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475 Commits

Author SHA1 Message Date
Khopa
4a483c3b27 Changelog 2020-12-31 13:52:02 +01:00
Khopa
e3bd958069 Fixed possible AttributeError when generating missile site fire tasks 2020-12-31 13:28:21 +01:00
Khopa
900cf0a9d0 Update preview version number 2020-12-31 13:16:09 +01:00
Dan Albert
3716395453 Don't show FOB structure as a target.
This isn't perfect because the auto planner might still target it. We
need a larger refactoring for target iteration so we don't need to
remember all the special rules at each call site. For now, this restores
the 2.3.2 behavior.

Fixes https://github.com/Khopa/dcs_liberation/issues/681

(cherry picked from commit 69833f66e3)
2020-12-27 19:35:45 -08:00
Dan Albert
ec787b913c Use exact name matching when picking targets.
Inexact name matching targets the first group that partially matches the
given group name. aa|71 will match aa|7.

The inexact match that was here was only needed for an early attempt to
use skynet where group names were not used consistently. That's no
longer a problem so we don't need this workaround.

Fixes https://github.com/Khopa/dcs_liberation/issues/676

(cherry picked from commit 89f313295e)
2020-12-27 13:50:55 -08:00
Dan Albert
7bc7a44c72 Allow managing disbanded sites in CPs.
Fixes https://github.com/Khopa/dcs_liberation/issues/679

(cherry picked from commit 317a882386)
2020-12-27 13:09:15 -08:00
Dan Albert
7bbb1c0822 Don't show repaired TGOs as dead.
We were never resetting the dead state for repaired SAMs. Rather than
tracking that manually, determine liveness from the number of units left
alive.

For building objectives where the group is not assigned to the TGO until
*mission* generation time we still need manual tracking.

(cherry picked from commit d3b1f6110f)
2020-12-26 16:21:31 -08:00
Dan Albert
6045f4dd91 Fix New Package for naval control points.
Also reordered the tasks so ship-specific tasks appear first.

Fixes https://github.com/Khopa/dcs_liberation/issues/628

(cherry picked from commit 8be2841bdf)
2020-12-26 14:30:34 -08:00
walterroach
0d0d582bd8 Add F-14A-135-GR Icon 2020-12-26 13:24:45 -06:00
Dan Albert
9f2fab78a1 Flesh out intel displays.
* Add enemy air and ground unit reports.
* Changes the summary to be a comparison of relative strengths rather
  than raw enemy numbers.

Fixes https://github.com/Khopa/dcs_liberation/issues/658

(cherry picked from commit 3bdf1377c0)
2020-12-25 16:08:10 -08:00
Dan Albert
8f24cf07be Improve layout of intel window.
(cherry picked from commit 1f4516b954)
2020-12-25 16:05:04 -08:00
Dan Albert
17c40234e9 Add basic intel window.
Currently only shows the enemy's economic information.

https://github.com/Khopa/dcs_liberation/issues/658
(cherry picked from commit 1d76ee4871)
2020-12-25 16:04:54 -08:00
Dan Albert
4cecddcdd0 Add basic enemy intel widget.
https://github.com/Khopa/dcs_liberation/issues/658
(cherry picked from commit b53cac4c7a)
2020-12-25 16:04:17 -08:00
Dan Albert
29a0644719 Never generate empty ship groups.
Fixes https://github.com/Khopa/dcs_liberation/issues/391

(cherry picked from commit c833078e71)
2020-12-25 01:35:24 -08:00
Khopa
dcac5b488a Changelog update 2020-12-24 16:11:12 +01:00
Khopa
e1009bdafa Fixed ships group that could be replaced by sam site. Removed the possibility to disband ship groups for now. 2020-12-24 16:09:13 +01:00
Khopa
38ce842ca8 Merge remote-tracking branch 'khopa/master' into develop_2_3_x
# Conflicts:
#	changelog.md
#	game/version.py
#	gen/ground_forces/ai_ground_planner.py
#	pydcs
#	resources/factions/iraq_1991.json
#	resources/factions/russia_2010.json
2020-12-24 13:32:14 +01:00
Khopa
368bf08ade Fixed mypy error 2020-12-24 03:18:53 +01:00
Khopa
c0fa135bf6 Artillery groups would retreat in the wrong direction - fixed (parameters of the find_retreat_point function are a bit confusing 😕 ) 2020-12-24 02:03:12 +01:00
Khopa
86394d8f19 Artillery groups would retreat in the wrong direction - fixed (parameters of the retreat point function are a bit confusing 😕 ) 2020-12-24 02:02:17 +01:00
Khopa
72c233cb0d Fixed possible assertion error when redeploying units which would lead to ground units not being redeployed. 2020-12-24 01:47:44 +01:00
Khopa
04e2c02eff SCUD missile sites will fire on nearest enemy airport by default 2020-12-24 01:26:00 +01:00
Khopa
7362744df2 Changelog update 2020-12-23 22:15:56 +01:00
Khopa
01951b5c32 Reworked emirates campaign 2020-12-23 21:58:39 +01:00
Khopa
f2f52771bd Removed "broken" midgame setting 2020-12-23 21:37:59 +01:00
Khopa
b59167d3ca Changelog update, WW2 factions can recruit AA/AT guns for frontlines. 2020-12-23 18:21:13 +01:00
Khopa
88e466562c Infantry squads can contain a mortar. 2020-12-23 17:53:52 +01:00
Khopa
1f85e5d7f8 Changelog update 2020-12-23 17:25:15 +01:00
Khopa
50471d510e Fixed and added many ground units icons 2020-12-23 17:24:20 +01:00
Khopa
8b7cf2f725 Changelog update 2020-12-23 01:35:19 +01:00
Khopa
282a5109ba Infantry group are always made of 5 units instead of a random amount. 2020-12-23 01:33:49 +01:00
Khopa
3d3b4738d9 Insurgent hard faction name fixed 2020-12-23 01:31:07 +01:00
Khopa
7c29ea836c Infantry is only generated for IFV and APC groups 2020-12-22 23:24:27 +01:00
Khopa
92e9e8c56a Merge remote-tracking branch 'khopa/develop_2_3_x' into develop_2_3_x 2020-12-22 23:23:52 +01:00
Khopa
12bf26223d Added shorad units on frontline 2020-12-22 23:23:32 +01:00
Dan Albert
fc6d4f0990 Add EWRS plugin.
Fixes https://github.com/Khopa/dcs_liberation/issues/323
2020-12-21 21:28:27 +01:00
C. Perreau
df948bde9d Update CONTRIBUTING.md 2020-12-21 14:14:42 +01:00
C. Perreau
203a720ae1 Create CONTRIBUTING.md 2020-12-21 14:14:39 +01:00
C. Perreau
3410f08cfb Create CODE_OF_CONDUCT.md 2020-12-21 14:14:37 +01:00
Khopa
21220141f2 pydcs submodule version update 2020-12-21 14:08:21 +01:00
Khopa
caf2d8436b Changelog update for 2.3.3 2020-12-21 13:56:00 +01:00
Khopa
4cc305fa81 Syrian civil war description updated 2020-12-21 13:55:33 +01:00
Khopa
60f837d0b9 Fixed : AI wouldn't buy artillery units 2020-12-21 13:34:56 +01:00
Emanuele Garofalo
e58ab34a15 Update NATO_Desert_Storm.json 2020-12-21 13:02:01 +01:00
Emanuele Garofalo
d960758ef3 Update iraq_1991.json 2020-12-21 13:01:58 +01:00
Emanuele Garofalo
a36ccdcc39 Update NATO_Desert_Storm.json 2020-12-21 13:01:57 +01:00
Khopa
2c475011a1 Syria terrain update + syrian civil war reworked in miz format 2020-12-21 03:19:17 +01:00
Khopa
bb04ce2abb Golan heights battle scenario fully migrated to miz format 2020-12-20 22:39:15 +01:00
Khopa
9850b22c0a Improved "Golan Heights Campaign Lite" for the Syria map. 2020-12-20 14:56:55 +01:00
Khopa
02ecfebb85 Merge remote-tracking branch 'khopa/develop_2_3_x' into develop_2_3_x 2020-12-19 23:54:28 +01:00
Khopa
a1fed62591 Added "Golan Heights Campaign Lite" for the Syria map. 2020-12-19 23:54:02 +01:00
Dan Albert
778ed6ad91 Update 2.3 branch to 2.3.3 preview. 2020-12-19 13:48:44 -08:00
Dan Albert
3260260dce Move more SAMs off runways in Syria Full.
(cherry picked from commit e5bca224e9)
2020-12-19 12:30:38 -08:00
Dan Albert
70c1290993 Note fixed SAM placement in changelog. 2020-12-19 12:30:38 -08:00
Dan Albert
6bae60c51e Note Iraq 1991 faction in changelog.
(cherry picked from commit 8447c563ea)
2020-12-19 12:30:38 -08:00
Emanuele Garofalo
a45adb6b3a New Faction Iraq 1991
(cherry picked from commit fd61a4b23a)
2020-12-19 12:30:38 -08:00
Dan Albert
476aaf5d3e Update changelog for #616.
(cherry picked from commit 3e4bb88089)
2020-12-19 12:30:38 -08:00
Dan Albert
58187b6969 Put back code to reserve beacon frequencies.
Fixes https://github.com/Khopa/dcs_liberation/issues/616

(cherry picked from commit 2f3f53a978)
2020-12-19 12:30:38 -08:00
Dan Albert
f3a3d81d96 Update beacon data.
(cherry picked from commit 89755b1005)
2020-12-19 12:30:38 -08:00
Dan Albert
7a40b54153 Update beacon importer to handle TheChannel.
TheChannel doesn't have message catalogs for English.

(cherry picked from commit a7203ea90a)
2020-12-19 12:30:38 -08:00
Dan Albert
9dd62d3538 Improve TOT planning.
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.

The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.

As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.

As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.

