
if i < len(dcs_group.units) - 1:
artillery_fallback.add_condition(Or())
hold_2 = Hold()
hold_2.number = 3
dcs_group.add_trigger_action(hold_2)
retreat_task = GoToWaypoint(to_index=3)
retreat_task.number = 4
dcs_group.add_trigger_action(retreat_task)
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5, 5)
return True
return False
def _plan_tank_ifv_action(
self,
stance: CombatStance,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
dcs_group: VehicleGroup,
forward_heading: int,
to_cp: ControlPoint,
) -> bool:
"""
Handles adding the DCS tasks for tank and IFV groups for all combat stances.
Returns True if tasking was added, returns False if the stance was not a combat stance.
"""
if stance == CombatStance.AGGRESSIVE:
# Attack nearest enemy if any
# Then move forward OR Attack enemy base if it is not too far away
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
if target is not None:
rand_offset = Point(
random.randint(
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
),
random.randint(
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
)
)
dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
dcs_group.points[1].tasks.append(AttackGroup(target.id))
if (
to_cp.position.distance_to_point(dcs_group.points[0].position)
<=
AGGRESIVE_MOVE_DISTANCE
):
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(
dcs_group,
forward_heading,
AGGRESIVE_MOVE_DISTANCE
)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
elif stance == CombatStance.BREAKTHROUGH:
# In breakthrough mode, the units will move forward
# If the enemy base is close enough, the units will attack the base
if to_cp.position.distance_to_point(
dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
elif stance == CombatStance.ELIMINATION:
# In elimination mode, the units focus on destroying as much enemy groups as possible
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
for i, target in enumerate(targets, start=1):
rand_offset = Point(
random.randint(
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
),
random.randint(
-RANDOM_OFFSET_ATTACK,
RANDOM_OFFSET_ATTACK
)
)
dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
dcs_group.points[i].tasks.append(AttackGroup(target.id))
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
dcs_group.add_waypoint(attack_point)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
return True
return False
def _plan_apc_atgm_action(
self,
stance: CombatStance,
dcs_group: VehicleGroup,
forward_heading: int,
to_cp: ControlPoint,
) -> bool:
"""
Handles adding the DCS tasks for APC and ATGM groups for all combat stances.
Returns True if tasking was added, returns False if the stance was not a combat stance.
"""
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
# APC & ATGM will never move too much forward, but will follow along any offensive
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
return True
return False
def plan_action_for_groups(
self, stance: CombatStance,
ally_groups: List[Tuple[VehicleGroup, CombatGroup]],
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
forward_heading: int,
from_cp: ControlPoint,
to_cp: ControlPoint
) -> None:
if not self.game.settings.perf_moving_units:
return
for dcs_group, group in ally_groups:
if hasattr(group.units[0], 'eplrs'):
if group.units[0].eplrs:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if hasattr(group.units[0], 'eplrs') and group.units[0].eplrs:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if group.role == CombatGroupRole.ARTILLERY:
# Fire on any ennemy in range
if self.game.settings.perf_artillery:
target = self.get_artillery_target_in_range(dcs_group, group, enemy_groups)
if target is not None:
if stance != CombatStance.RETREAT:
hold_task = Hold()
hold_task.number = 1
dcs_group.add_trigger_action(hold_task)
# Artillery strike random start
artillery_trigger = TriggerOnce(Event.NoEvent, "ArtilleryFireTask #" + str(dcs_group.id))
artillery_trigger.add_condition(TimeAfter(seconds=random.randint(1, 45)* 60))
fire_task = FireAtPoint(target, len(group.units) * 10, 100)
if stance != CombatStance.RETREAT:
fire_task.number = 2
else:
fire_task.number = 1
dcs_group.add_trigger_action(fire_task)
artillery_trigger.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_trigger)
# Artillery will fall back when under attack
if stance != CombatStance.RETREAT:
# Hold position
dcs_group.points[0].tasks.append(Hold())
retreat = self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE/3))
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
dcs_group.points[1].tasks.append(Hold())
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
for i, u in enumerate(dcs_group.units):
artillery_fallback.add_condition(UnitDamaged(u.id))
if i < len(dcs_group.units) - 1:
artillery_fallback.add_condition(Or())
hold_2 = Hold()
hold_2.number = 3
dcs_group.add_trigger_action(hold_2)
retreat_task = GoToWaypoint(to_index=3)
retreat_task.number = 4
dcs_group.add_trigger_action(retreat_task)
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5,5)
self._plan_artillery_action(stance, group, dcs_group, forward_heading, target)
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
if stance == CombatStance.AGGRESSIVE:
# Attack nearest enemy if any
# Then move forward OR Attack enemy base if it is not too far away
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
if target is not None:
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
dcs_group.add_waypoint(target.points[0].position + rand_offset, PointAction.OffRoad)
dcs_group.points[1].tasks.append(AttackGroup(target.id))
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
elif stance == CombatStance.BREAKTHROUGH:
# In breakthrough mode, the units will move forward
# If the enemy base is close enough, the units will attack the base
if to_cp.position.distance_to_point(
dcs_group.points[0].position) <= BREAKTHROUGH_OFFENSIVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, BREAKTHROUGH_OFFENSIVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
elif stance == CombatStance.ELIMINATION:
# In elimination mode, the units focus on destroying as much enemy groups as possible
targets = self.find_n_nearest_enemy_groups(dcs_group, enemy_groups, 3)
i = 1
for target in targets:
rand_offset = Point(random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK), random.randint(-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK))