Fixes https://github.com/Khopa/dcs_liberation/issues/593

(cherry picked from commit 745dfc71bc)
2020-12-19 12:30:38 -08:00
walterroach
76e4a6ed83 Fix bad air defense location #617 2020-12-19 12:30:38 -08:00
Dan Albert
7a9eb06677 Add missing 2.3.2 change to changelog.
(cherry picked from commit 4eac743812)
2020-12-19 12:30:38 -08:00
Dan Albert
26f54e7619 Fix adding custom waypoints.
Fixes https://github.com/Khopa/dcs_liberation/issues/604

(cherry picked from commit 296e6e8e8f)
2020-12-19 12:30:38 -08:00
Khopa
117b7ae414 Changelog update 2020-12-19 12:30:38 -08:00
Khopa
baeac324d6 Updated version string 2020-12-19 12:30:38 -08:00
Khopa
0db0f003dc Added ZSU-57 sites 2020-12-19 12:30:38 -08:00
Khopa
2d4f341710 T72B3 and BTR-82A support 2020-12-19 12:30:38 -08:00
Khopa
b8a41dc937 pydcs version update to include new data export 2020-12-19 12:30:38 -08:00
walterroach
2f2bb0de4f Fix Ground units ... don't move forward #601 2020-12-19 12:30:38 -08:00
Dan Albert
3b76d7f47e Fail gracefully when out of radio channels.
Fixes https://github.com/Khopa/dcs_liberation/issues/598

(cherry picked from commit 498af28efb)
2020-12-19 12:30:38 -08:00
Dan Albert
10b74e507f Don't exclude BARCAP targets from culling.
Fixes https://github.com/Khopa/dcs_liberation/issues/597

(cherry picked from commit b9ade2295e)
2020-12-19 12:30:38 -08:00
Dan Albert
8a03a9462b Move more SAMs off runways in Syria Full.
(cherry picked from commit e5bca224e9)
2020-12-19 12:22:27 -08:00
Dan Albert
078466241f Note fixed SAM placement in changelog. 2020-12-19 12:02:34 -08:00
Dan Albert
69a41879bb Note Iraq 1991 faction in changelog.
(cherry picked from commit 8447c563ea)
2020-12-19 11:53:49 -08:00
Emanuele Garofalo
e3524a506b New Faction Iraq 1991
(cherry picked from commit fd61a4b23a)
2020-12-19 11:53:46 -08:00
Dan Albert
9257311896 Update changelog for #616.
(cherry picked from commit 3e4bb88089)
2020-12-19 11:47:02 -08:00
Dan Albert
23e870e416 Put back code to reserve beacon frequencies.
Fixes https://github.com/Khopa/dcs_liberation/issues/616

(cherry picked from commit 2f3f53a978)
2020-12-19 11:47:01 -08:00
Dan Albert
8270b28d85 Update beacon data.
(cherry picked from commit 89755b1005)
2020-12-19 11:47:00 -08:00
Dan Albert
1a0889d3d9 Update beacon importer to handle TheChannel.
TheChannel doesn't have message catalogs for English.

(cherry picked from commit a7203ea90a)
2020-12-19 11:47:00 -08:00
Dan Albert
5382d99a94 Improve TOT planning.
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.

The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.

As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.

As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.

Fixes https://github.com/Khopa/dcs_liberation/issues/593

(cherry picked from commit 745dfc71bc)
2020-12-19 11:46:58 -08:00
walterroach
afb0ac14c4 Fix bad air defense location #617 2020-12-19 13:31:31 -06:00
Dan Albert
5b44580061 Add missing 2.3.2 change to changelog.
(cherry picked from commit 4eac743812)
2020-12-17 16:28:17 -08:00
Dan Albert
ed8ab37bd5 Fix adding custom waypoints.
Fixes https://github.com/Khopa/dcs_liberation/issues/604

(cherry picked from commit 296e6e8e8f)
2020-12-17 16:26:19 -08:00
Khopa
334aab2755 Changelog update 2020-12-18 01:09:14 +01:00
Khopa
419f4f3156 Updated version string 2020-12-18 01:08:34 +01:00
Khopa
ec5a26e8dd Added ZSU-57 sites 2020-12-18 01:05:06 +01:00
Khopa
2b7cd36eea T72B3 and BTR-82A support 2020-12-18 00:42:44 +01:00
Khopa
2f11731052 pydcs version update to include new data export 2020-12-18 00:25:50 +01:00
walterroach
666858f8e2 Fix Ground units ... don't move forward #601 2020-12-17 02:03:02 -06:00
Dan Albert
2288b7f7b2 Fail gracefully when out of radio channels.
Fixes https://github.com/Khopa/dcs_liberation/issues/598

(cherry picked from commit 498af28efb)
2020-12-16 22:24:07 -08:00
Dan Albert
6bb0bdf66e Don't exclude BARCAP targets from culling.
Fixes https://github.com/Khopa/dcs_liberation/issues/597

(cherry picked from commit b9ade2295e)
2020-12-16 18:53:17 -08:00
C. Perreau
44b5f5a919 Merge pull request #596 from Khopa/develop_2_3_x
Release 2.3.1
2020-12-16 21:45:30 +01:00
Khopa
17d37494c2 2.3.1 changelog 2020-12-16 21:14:25 +01:00
Khopa
f0d81e98a0 About dialog update 2020-12-16 21:12:01 +01:00
Khopa
e3b13f7b4a UX : Display a warning message when attempting to buy more aircraft at an already full airfield. 2020-12-16 21:08:48 +01:00
Khopa
ba2686630a Updated version number 2020-12-16 20:51:36 +01:00
Emanuele Garofalo
e195cfa6a0 Replaced previous Syria full map by the new version by Hawkmoon 2020-12-16 20:49:03 +01:00
Emanuele Garofalo
b9fbd1906f Add files via upload
Fixed NATO DESERT STORM FACTIO
2020-12-16 20:47:04 +01:00
Emanuele Garofalo
1f611bafef Add files via upload
New Syria Full map Remastered
2020-12-16 20:46:54 +01:00
walterroach
69096b15ae Fix broken Full Caucasus Map frontline 2020-12-16 09:06:51 -06:00
Dan Albert
a075e62bad Fix easy going CAPs.
Fixes https://github.com/Khopa/dcs_liberation/issues/592

(cherry picked from commit 1ebe367e07)
2020-12-15 22:48:21 -08:00
Khopa
db229f25bf Changelog update 2020-12-16 00:28:59 +01:00
Khopa
787c93b9d4 Another yaml release update 2020-12-15 23:55:13 +01:00
Khopa
63953992a9 Fix release yml syntax error 2020-12-15 23:46:01 +01:00
Khopa
567cb0c0b6 Removed exe installer from release process (To avoid having people installing it in C:/Program Files 2020-12-15 23:38:59 +01:00
C. Perreau
f37999a3ef Merge pull request #590 from Khopa/develop_2_3_x
Release 2.3.0
2020-12-15 23:36:08 +01:00
Khopa
545761e3d4 2.3.0 changelog update 2020-12-15 23:22:21 +01:00
Khopa
561d679a62 Merge remote-tracking branch 'khopa/develop_2_3_x' into develop_2_3_x 2020-12-15 23:14:51 +01:00
Khopa
991cd91dd4 Possible to setup Runway attack payload, default to strike payload otherwise; 2020-12-15 23:14:36 +01:00
walterroach
9e51ff0253 Merge pull request #589 from walterroach/sead_flyover
SEAD Tasking
2020-12-15 15:25:31 -06:00
Khopa
1a1e55e16c About dialog update 2020-12-15 21:01:13 +01:00
Khopa
2fe4a39784 Changed default payload for C-130 mod 2020-12-15 21:00:56 +01:00
Khopa
7d81b9ef5c C-130 Plugin by Plob 2020-12-15 20:19:42 +01:00
Khopa
b355b6dc60 Updated Persian Gulf Full Map in new miz format by Plob. 2020-12-15 20:19:36 +01:00
Khopa
819148762b Hercules 130 pydcs extensions updated to version 6.0 (MOAB 💣 support) 2020-12-15 20:19:35 +01:00
Khopa
4112a86fe9 Fixed : BMD_1 IFV missing from db. Fixed error preventing mission generation when the role of an unit can not be determined. 2020-12-15 20:09:41 +01:00
walterroach
7838c9b49b Revert DEAD flyover 2020-12-15 12:58:55 -06:00
Khopa
ca5a70e3bc pydcs version update 2020-12-15 19:57:32 +01:00
Khopa
e134143f16 Fixed possible crash in mission generation when generating a mission with a faction that doesn't have mandpad and with the disabled infantry option checked.
(cherry picked from commit 31fdd24c3e)
2020-12-15 10:20:41 -08:00
Dan Albert
0f1577d314 Fix crash in new game generation.
Fixes https://github.com/Khopa/dcs_liberation/issues/583

(cherry picked from commit 793b356c01)
2020-12-15 10:20:38 -08:00
walterroach
a36858f3ea Change SEAD target waypoint to flyover 2020-12-15 11:53:12 -06:00
Dan Albert
aaa6637435 Don't cull objects near package targets.
https://github.com/Khopa/dcs_liberation/issues/578
Fixes https://github.com/Khopa/dcs_liberation/issues/262

(cherry picked from commit 25efdd3d4f)
2020-12-14 23:55:59 -08:00
Dan Albert
f0f6739cf8 Don't cull flights.
This was made largely pointless in 2.2, since the AI won't plan a dozen
CAPs 300nm from the front line any more. Culling flights mostly just
confuses players and breaks the planning AI.

If we do want to limit flight counts, we need to do that by limiting
flight counts. The AI will try to put their aircraft as close to the
mission as possible, so culling will do very little to stop them from
spawning 50 flights at the front-line attached airfield.

https://github.com/Khopa/dcs_liberation/issues/578
(cherry picked from commit 0b2483ea15)
2020-12-14 23:55:58 -08:00
Dan Albert
2c38ce910c Add off-map spawns to the Black Sea campaign.
Fixes https://github.com/Khopa/dcs_liberation/issues/561

(cherry picked from commit 4d26ec0789)
2020-12-14 22:36:57 -08:00
Dan Albert
edba923f2f Fix budget update for non-base SAMs.
Just emit the signal to update the budget rather than trying to figure
out the heirarchy of the UI.

Fixes https://github.com/Khopa/dcs_liberation/issues/581

(cherry picked from commit 7d907aac0f)
2020-12-14 17:41:14 -08:00
walterroach
4b0d2f7abc Merge pull request #576 from walterroach/explict_resources
Explicit resources
2020-12-13 18:04:58 -06:00
Dan Albert
dd28781b69 Fix kneeboard ILS for many airfields.
Fixes https://github.com/Khopa/dcs_liberation/issues/564

(cherry picked from commit 61ebe9780e)
2020-12-13 15:12:39 -08:00
Dan Albert
ece56032f1 Fix missing import for new package on enemy CVs.
Fixes https://github.com/Khopa/dcs_liberation/issues/570

(cherry picked from commit e887082501)
2020-12-13 15:12:39 -08:00
walterroach
8e3039dd37 Fix Zero Fuel Start #559 2020-12-13 15:41:13 -06:00
walterroach
1d1c130d19 Add missing WW2 units to db
Fixes #571
2020-12-13 15:03:19 -06:00
Khopa
1fd3f70eec Fix usa C-130 faction name being the same as usa_2005 2020-12-13 12:41:49 -06:00
walterroach
d9ea33cbb9 Fix diversified frontline distance 2020-12-13 12:21:09 -06:00
Dan Albert
25b72e1af4 Fix UI exception for custom flight plans.
(cherry picked from commit 1848338ef7)
2020-12-12 18:27:55 -08:00
Dan Albert
ff0446cc12 Fix division by zero for very close waypoints.
Fixes https://github.com/Khopa/dcs_liberation/issues/557

(cherry picked from commit 08ceb57c31)
2020-12-12 14:51:32 -08:00
Dan Albert
6455c38ff4 Fix duplication of pydcs translation keys.
We shouldn't be constructing these by hand, and the first argument is
not the value of the string. I'm not really sure why the current code
works at all. We probably do this in other places and should clean that
up, but for now this should fix Tauntaun.

Fixes https://github.com/Khopa/dcs_liberation/issues/528

(cherry picked from commit affb332eb9)
2020-12-12 14:24:09 -08:00
Dan Albert
f62c2fbabb Show player waypoint timing in the briefing.
Fixes https://github.com/Khopa/dcs_liberation/issues/536

(cherry picked from commit d5276c9d4a)
2020-12-12 14:18:36 -08:00
walterroach
4c0fc5a407 Adjust tanker speed and altitudes #444 2020-12-12 16:08:37 -06:00
walterroach
f608cd5aef fix mypy issues 2020-12-12 15:45:55 -06:00
walterroach
0371b62acb Merge branch 'ground_tasking' into develop_2_3_x 2020-12-12 15:41:00 -06:00
walterroach
eddd66b5c4 West coast Caucasus Landmap improvements 2020-12-12 15:35:12 -06:00
walterroach
c8e71d269b Improve Ground Unit Behavior
* Prevent spinning units
* Prevent units spawning in exclusion zone
* Prevent units from moving into exclusion zone
2020-12-12 15:33:26 -06:00
Dan Albert
ae034d5387 Show takeoff time in waypoint list.
https://github.com/Khopa/dcs_liberation/issues/536
(cherry picked from commit 07e5c568c4)
2020-12-12 13:22:57 -08:00
walterroach
817d6a0e15 Merge remote-tracking branch 'upstream/develop_2_3_x' into ground_tasking 2020-12-12 12:44:47 -06:00
Khopa
dff98f0b53 Made normandy campaign less cluttered 2020-12-12 15:22:35 +01:00
Khopa
d0856ff279 pydcs update 2020-12-12 14:36:57 +01:00
Khopa
d6b762efa7 Fixed invasion_from_turkey inverted setup. 2020-12-12 14:25:12 +01:00
Khopa
b476a26759 Fix russia_small campaign not being invertable 2020-12-12 13:23:32 +01:00
Dan Albert
1a062e2170 Set carrier speed for recovery.
https://github.com/Khopa/dcs_liberation/issues/543
(cherry picked from commit d316836e90)
2020-12-11 19:19:48 -08:00
Dan Albert
fe658eb877 Always aim the carrier into the wind.
https://github.com/Khopa/dcs_liberation/issues/543
(cherry picked from commit 8443f61f0a)
2020-12-11 19:19:47 -08:00
Khopa
feed55186f Migrated "polygon" code to shapely 2020-12-12 02:31:43 +01:00
walterroach
56591b8655 broken waypoint finder 2020-12-11 18:17:44 -06:00
Khopa
7c52ca15f3 C-130 example faction 2020-12-12 00:54:19 +01:00
Khopa
06c751f214 Migrated invasion from turkey campaign to new miz format. 2020-12-12 00:51:46 +01:00
Khopa
9d774eaad8 Fixed culling display distance. Allowed smaller distance for culling (useful for WW2 maps) 2020-12-11 22:39:09 +01:00
Khopa
babfd4abda Merge remote-tracking branch 'khopa/develop' into develop 2020-12-11 22:04:50 +01:00
Khopa
a029c165a0 Normandy campaigns and terrain update 2020-12-11 22:04:33 +01:00
walterroach
9b51533d96 Caucasus Terrain and frontline tweaks 2020-12-11 14:35:06 -06:00
Khopa
e1b7e0eb00 Merge remote-tracking branch 'khopa/develop' into develop 2020-12-11 20:56:30 +01:00
Khopa
508a5693c9 Fixed duplicated tgo issue with chinese and russian navy generators. 2020-12-11 20:55:59 +01:00
walterroach
f687a30c7e Merge pull request #525 from root0fall/fix_221
refresh budget after purchase from sub-dialog
2020-12-11 11:43:16 -06:00
Dan Albert
15615a1077 Add the Black Sea campaign.
Similar to Western Georgia, but extended further up the coast, and
without the initial battle in Georgia itself.
2020-12-11 01:15:28 -08:00
Dan Albert
905175c210 Add --invert to the game generator. 2020-12-11 01:15:28 -08:00
Dan Albert
409e070887 Generate required IADS near FOBs. 2020-12-11 01:09:14 -08:00
Dan Albert
f659dc1f76 Reference point rework.
* Introduce a real type.
* Rewrite _transform_point to make use of Point.
* Add shift modifier for large (10 pixel) adjustements to reference
  points. Unmodified behavior is now single pixel.
* Use WASD for moving the second point (shift modified numpad keys don't
  seem to work).
* Add a debug option to draw transformed reference points to check for
  errors. If they don't overlap, something is wrong.
* Cleaned up all the existing reference points. Caucasus in particular
  is now *much* better.

As an added bonus, the cleanup for carrier movement projection now also
shows an invalid destination when the destination is on land.
2020-12-10 21:08:38 -08:00
root0fall
b8922b39fd add type hinting to update_dialog_budget() 2020-12-11 09:24:21 +08:00
Khopa
8137d57cdf Dev : Improved Reference point setup mode, made it easier to setup point with polygon map appearing as transparent overlay, and displaying reference points on the map [Press Shift+R to toggle the mode]) 2020-12-11 00:08:08 +01:00
Khopa
bf290ac1a9 Improved Normandy reference points 2020-12-10 23:34:06 +01:00
Khopa
77fda00233 Invasion of iran lite campaign update. 2020-12-10 23:19:51 +01:00
Khopa
0255088e30 Fixed buildings showing in airbase defense menu for FOB points. 2020-12-10 23:19:26 +01:00
Khopa
b74d8b12d0 Fixed duplicated unit names in german WW2 Flak site groups. (Which would cause duplicated unit error in unitmap.py when trying to start the mission) 2020-12-10 22:32:24 +01:00
Khopa
2834f2982c Fix error on first start because of new last_save_file parameter. 2020-12-10 21:11:24 +01:00
Khopa
7d07faa5fb Fix last commit error 2020-12-10 21:09:19 +01:00
Khopa
fd70f0fc4a Pydcs extensions and db info added for C-130 Hercules mod ✈️ 2020-12-10 21:07:04 +01:00
walterroach
441ef79aa4 Merge pull request #529 from walterroach/you_won
You Won Message
2020-12-09 18:30:47 -06:00
walterroach
c54f6ba4d2 Use set instead of dict 2020-12-09 18:25:24 -06:00
walterroach
61ecdfc48c Merge branch 'develop' into you_won 2020-12-09 18:12:18 -06:00
Khopa
5e2b259af1 Updated changelog 2020-12-10 00:20:22 +01:00
Khopa
1258f3e17c Carrier and Tarawa are now fully moveable 2020-12-10 00:13:34 +01:00
Khopa
44ed895277 Merge remote-tracking branch 'khopa/develop' into develop 2020-12-09 22:55:24 +01:00
Khopa
c74e18e449 Target positions for ship movement are now properly projected on DCS game X,Y plane 2020-12-09 22:55:11 +01:00
walterroach
2ea3f914f0 You Won message #419 2020-12-09 14:37:17 -06:00
Khopa
d6e4a50064 QOL : On launch, auto load the latest saved game. 2020-12-09 21:01:32 +01:00
walterroach
6296896471 Add special fuel case for C101 #492 2020-12-08 18:26:37 -06:00
walterroach
473cda971a Fix typing mistake 2020-12-08 17:16:09 -06:00
walterroach
cf570adabe Refactor armor
Break `plan_action_for_groups` into smaller methods

Add type hinting and cleanup formatting
2020-12-08 16:55:04 -06:00
walterroach
02196f2883 Change ground unit waypoints to offroad Ground Unit Waypoint
"On-Road" #495
2020-12-08 15:11:47 -06:00
root0fall
8b49752401 refresh budget after purchase from subwindow
fixes https://github.com/Khopa/dcs_liberation/issues/221
2020-12-08 20:47:02 +08:00
Dan Albert
8c64867918 Fix duplicate names of AAA units.
Fixes https://github.com/Khopa/dcs_liberation/issues/517
2020-12-06 22:14:56 -08:00
Dan Albert
e544063c40 Update Skynet and Mist. 2020-12-06 20:20:08 -08:00
Dan Albert
edfaaacd04 Determine player vs enemy early in debriefing.
This way the results of committing the debriefing can't alter the view
of the debriefing. It looks like it was probably that case that
debriefing information displays (but not the committed results) would be
incorrect after a base capture because the results might be shown after
the results were committed.