dcs_group.add_waypoint(target.points[0].position+rand_offset, PointAction.OffRoad)
dcs_group.points[i].tasks.append(AttackGroup(target.id))
i = i + 1
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
dcs_group.add_waypoint(attack_point)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
self._plan_tank_ifv_action(stance, enemy_groups, dcs_group, forward_heading, to_cp)
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
# APC & ATGM will never move too much forward, but will follow along any offensive
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)
else:
attack_point = self.find_offensive_point(dcs_group, forward_heading, AGGRESIVE_MOVE_DISTANCE)
dcs_group.add_waypoint(attack_point, PointAction.OffRoad)
if stance != CombatStance.RETREAT:
self.add_morale_trigger(dcs_group, forward_heading)
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
if stance == CombatStance.RETREAT:
# In retreat mode, the units will fall back
@ -348,7 +425,7 @@ class GroundConflictGenerator:
dcs_group.add_waypoint(retreat_point, PointAction.OffRoad)
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
def add_morale_trigger(self, dcs_group, forward_heading):
def add_morale_trigger(self, dcs_group: VehicleGroup, forward_heading: int) -> None:
"""
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
"""
@ -365,7 +442,10 @@ class GroundConflictGenerator:
dcs_group.manualHeading = True
# We add a new retreat waypoint
dcs_group.add_waypoint(self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)), PointAction.OffRoad)
dcs_group.add_waypoint(
self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)),
PointAction.OffRoad
)
# Fallback task
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
@ -384,7 +464,12 @@ class GroundConflictGenerator:
self.mission.triggerrules.triggers.append(fallback)
def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
@staticmethod
def find_retreat_point(
dcs_group: VehicleGroup,
frontline_heading: int,
distance: int = RETREAT_DISTANCE
) -> Point:
"""
Find a point to retreat to
:param dcs_group: DCS mission group we are searching a retreat point for
@ -393,7 +478,12 @@ class GroundConflictGenerator:
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
def find_offensive_point(self, dcs_group, frontline_heading, distance):
@staticmethod
def find_offensive_point(
dcs_group: VehicleGroup,
frontline_heading: int,
distance: int
) -> Point:
"""
Find a point to attack
:param dcs_group: DCS mission group we are searching an attack point for
@ -403,24 +493,36 @@ class GroundConflictGenerator:
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
def find_n_nearest_enemy_groups(self, player_group, enemy_groups, n):
@staticmethod
def find_n_nearest_enemy_groups(
player_group: VehicleGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
n: int
) -> List[VehicleGroup]:
"""
Return the neaarest enemy group for the player group
Return the nearest enemy group for the player group
@param group Group for which we should find the nearest ennemies
@param enemy_groups Potential enemy groups
@param n number of nearby groups to take
"""
targets = []
sorted_list = sorted(enemy_groups, key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position))
targets = [] # type: Optional[List[VehicleGroup]]
sorted_list = sorted(
enemy_groups,
key=lambda group: player_group.points[0].position.distance_to_point(group[0].points[0].position)
)
for i in range(n):
# TODO: Is this supposed to return no groups if enemy_groups is less than n?
if len(sorted_list) <= i:
break
else:
targets.append(sorted_list[i][0])
return targets
def find_nearest_enemy_group(self, player_group, enemy_groups):
@staticmethod
def find_nearest_enemy_group(
player_group: CombatGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
) -> Optional[VehicleGroup]:
"""
Search the enemy groups for a potential target suitable to armored assault
@param group Group for which we should find the nearest ennemy
@ -428,22 +530,27 @@ class GroundConflictGenerator:
"""
min_distance = 99999999
target = None
for dcs_group, group in enemy_groups:
for dcs_group, _ in enemy_groups:
dist = player_group.points[0].position.distance_to_point(dcs_group.points[0].position)
if dist < min_distance:
min_distance = dist
target = dcs_group
return target
def get_artillery_target_in_range(self, dcs_group, group, enemy_groups):
@staticmethod
def get_artillery_target_in_range(
dcs_group: VehicleGroup,
group: CombatGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
) -> Optional[Point]:
"""
Search the enemy groups for a potential target suitable to an artillery unit
"""
# TODO: Update to return a list of groups instead of a single point
rng = group.units[0].threat_range
if len(enemy_groups) == 0:
if not enemy_groups:
return None
for o in range(10):
for _ in range(10):
potential_target = random.choice(enemy_groups)[0]
distance_to_target = dcs_group.points[0].position.distance_to_point(potential_target.points[0].position)
if distance_to_target < rng:
@ -479,8 +586,13 @@ class GroundConflictGenerator:
i += 1
continue
return None
def _generate_groups(self, groups: List[CombatGroup], frontline_vector: Tuple[Point, int, int], is_player: bool):
def _generate_groups(
self,
groups: List[CombatGroup],
frontline_vector: Tuple[Point, int, int],
is_player: bool
) -> List[Tuple[VehicleGroup, CombatGroup]]:
"""Finds valid positions for planned groups and generates a pydcs group for them"""
positioned_groups = []
position, heading, combat_width = frontline_vector
@ -513,8 +625,13 @@ class GroundConflictGenerator:
g.set_skill(self.game.settings.player_skill)
else:
g.set_skill(self.game.settings.enemy_vehicle_skill)
positioned_groups.append((g,group))
self.gen_infantry_group_for_group(g, is_player, self.mission.country(country), opposite_heading(spawn_heading))
positioned_groups.append((g, group))
self.gen_infantry_group_for_group(
g,
is_player,
self.mission.country(country),
opposite_heading(spawn_heading)
)
else:
logging.warning(f"Unable to get valid position for {group}")

View File

@ -22,8 +22,8 @@ class Conflict:
attackers_country: Country,
defenders_country: Country,
position: Point,
heading=None,
size=None
heading: int = None,
size: int = None
):
self.attackers_side = attackers_side