Maybe fixes https://github.com/Khopa/dcs_liberation/issues/513
2020-12-06 20:20:08 -08:00
Dan Albert
84b8613cf5 Cleanup debriefing signals.
We don't need most of this information.
2020-12-06 20:20:08 -08:00
walterroach
aea82e2266 Add FOB capture 2020-12-06 21:45:21 -06:00
Dan Albert
b0b9c1c8e6 Fix deletion of waypoints.
`FlightPlan.waypoints` returns a list created from the iterator now, so
removing items from that list does not actually alter the flight plan.

Fixes https://github.com/Khopa/dcs_liberation/issues/489
2020-12-06 15:32:28 -08:00
Dan Albert
b5ff32c5b6 Show patrol end time on the kneeboard.
Fixed https://github.com/Khopa/dcs_liberation/issues/421
2020-12-06 15:01:21 -08:00
Dan Albert
e0223ded54 Fix display of AA ranges for most ship types.
Fixes https://github.com/Khopa/dcs_liberation/issues/390
2020-12-06 14:22:33 -08:00
Khopa
2012ad0aa3 Fixed cursor / single click behaviour on map. 2020-12-06 21:12:44 +01:00
Dan Albert
15d72a8dcb Fix turn number off by one.
Fixes https://github.com/Khopa/dcs_liberation/issues/482
2020-12-06 01:08:23 -08:00
Dan Albert
e525b11695 Remove scary label from automation options. 2020-12-06 01:06:12 -08:00
Dan Albert
8f30e60e1b Use unplanned missions to guide aircraft purchase.
AI aircraft purchase decisions are now driven by the missions that the
flight planner was unable to fulfill. This way we're buying the aircraft
we actually need instead of buying them at random, in the locations we
need them, in the order they're needed.

There's a bit more that could be improved here:

* Unused aircraft could be ferried to where they would be more useful.
* Partial squadrons could be completed rather than buying a whole flight
  at a time.
* Aircraft could be ranked by their usefulness so we're not buying so
  many Hueys when a Hornet would do better.
* Purchase a buffer of CAP capable aircraft in case too many are shot
  down and they are not available next turn.

https://github.com/Khopa/dcs_liberation/issues/361
2020-12-06 00:59:04 -08:00
Dan Albert
ce977ac937 Remove the enemy forces multiplier option.
This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
2020-12-05 23:55:33 -08:00
Dan Albert
aa9ffa0855 Obey parking limits when auto-buying aircraft.
Fixes https://github.com/Khopa/dcs_liberation/issues/137
2020-12-05 23:36:51 -08:00
Dan Albert
6a8ca810ff Add auto-procure option to the CLI generator. 2020-12-05 23:20:58 -08:00
Dan Albert
f2d2fd7014 Add automation options to the new game wizard.
To have an effect on turn zero these need to be enabled in the wizard.
Since the last page was getting quite full I've split it into two pages:
one for the objective generation options and a second for the difficulty
and player assist options.

I also added an option to set the inital budget for opfor.
2020-12-05 23:16:17 -08:00
Dan Albert
ddd06b3162 Move mid-game option to the map options page. 2020-12-05 22:47:26 -08:00
Dan Albert
d519aa1dad Move the AI to the normal procurement system.
The procurement AI now uses the same system as the players. Orders are
placed and take a turn to fulfill.

This has a few advantages:

* We no longer need special case purchase logic for the turn 0
  population of opfor airbases.
* Players using auto-purchase can cancel orders they don't like.
2020-12-05 22:41:05 -08:00
Dan Albert
7226359e64 Avoid negative AI produrement budgets.
This also fixes the double charging that the AI was suffering from, so
they have a much better chance of actually affording planes now.

Fixes https://github.com/Khopa/dcs_liberation/issues/504
2020-12-05 21:50:30 -08:00
Dan Albert
f396ff7f12 Add procurement automation for players.
The allows the players to use the same auto-purchase mechanics that the
AI uses. The behavior is very bad, but it's no worse than what OPFOR
deals with.

There's a lot that needs to be improved before this is really a good
choice for the player:

* Option to adjust budget balance between front lines and airbases.
* Disallow negative budgets (which incidentally will cause more aircraft
  to be purchased, since the armor purchases currently accidentally
  spend the aircraft budget).
* Buy less randomly: https://github.com/Khopa/dcs_liberation/issues/361.
* Obey parking limits.
* Use the delivery events rather than instant delivery (also allows the
  player to cancel orders they don't want).

Fixes https://github.com/Khopa/dcs_liberation/issues/362
2020-12-05 21:18:23 -08:00
Dan Albert
1adee0af17 Factor AI purchases out of Game.
For now this is mostly behavior preserving. I slightly improved the
ability to buy units when multiple front lines exist by removing full
bases as candidates, but it should be a minor change at best. A larger
improvement will come later.

This is also written such that it will work for the player as well. The
procurer currently runs for the player but with all the options off, so
it does nothing. The next patch allows adds options for the player to
use auto-procurement.
2020-12-05 20:42:02 -08:00
Dan Albert
bac47dad83 Add settings for scaling income.
This adds both player and enemy income multiplier options. Note that
previously the AI was only getting 75% of their income. I've changed
that to give them their full income by default since the player can now
influence it.
2020-12-05 18:06:57 -08:00
Dan Albert
f1a2602cfd Move generator only settings out of Settings. 2020-12-05 16:56:14 -08:00
Dan Albert
b8e64d4369 Revert "Revert "Migrate buildings and TGOs to unit map.""
With fixed tracking for TGO groups and fortification "buildings".

Fixes https://github.com/Khopa/dcs_liberation/issues/485

This reverts commit 72ac8ca872.
2020-12-05 14:26:16 -08:00
Dan Albert
72ac8ca872 Revert "Migrate buildings and TGOs to unit map."
Not registering kills correctly. It was in my limited testing, so need
to dig deeper.

https://github.com/Khopa/dcs_liberation/issues/494

This reverts commit 90697194a1.
2020-12-04 23:57:58 -08:00
Dan Albert
ccb41829c9 Mark an optional property as optional. 2020-12-04 01:10:23 -08:00
Dan Albert
90697194a1 Migrate buildings and TGOs to unit map.
Fixes https://github.com/Khopa/dcs_liberation/issues/485.
2020-12-04 01:10:18 -08:00
Dan Albert
13f4baa34e Fix duplicate name of Patriot unit.
Caught by the `UnitMap`. This does break saves that have live Patriot
STRs.
2020-12-04 01:03:57 -08:00
Khopa
76840ff5c2 Added display settings to the toolbar. 2020-12-03 22:48:28 +01:00
Khopa
72ac806cb8 Possible to plan ships movements on the map (UI only) 2020-12-03 01:01:15 +01:00
Khopa
bf275fe564 Added FOB on Iran Invasion lite campaign. 2020-12-02 00:37:14 +01:00
Khopa
68818ae50d Syria 2011 country changed to combined joint task force red, as some units are not available to Syria in DCS. 2020-12-01 23:45:28 +01:00
Khopa
7315d097c2 Regorganized difficulty page of settings window 2020-12-01 23:42:34 +01:00
Khopa
cdf28700cf Possible to spawn manpads on frontline even if infantry squads are disabled. 2020-12-01 23:14:07 +01:00
Khopa
948c1d0bb0 Fixed unused aircraft not using skins setup in factions files. 2020-12-01 22:50:11 +01:00
Khopa
de0a3f929c Made WW2 Flak sites more compact, so it's easier to fit them in fields on the Normandy map. 2020-12-01 13:49:09 +01:00
Khopa
c3023a9f99 Normandy terrain data update 2020-12-01 13:39:54 +01:00
Dan Albert
4f37610dfb Convert front line units to UnitMap.
https://github.com/Khopa/dcs_liberation/issues/485
2020-12-01 01:25:51 -08:00
walterroach
aef4316f72 Merge pull request #487 from walterroach/fob
FOB Control Points
2020-11-30 23:29:15 -06:00
walterroach
378dbf254a Remove commented code 2020-11-30 23:28:39 -06:00
Khopa
f0b6a37ce2 Migrated normandy small to new miz format. 2020-12-01 00:36:49 +01:00
Khopa
ff12a120e6 Migrated invasion of iran campaign to miz format. 2020-11-30 23:12:01 +01:00
walterroach
d04be4d71b Merge branch 'develop' into fob 2020-11-30 12:18:38 -06:00
Dan Albert
581aaaad28 Merge develop 2020-11-30 12:18:31 -06:00
walterroach
453eb9feb4 revert unrelated changes 2020-11-30 12:10:03 -06:00
walterroach
4059ee44b8 pg campaign 2020-11-29 22:47:18 -06:00
walterroach
7a222ecfa0 gulf landmap update 2020-11-29 22:47:03 -06:00
Dan Albert
be15e9adf2 Adjust IADS for Inherent Resolve.
Had too many long range SAMs and not enough medium range SAMs. Balanced
that out a bit and added many of the fixed SAM positions on the map as
possible target locations.
2020-11-29 17:52:57 -08:00
Dan Albert
2fd097c613 Remove SA-15 from Syria 2011.
It looks like the SA-15s were something delivered a few years later than
this. The SA-10s are also more recent, but they have been using SA-5s
for quite some time and until those are available in DCS the SA-10 makes
a reasonable approximation.
2020-11-29 16:33:30 -08:00
Ignacio Muñoz Fernandez
66ee5f5392 Bingo & Joker Fuel for Flight Plans (#480)
Add bingo and joker fuel information to the kneeboard.
2020-11-29 14:53:15 -08:00
walterroach
3bb08f8d30 FOB names
Remove icon
2020-11-29 16:26:08 -06:00
walterroach
d7787adddc Generators for FOBs and their defenses 2020-11-29 14:21:02 -06:00
walterroach
1f37b879b1 Add FOB ControlPoint type 2020-11-29 12:16:39 -06:00
Khopa
45ce28f9bf Another big Persian gulf terrain update (Iran) 2020-11-29 15:19:28 +01:00
Khopa
4e87bed4e5 Migrated invasion of iran lite campaign to new miz format. 2020-11-29 15:00:56 +01:00
Khopa
a7421fc670 Updated Persian Gulf terrain data to include more exclusions zones. 2020-11-29 15:00:03 +01:00
Khopa
208a7550ef Added C101CC to list of antiship capable aircrafts. 2020-11-29 13:16:35 +01:00
Khopa
37e23f70d6 Put manpads in modern faction's infantry squads. And added a setting to disable it. 2020-11-29 13:11:49 +01:00
Dan Albert
7daefa8ae5 Fix off by one in briefing waypoint numbers.
Fixes https://github.com/Khopa/dcs_liberation/issues/441
2020-11-28 20:28:35 -08:00
walterroach
292ac42003 Fix campaigns without frontline.
* Missions will now generate without a frontline conflict
* Bulls is now defined as the nearest opposing airfield for each side
2020-11-28 19:53:01 -06:00
walterroach
c501c45c52 Update channel landmap
Ensures a valid frontline location can be found on the Dunkirk campaign
between Saint Omer and Dunkirk
2020-11-28 19:42:10 -06:00
walterroach
29b894f8b0 Fix odd frontline unit spawns
* Modfied frontline vector to ensure start point stays outside of
  exclusion zone.  (Previously it could be up to 100m inside)

* Change randomization in offset distance from frontline to be based
  on a percentage of the unit type's fixed offset instead of the
  width of frontline.
  (Prevents units from being far from their expected distance from
  frontline)

* Change visualgen to use the same frontline vector calculation as the
  unit spawns
2020-11-28 18:43:32 -06:00
Dan Albert
55573bf40a Clear loaded scripts before generation.
Every mission generated after the first each time Liberation was
skipping all of the plugins (including the base plugin) because they'd
already been loaded on a previous generation and the list wasn't
cleared.
2020-11-28 15:39:33 -08:00
Khopa
f2c2ef82c5 Fixed unused aircraft using the same slots as used aircrafts. 2020-11-28 22:29:09 +01:00
Khopa
d6b33d353c Now possible to get CVN-75 Harry S Truman supercarrier generated for US faction 2020-11-28 21:57:58 +01:00
Khopa
2ed1c36c54 Fixed infantry for red player being the same units as blue faction. Fixed skill for enemy vehicles being the same as player's one. 2020-11-28 21:34:21 +01:00
Khopa
7cbcbc1171 Migrated desert war to new miz format 2020-11-28 19:19:33 +01:00
Khopa
b74dcfa053 Battle of britain campaign migrated to new miz format. 2020-11-28 18:03:55 +01:00
Khopa
62bf7eb227 Dunkirk campaign migrated to the new miz format. 2020-11-28 17:41:20 +01:00
Dan Albert
07bfe8e29a Move a SAM that's occluding Palmyra. 2020-11-27 20:11:21 -08:00
Dan Albert
0b258997dd Update faction air defenses. 2020-11-27 19:56:49 -08:00
Dan Albert
69421ad7a1 Fix faction info for air defense changes. 2020-11-27 18:12:41 -08:00
Dan Albert
fdf571c016 Clean up faction air defenses vs shorads vs SAMs. 2020-11-27 18:10:13 -08:00
Dan Albert
bd60760f9d Merge faction sams and shorads into air_defenses.
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.

I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
2020-11-27 17:45:40 -08:00
Dan Albert
e8aa9839b0 Fall back to lower range SAMs when needed.
Mostly fixes https://github.com/Khopa/dcs_liberation/issues/473. The
last part of the fix is to migrate the `shorads` property of the faction
to just be in `sams` and just use the property to decide its use.
Currently factions like USA 2005 that have long range SAMs and SHORADs
only will still not spawn anything at medium sites because they have no
other SAMs declared.
2020-11-27 17:45:40 -08:00
Dan Albert
fcdb22db5b Add range property to all air defense generators. 2020-11-27 17:45:40 -08:00
walterroach
e73cf68def Merge pull request #474 from walterroach/frontline_vector
Frontline vector
2020-11-27 18:49:50 -06:00
Dan Albert
fa5b842cc7 Strengthen SA-10, add point defense.
Fixes https://github.com/Khopa/dcs_liberation/issues/417, though the
notes on that bug about this being non-optimal for skynet are still
true. This doesn't make skynet behavior any worse though, and does
improve it some compared to not having PD.

Adds two new SA-10 generator variants:

* Tier 2, with SA-15 for point defense
* Tier 3, with SA-15 for point defense and the Shilka upgraded to a
  Tunguska.

Updated factions that are capable of those systems, added missing SAMs
to those factions, and removed use of SA-19 as an independent SAM from
those factions. Will do a larger audit of faction SAMs later.
2020-11-27 16:25:10 -08:00
walterroach
43a21cb341 Fix bug #353 2020-11-27 17:53:56 -06:00
walterroach
45361b57a7 fixed bad import 2020-11-27 16:42:11 -06:00
walterroach
046c7a662a DisplayOption string change 2020-11-27 16:33:31 -06:00
walterroach
a9f1de13b1 Fix armor groups spawning bugs
* Prevent common cases where ground units do not spawn due to
  frontline position being in exclusion zone

* Fix case where ground units will spawn inside exclusion zone due to
  random offset from frontline center being fixed

* Remove dead code from `conflictgen.py`

* Start cleanup of `GroundConflictGenerator`
2020-11-27 16:31:52 -06:00
walterroach
edbe2d86f2 Merge branch 'develop' into frontline_vector 2020-11-27 13:47:10 -06:00
walterroach
4e12a1cdad Rework frontline vector
Ensures frontline stays outside of exclusion zones by adjusting its
position and width

Adds a DisplayOption for viewing the frontline vector on the map
2020-11-27 13:46:53 -06:00
Dan Albert
d24c7ea93e Remove the Hawk from USA 2005.
According to Wikipedia the last user of these (USMC) stopped using them
in 2002.
2020-11-26 22:55:44 -08:00
Dan Albert
484f1e8d51 Generate required IADS even at unconnected bases.
If the campaign designer doesn't want SAMs at unconnected bases they can
just not put them there. If they *do* put them there, generate them.
2020-11-26 22:54:50 -08:00
Dan Albert
8d5abb877c Improve IADS on Inherent Resolve. 2020-11-26 22:54:30 -08:00
Dan Albert
fd454dce74 Load campaign data lazily.
Error checking comes later, but the new game wizard opens much faster by
not spending time creating theaters it doesn't need.

Fixes https://github.com/Khopa/dcs_liberation/issues/469
2020-11-26 22:14:23 -08:00
Dan Albert
5d4fccd438 Fix mypy regressions. 2020-11-26 20:08:24 -08:00
Dan Albert
9f078e1483 Don't generate empty groups. 2020-11-26 20:03:16 -08:00
Dan Albert
0e807d84c2 Differentiate required long and medium range SAMs.
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.

Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.

Base defenses and random SAM locations continue to use either type of
SAM.
2020-11-26 19:48:14 -08:00
Ignacio Muñoz Fernandez
3ad57d995b feat: added timestamp to information widget log items 2020-11-26 15:48:16 -08:00
Ignacio Muñoz Fernandez
28cf42aeb8 fix: Unable to find MLRS_BM21_Grad in pydcs 2020-11-26 15:43:54 -08:00
Ignacio Muñoz Fernandez
7fcf74a8ed added none check on budget setGame 2020-11-26 15:43:36 -08:00
Ignacio Muñoz Fernandez
a0d38f7465 fix: disable topbar buttons when game is None 2020-11-26 15:43:36 -08:00
Dan Albert
cd97526d2b Mark the fishbed as capable of strike missions. 2020-11-26 13:46:33 -08:00
Khopa
87fdc16f9b Update to support the newest version of the Rafale mod. 2020-11-26 21:38:46 +01:00
Khopa
b69eb02766 Added base defenses for russia small campaign 2020-11-26 13:38:59 +01:00
Dan Albert
7636234649 Fix mission generation when labels are changed.
Fixes https://github.com/Khopa/dcs_liberation/issues/457
2020-11-25 22:17:15 -08:00
Dan Albert
2bd673a531 Don't allow operating on broken runways.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.

Fixes https://github.com/Khopa/dcs_liberation/issues/432
2020-11-25 18:50:00 -08:00
Ignacio Muñoz Fernandez
a1b64bc72d Cleanup QWeatherInfoWindow and rjust wind bearings. (#456) 2020-11-25 18:10:46 -08:00
Dan Albert
80bc9d6b23 Support reparing damaged runways.
Repairing a damaged runway costs $100M and takes 4 turns (one day). The
AI will always repair runways if they can afford it. if a runway is
damaged again during the repair the process must begin again.

Runways are still operational despite what the UI says. Preventing the
player and AI from using damaged runways (except for with helicopters
and harriers) is next.
2020-11-25 18:07:51 -08:00
Dan Albert
ee768b9147 Display damaged runways. 2020-11-25 18:07:51 -08:00
Khopa
7dfb0c67e5 Migrated campaign "Russia Small" to the new campaign format. 2020-11-26 00:10:11 +01:00
Dan Albert
75ea5cc462 Fix None dereferences in weather UI.
Also normalizes line endings.
2020-11-25 14:39:33 -08:00
Khopa
afabf6fd00 Fixed Control Point being set as neutral in some case. 2020-11-25 23:35:01 +01:00
Khopa
0eb4519797 Fixed IndexError preventing mission generation when a faction does not have any awacs aircraft available. 2020-11-25 23:11:55 +01:00
Dan Albert
611f04ab5a Resurrect force multiplier option.
Fixes https://github.com/Khopa/dcs_liberation/issues/440
2020-11-25 14:10:34 -08:00
Dan Albert
a9ba2deafa Update pydcs to get access to satnav options.
Fixes https://github.com/Khopa/dcs_liberation/issues/426
2020-11-25 13:16:51 -08:00
Dan Albert
0c4e920af3 Handle runway damage in the debrief.
Apparently we were already getting this info because it's a unit like
any other according to the event system, so if runways were actually
sufficiently damaged we'd emit a ton of exceptions.

This doesn't do anything yet, but tracks the damage state. Will add the
ability to repair them next, and then finally make the damage render the
runway inoperable.
2020-11-25 13:12:46 -08:00
Ignacio Muñoz Fernandez
ef0e565337 chore: standarized parameters in game/utils.py and added docblocks 2020-11-25 13:04:03 -08:00
Ignacio Muñoz Fernandez
02e7ab41b4 feat: MVP done for Weather Information Display 2020-11-25 13:04:03 -08:00
Ignacio Muñoz Fernandez
59bd4541c4 Removed old daytime icons 2020-11-25 13:04:03 -08:00
Ignacio Muñoz Fernandez
ca30af4238 wip: finished work on the TopPanel Widget, added weather icons, changed timeofday icons 2020-11-25 13:04:03 -08:00
Ignacio Muñoz Fernandez
718b3f2623 wip: fixed qt cosmetic issue, added forecast text generation, initial for weather window 2020-11-25 13:04:03 -08:00
Ignacio Muñoz Fernandez
6e153c6451 wip: initial work on issue #406 2020-11-25 13:04:03 -08:00
Khopa
4a1809d56e Added name of F-22 mod author in USA 2005 faction. 2020-11-25 12:13:19 +01:00
Khopa
a2bf0c1bea Added the wrong F-22A.lua file last night 😵 2020-11-25 12:12:07 +01:00
Dan Albert
f0d9dae33b Remove M-2000 from runway strike preferred list. 2020-11-24 17:32:09 -08:00
Dan Albert
b99462b628 Rename OCA strike tasks. 2020-11-24 17:28:48 -08:00
Dan Albert
65ac30acda Merge ground strike and SAM location presets.
Locations that should always be SAMs should be done with fixed IADs
locations, so we don't need the separate type.

The generic "ground strike location" needs to be eventually split up
into more specific types, so eventually all of the non-base defense SAMs
will go away.
2020-11-24 17:15:24 -08:00
walterroach
2072b6fa63 Merge pull request #447 from walterroach/caucasus_miz
Caucasus full single miz campaign
2020-11-24 18:37:04 -06:00
walterroach
4f604ba687 replace mizdata 2020-11-24 18:30:56 -06:00
Khopa
b9fe559b42 Forgot to commit F-22A mod payload 2020-11-25 01:17:27 +01:00
Dan Albert
efcdbebda5 Handle additional preset location types.
Missile sites were accidentally excluded, and coastal defenses aren't
being generated yet.
2020-11-24 15:50:51 -08:00
Khopa
8886850c60 Added fictional factions from Discord user Starfire 2020-11-25 00:49:53 +01:00
Khopa
20276e5230 Removed an unused property in controlpoint.py 2020-11-25 00:46:23 +01:00
Khopa
ed96bc83b4 Added support for the F-22A mod. 2020-11-25 00:45:40 +01:00
walterroach
c0147f5eb7 Caucasus full single miz campaign 2020-11-24 17:06:59 -06:00
Khopa
5bf5f024cb More adjustments to ai_flight_planner_db 2020-11-24 23:34:22 +01:00
Khopa
4628e8320a Integrated and reviewed changes to flight planner db from @foxwxl 2020-11-24 23:03:23 +01:00
Khopa
9c1d36d18a Removed radials from control point data. (Not used anymore) 2020-11-24 22:48:40 +01:00
Khopa
789b618e37 Changelog update 2020-11-24 13:10:28 +01:00
Khopa
d0804a6f9e Added missile icons for missiles sites 2020-11-24 13:08:59 +01:00
walterroach
17fe977b06 Merge pull request #437 from walterroach/operation_refactor
Operation refactor
2020-11-23 22:36:46 -06:00
walterroach
60783ca390 remove mypy ignore 2020-11-23 22:28:53 -06:00
walterroach
34a7a37409 Operation refactor cleanup
Fix bug in closest cp algorithm
2020-11-23 22:27:12 -06:00
Dan Albert
e68d2b5deb Plan OCA strikes at heavily populated airfields.
https://github.com/Khopa/dcs_liberation/issues/349
2020-11-23 18:09:05 -08:00
Dan Albert
b0317055e7 Implement OCA strike missions.
https://github.com/Khopa/dcs_liberation/issues/349
2020-11-23 17:58:53 -08:00
Dan Albert
6e0af7c144 Fix names of tasks to not use the enum name. 2020-11-23 17:15:42 -08:00
Dan Albert
9394ed663a Add runway bombing missions.
This allows planning the missions and the missions are functional, but
they will have no effect on future turns yet.
2020-11-23 16:47:58 -08:00
walterroach
967574820f Remove unused conflictgen globals
Remove unused  `Conflict` properties

mypy fixes

Cleanup
2020-11-23 18:14:25 -06:00
walterroach
da17d1e5d1 Change Operation to a static class
Removed always True "event successful"

Add `AirWarEvent` as the primary game `Event` applied to every miz

Cleanup of `FrontLineAttackEvent`

Change `Operation.is_awacs_enabled` to two bools for each side red/blue
Currently controlled by whether an AWACs is available for the faction
(and only ever true for Blue)
2020-11-23 18:14:25 -06:00
Dan Albert
63bdbebcaa Refactor control points into individual classes. 2020-11-23 14:34:58 -08:00
Dan Albert
c67263662d Fix arrival box changing when changing aircraft. 2020-11-23 00:23:57 -08:00
Dan Albert
2484457183 Spawn unused aircraft at airports.
The aircraft that have not been fragged will now be spawned in parking
to provide more targets for OCA strikes. We do this only at airports,
not carriers. The AI has enough trouble taxiing around uncrowded carrier
decks that we probably shouldn't make it harder for them, plus most of
the aircraft will be stored below the flight deck (we allow 90 aircraft
to be stored at the carrier, which certainly will not fit on the flight
deck).

The aircraft are spawned in an uncontrolled state and nothing will
activate them, so aside from the cost of rendering them they shouldn't
affect performance.

Fixes https://github.com/Khopa/dcs_liberation/issues/148
2020-11-23 00:12:42 -08:00
Dan Albert
d7b328b887 Consider trasnfers when counting parking. 2020-11-22 18:44:16 -08:00
Dan Albert
493e53c28f Perform aircraft transfers at the end of the turn. 2020-11-22 18:44:16 -08:00
walterroach
7438c30885 Merge pull request #430 from walterroach/develop_test
Update pydcs submodule
2020-11-22 18:59:35 -06:00
walterroach
fac43ba20b update submodule 2020-11-22 18:46:18 -06:00
walterroach
c2eb243026 Fix bug #400
arg position
2020-11-22 17:43:19 -06:00
Khopa
2adaee8671 Added Soviet Union 1943 2020-11-23 00:15:44 +01:00
walterroach
57edc5678c Merge branch 'develop' of https://github.com/Khopa/dcs_liberation into develop 2020-11-22 16:41:59 -06:00
walterroach
730130b19e Set AGL altitude on target waypoints 2020-11-22 16:41:53 -06:00
Dan Albert
17b0cee507 Add unrestricted SATNAV support to factions.
Enabled for bluefor modern, since they ought to have GPS but seemingly
don't.

This change does nothing until https://github.com/pydcs/dcs/pull/102
lands and we update to it.
2020-11-22 13:28:05 -08:00
Dan Albert
2557383946 Fix type of default map visibility setting.
The UI sets these to the proper enum types; only the default is wrong.
Fix the default and clean up the associated code.

Note that this does minorly break save compatibility and alters default
behavior, since previously we were ignoring the default option. Ignoring
the default looks unintentional since there is no explicit "don't force
this option" setting in the UI.

Existing saves can be fixed simply by changing this option to something
else and then back.
2020-11-22 13:28:05 -08:00
walterroach
29d3b5dfc6 Add missing P-47 icons 2020-11-22 02:12:41 -06:00
Dan Albert
f6fad30852 Add unit name -> Liberation object map.
Generated units are added to this during mission generation so we can
map destroyed units back to the data that generated them. Currently only
implemented for aircraft as a proof of concept.
2020-11-21 21:01:46 -08:00
walterroach
d5a081a15f Merge pull request #422 from walterroach/groundwar
Operation refactor and conflictgen cleanup
2020-11-21 21:00:51 -06:00
walterroach
6147e9ac96 mypy cleanup 2020-11-21 19:31:30 -06:00
walterroach
b32ca4f92f merge 2020-11-21 18:57:15 -06:00
walterroach
b57dd51f86 Merge branch 'develop' into frontline 2020-11-21 18:55:56 -06:00
walterroach
fc6ca162af Merge branch 'develop_2_2_x' into develop 2020-11-21 18:24:36 -06:00
walterroach
58ba9e9d1d bad arg 2020-11-21 18:17:35 -06:00
walterroach
939b6c468d refactoring 2020-11-21 17:19:54 -06:00
Dan Albert
bf7df6721a Fix turn 0.
`Game.initialize_turn` doesn't run on turn zero, so we have to set up
the unit order events when we create the `Game`.
2020-11-21 15:00:49 -08:00
walterroach
f6e0dbbb6a operation refactoring 2020-11-21 17:00:22 -06:00
Dan Albert
851c2d88a9 Factor out Lua generation. 2020-11-21 14:55:00 -08:00
Dan Albert
200c13dc31 Remove dead code. 2020-11-21 13:27:19 -08:00
walterroach
8889e35f9e Merge branch 'develop' into frontline 2020-11-21 12:50:44 -06:00
Khopa
398fa1e73d Fixed warehouse building not generating any rewards 2020-11-21 18:31:12 +01:00
walterroach
316f73138c Merge branch 'develop' into frontline 2020-11-21 11:19:31 -06:00
walterroach
708b615ad7 Merge conflict 2020-11-21 11:18:30 -06:00
walterroach
866ff78518 Merge branch 'develop_2_2_x' into frontline 2020-11-21 11:15:36 -06:00
Khopa
f0480b033f Removed debug print 2020-11-21 17:30:31 +01:00
Khopa
4d19548736 Changelog update / consistency with 2.X branch. 2020-11-21 17:05:33 +01:00
Khopa
fcf45554ef Fixed culling display and added setting to include/exclude carriers from culling area. 2020-11-21 17:01:50 +01:00
Khopa
799b0fae94 Merge branch 'develop' of https://github.com/khopa/dcs_liberation into develop 2020-11-21 14:46:01 +01:00
Dan Albert
0d95716545 Correct type annotations. 2020-11-20 21:40:31 -08:00
walterroach
8c5b808eba inherent resolve frontlines 2020-11-20 20:28:59 -08:00
walterroach
007dcf548e remove dead code 2020-11-20 21:02:11 -06:00
walterroach
9a640bf7eb inherent resolve frontlines 2020-11-20 20:38:32 -06:00
walterroach
edd02d9dd6 Merge branch 'develop' into frontline 2020-11-20 20:32:50 -06:00
Dan Albert
75edbb62f1 Clean up available parking code a bit.
Moved more into the `ControlPoint`.
2020-11-20 18:31:19 -08:00
walterroach
2b6227f3b1 remove dead code 2020-11-20 20:29:30 -06:00
Dan Albert
c4b8a41742 Move calculation of aircraft amounts into game.
The planner needs to know how much space is still expected to be
available next turn.
2020-11-20 18:25:03 -08:00
Dan Albert
f8b2dbe283 Move unit delivery ownership out of the UI.
Breaks save compat, but we need to have this knowledge outside the UI so
we can know whether or not we can ferry aircraft to the airfield without
overflowing parking.
2020-11-20 18:04:27 -08:00
Dan Albert
20091292f4 Remove dead code. 2020-11-20 17:37:20 -08:00
Dan Albert
a594f45aae Pick divert airfields when planning.
https://github.com/Khopa/dcs_liberation/issues/342
2020-11-20 17:29:58 -08:00
Ignacio Muñoz Fernandez
d394d01ea8 fix: conditional value at passTurn on QTopPanel 2020-11-20 17:12:13 -08:00
Ignacio Muñoz Fernandez
70d982b0ed fix: Pass Turn and Take Off Buttons when no game is loaded 2020-11-20 17:12:13 -08:00
Dan Albert
ae68a35a1a Remove save compat since it's breaking anyway.
Removal of old paths/names for things that no longer exist.
2020-11-20 17:06:01 -08:00
Dan Albert
a9fcfe60f4 Add arrival/divert airfield selection.
Breaks save compat because it adds new fields to `Flight` that have no
constant default. Removing all of our other save compat at the same
time.

Note that player flights with a divert point will have a nav point for
their actual landing point. This is because we place the divert point
last, and DCS won't let us have a land point anywhere but the final
waypoint. It would allow a LandingReFuAr point, but they're only
generated for player flights anyway so it doesn't really matter.

Fixes https://github.com/Khopa/dcs_liberation/issues/342
2020-11-20 16:16:00 -08:00
Ignacio Muñoz Fernandez
c3b028ef4b fix: fixes #325 for version 2.2.x 2020-11-20 03:50:58 -08:00
C. Perreau
833399f068 Merge pull request #409 from kavinsky/fix/issue-325
fix: fixes #325 Budget calculation for both factions
2020-11-20 12:44:16 +01:00
Ignacio Muñoz Fernandez
5695cf4ac5 fix: fixes #325 Budget calculation and enemy reinforcement calculation now takes into account the destroyed buildings 2020-11-20 12:38:06 +01:00
Ignacio Muñoz Fernandez
1553e5efd5 chore: syntax cleaning and redundant variable cleanup 2020-11-20 02:57:23 -08:00
Ignacio Muñoz Fernandez
0f1b396dd2 chore: variable name changes 2020-11-20 02:57:23 -08:00
Ignacio Muñoz Fernandez
976ee51bf5 feat: Added Financial Income to GroundObjectMenu building window 2020-11-20 02:57:23 -08:00
Dan Albert
7c22f6e83b Change mach function to take altitude in meters.
All of the callers are passing altitude in meters because that's what
pydcs uses. This still returns knots which makes it extra weird, but
that's what almost all of the callers expect.

It's probably a good idea to introduce some explicit types for the
various distance and speed units to avoid these sorts of mistakes.
2020-11-20 02:19:38 -08:00
Dan Albert
18b6f7b84c Add off-map spawn locations.
The AI isn't making use of these yet, but it's not smart enough to do so
anyway.

Would benefit from an icon to differentiate it on the map.

I'm stretching the definition of "control point" quite a bit. We might
want to put a class above `ControlPoint` for `AirSpawnLocation` to
represent types of spawn locations that can't be captured and don't have
ground objectives.

Fixes https://github.com/Khopa/dcs_liberation/issues/274
2020-11-20 02:19:03 -08:00
Dan Albert
206d09f7f8 Maybe correct fishbed radios.
Maybe fixes https://github.com/Khopa/dcs_liberation/issues/377
2020-11-20 00:20:01 -08:00
Dan Albert
4e910c4b09 Maybe correct fishbed radios.
Maybe fixes https://github.com/Khopa/dcs_liberation/issues/377
2020-11-20 00:18:00 -08:00
Dan Albert
bc3cd50a6c Add support for required SAMs in campaigns.
"Required" SAMs (designative by redfor long range SAM launchers in the
ME) will always be spawned during campaign generation. This makes it
possible to build a semi-guaranteed IADS (the exact type of SAM is
dependent) on the choice of faction.

Requierd SAMs will consume the slots of random SAMs during generation.
Later we should differentiate between strategic SAMs like SA-10s and
tactical SAMs like SA-11s so we can fill in the medium range SAMs at
random locations among the fixed long range SAMs.
2020-11-19 23:47:07 -08:00
Dan Albert
cecf611f91 Add docs for PresetLocations. 2020-11-19 21:59:36 -08:00
Dan Albert
5e4802f05e Return base defense locations to pool on capture.
When a base is captured we clear its defenses. Those locations need to
be returned to the preset location pool so they can be used for the new
base defenses.
2020-11-19 21:50:29 -08:00
Dan Albert
1e70e654ed Don't attempt loading miz files as JSON. 2020-11-19 21:32:44 -08:00
Dan Albert
20054b9825 Update Inherent Resolve campaign presets.
None of these are placed precisely yet, but they're useful for testing.
2020-11-19 21:29:21 -08:00
Dan Albert
5fb6a53cbd Add preset configuration for offshore types. 2020-11-19 21:28:57 -08:00
Dan Albert
ff751c30f9 Add preset configuration for strike targets. 2020-11-19 21:20:40 -08:00
Dan Albert
c1614ad5a7 Add TODOs for carrier CP names. 2020-11-19 21:19:53 -08:00
Dan Albert
13e372159a Change default settings to match UI defaults.
Doesn't affect the thing players see, but corrects the defaults when
using the command line mission generator.
2020-11-19 21:19:12 -08:00
Dan Albert
1ee0aafd9a Unify TGO location selection.
We currently have three methods of choosing locations for TGOs:

1. From the campaign miz
2. From the per-CP mizdata files
3. Randomly

Move the selection among these sources into a single place and use it
everywhere that we search for a TGO location.

Longer term methods 2 and 3 will be removed.
2020-11-19 21:09:33 -08:00
Dan Albert
df80ec635f Add a new miz file based campaign generator.
Defining a campaign using a miz file instead of as JSON has a number of
advantages:

* Much easier for players to mod their campaigns.
* Easier to see the big picture of how objective locations will be laid
  out, since every control point can be seen at once.
* No need to associate objective locations to control points explicitly;
  the campaign generator can claim objectives for control points based
  on distance.
* Easier to create an IADS that performs well.
* Non-random campaigns are easier to make.

The downside is duplication across campaigns, and a less structured data
format for complex objects. The former is annoying if we have to fix a
bug that appears in a dozen campaigns. It's less an annoyance for
needing to start from scratch since the easiest way to create a campaign
will be to copy the "full" campaign for the given theater and prune it.

So far I've implemented control points, base defenses, and front lines.
Still need to add support for non-base defense TGOs.

This currently doesn't do anything for the `radials` property of the
`ControlPoint` because I'm not sure what those are.
2020-11-19 16:55:21 -08:00
Khopa
6470d25d18 About dialog update 2020-11-19 21:59:01 +01:00
Dan Albert
20f97e48a9 Update changelog for 2.2.1. 2020-11-19 00:42:54 -08:00
Dan Albert
94c5ed8bdc Fix custom waypoints.
Like with deleting waypoints, these will degrade the flight plan to the
2.1 behavior.

Ascend/descend points aren't in use any more, so I removed those.
2020-11-19 00:29:05 -08:00
Dan Albert
4b7b4bf110 Allow deleting waypoints.
In almost every case this leaves us with a flight plan we can't reason
about, so it gets degraded to `CustomFlightPlan`. The exception is when
deleting a target point when there are other target points remaining.
This probably gets people using this feature back to what they want
though, which is essentially the 2.1 behavior.

Fixes https://github.com/Khopa/dcs_liberation/issues/393
2020-11-18 23:44:16 -08:00
Dan Albert
a223da8f99 Avoid cases where empty flights could be created.
Fixes https://github.com/Khopa/dcs_liberation/issues/373
2020-11-18 22:03:33 -08:00
Dan Albert
98fd707aea Add infor about delayed flights to the start page.
Fixes https://github.com/Khopa/dcs_liberation/issues/398
2020-11-18 21:26:14 -08:00
Dan Albert
5928f29f11 Delay player CV flight when their settings say so.
Fixes https://github.com/Khopa/dcs_liberation/issues/375

This also fixes a problem where we're spawning non-cold start planes in
an uncontrolled state. The ME won't let us do this, so we probably
shouldn't be doing that.
2020-11-18 19:34:38 -08:00
Dan Albert
c3ebabbe44 Don't delay player flights with short delays.
Not much point in delaying humans 8 seconds.

Fixes https://github.com/Khopa/dcs_liberation/issues/397
2020-11-18 19:27:03 -08:00
Khopa
29fd094dd0 Added F-14A support 2020-11-19 00:34:24 +01:00
walterroach
f7966b8d8c fix bug #394 2020-11-18 16:37:30 -06:00
Khopa
ee2f4ecbc8 Pydcs submodule update 2020-11-18 21:51:47 +01:00
Khopa
b08f6cad1d French translations for jinja templates, might be useful later. 2020-11-18 21:50:58 +01:00
Dan Albert
e851223733 Fix mypy. 2020-11-18 01:58:35 -08:00
Dan Albert
1f12546ff4 Add command line option to generate a new game.
Saves us a ton of clicks while developing the campaign generator.
2020-11-17 18:56:35 -08:00
Dan Albert
8345063e84 Move theater into game. 2020-11-17 18:11:33 -08:00
walterroach
482bedd739 Merge pull request #381 from foxwxl/patch-1
Create briefingtemplate_CN.j2
2020-11-17 15:47:27 -06:00
Dan Albert
7d7a334418 Fix mypy. 2020-11-17 02:04:38 -08:00
Dan Albert
69dbe62b70 Plan anti-ship missions automatically. 2020-11-17 01:08:06 -08:00
foxwxl
f61167cedf Create briefingtemplate_CN.j2
Briefing template CN version
2020-11-17 16:52:52 +08:00
Dan Albert
2ac92a75a4 Plan BAI missions automatically. 2020-11-17 00:36:41 -08:00
Dan Albert
fe80a9fd08 Make garrisons not SAMs.
The AI planner was planning DEAD against tanks because technically they
were SAMs.
2020-11-17 00:25:45 -08:00
Dan Albert
505af7635f Include EWRs in DEAD targets. 2020-11-16 23:53:25 -08:00
Dan Albert
426dc69e1d Allow DEAD on EWRs. 2020-11-16 23:53:25 -08:00
Dan Albert
082e8c062c Add anti-ship missions.
The only practical difference between this and BAI is that the target is
floating, so this mostly shares its implementation with BAI.

Fixes https://github.com/Khopa/dcs_liberation/issues/350
2020-11-16 23:29:19 -08:00
Dan Albert
9f2409bb9e Make sweep flights actually sweep flights.
DCS group task doesn't alter behavior, but it does alter which tasks are
available to the group.
2020-11-16 22:47:32 -08:00
Dan Albert
14dd8e43a4 Improve waypoint names for BAI targets. 2020-11-16 22:37:19 -08:00
Dan Albert
9fb33526a7 Add BAI missions.
BAI is used for attacking ground vehicles as opposed to buildings like
strike does, and not air defenses like DEAD does. Unlike strike, BAI is
tolerant of moving targets.

Fixes https://github.com/Khopa/dcs_liberation/issues/216
2020-11-16 21:11:18 -08:00
Dan Albert
8bd00bf450 Move mission type compatibility to the target.
This was also needed in other parts of the UI and is easier to implement
in the target class anyway.

Note that DEAD is now properly restricted to air defense targets.

Also added error boxes to the UI for when planning fails on an invalid
target.
2020-11-16 21:11:14 -08:00
walterroach
f3553ced78 Merge pull request #366 from walterroach/new_frontline
New frontline paths.  First step in #287
2020-11-16 22:13:33 -06:00
Khopa
a52dc43c9e MAde it possible to setup liveries in faction files. 2020-11-16 22:02:30 -06:00
Khopa
0b6b40a358 Pydcs repository update : Fixed issue with clipped wing variant of the spitfire not being seen as a flyable module 2020-11-16 22:02:27 -06:00
Dan Albert
f6371d2ef1 Further improve split/join positioning. 2020-11-16 22:02:22 -06:00
walterroach
ecd073e31d typing and comment cleanup 2020-11-16 22:01:49 -06:00
Dan Albert
dc235f36c8 Further improve split/join positioning. 2020-11-16 19:15:11 -08:00
Khopa
7503c1e1e9 Pydcs repository update : Fixed issue with clipped wing variant of the spitfire not being seen as a flyable module 2020-11-17 00:06:10 +01:00
walterroach
253e8a209c fix return statement 2020-11-16 17:02:04 -06:00
Khopa
e26b692631 MAde it possible to setup liveries in faction files. 2020-11-16 23:57:12 +01:00
walterroach
658d808524 Merge branch 'develop' into new_frontline 2020-11-16 16:25:21 -06:00
Dan Albert
28e00055ab Differentiate BARCAP and TARCAP.
Previously the only difference between these was the objective type:
TARCAP was for front lines and BARCAP was for everything else.

Now BARCAP is for friendly areas and TARCAP is for enemy areas. The
practical difference between the two is that a TARCAP package is like
the old front line CAP in that it will adjust its patrol time to match
the package if it can, and it will also arrive two minutes ahead of the
rest of the package to clear the area if needed.
2020-11-16 00:32:50 -08:00
Dan Albert
8eef1eaa7c Fix mypy issue. 2020-11-15 23:59:20 -08:00
Dan Albert
e361a857a4 Only engage fighters with sweep. 2020-11-15 23:53:12 -08:00
Dan Albert
d369ce8847 Add fighter sweep tasks.
Fighter sweeps arrive at the target ahead of the rest of the package
(currently a fixed 5 minute lead) to clear out enemy fighters and then
RTB.

Fixes https://github.com/Khopa/dcs_liberation/issues/348
2020-11-15 23:49:14 -08:00
walterroach
e60166dc89 Change default CAS loadout for Viggen
Reported that AI can't hit the broad side of a barn with the rockets.
2020-11-15 22:50:14 -06:00
walterroach
87afc2fcef bezier frontline display
Start on refactoring and cleanup of QLiberationMap.py
2020-11-15 22:08:30 -06:00
walterroach
bd1457c435 Complete Caucasus Full Map frontline data. 2020-11-15 22:08:30 -06:00
walterroach
c1f88b4a5f frontline refactoring
`FrontLine` is tightly coupled with `ConflictTheater`.
  Moved into the same module to prevent circular imports.

Moved `ConflictTheater.frontline_data` from class var
to instance var to allow save games to have different
versions of frontlines.
2020-11-15 22:08:18 -06:00
walterroach
a080d4b692 Briefing tweak
Fixes frontline info repeating when player has no vehicles.
2020-11-15 22:06:05 -06:00
walterroach
c20e9e19cb Add cheat for more easily debugging frontline 2020-11-15 20:56:09 -06:00
Dan Albert
d9056acc6d Improve hold/split/join point positioning.
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.

Fixes https://github.com/Khopa/dcs_liberation/issues/352.

(cherry picked from commit 21cd764f66)
2020-11-15 18:53:42 -08:00
Khopa
8ffbf32677 Changelog update 2020-11-15 16:14:18 +01:00
Khopa
6e2124252c Added full persian gulf map by Plob 2020-11-15 15:58:00 +01:00
Khopa
3dd07b8c23 Added factions made by Discord user HerrTom 2020-11-15 15:57:59 +01:00
Dan Albert
fae9650f56 Fix pyinstaller spec for release.
final and buildnumber are optional files. Move them into resources to
avoid naming them explicitly.
2020-11-14 13:01:11 -08:00
Dan Albert
9019cbfd2b Fix versioning for release builds. 2020-11-14 12:39:50 -08:00
Khopa
85f931316a Changelog update for 2.2.0 2020-11-14 21:29:03 +01:00
Khopa
717ea05d38 Pulled latest pydcs version 2020-11-14 21:24:45 +01:00
walterroach
80612ba97d Merge branch 'develop_2_2_x' into develop 2020-11-14 12:24:26 -06:00
walterroach
c4d2b92e34 Merge branch 'develop_2_2_x' into new_frontline 2020-11-14 12:18:40 -06:00
Khopa
ab26a76789 A-20G won't level bomb unit groups 2020-11-14 14:19:34 +01:00
Dan Albert
ef84703da9 Update the README with a more recent screenshot. 2020-11-14 01:39:20 -08:00
Dan Albert
75769df8e2 Handle inventory when selling aircraft.
This still leaves a bit to be desired, namely that selling aircraft
happens immediately but buying aircraft takes a turn. However, that's
how this behaved before, so this restores the 2.1 behavior. Worth
investigating further in the future.
2020-11-14 00:11:19 -08:00
Dan Albert
a81254cd18 Fix error box in flight creation. 2020-11-13 21:00:55 -08:00
Dan Albert
4cff838de0 Develop is now 2.3. 2020-11-13 18:46:59 -08:00
walterroach
3838b3ca4f More frontlines 2020-11-13 17:03:46 -06:00
walterroach
7dc3e041c8 Merge branch 'new_frontline' of https://github.com/walterroach/dcs_liberation into new_frontline 2020-11-13 09:12:40 -06:00
walterroach
33b92423d8 cleanup comments
remove unnecessary method call
2020-11-13 09:12:08 -06:00
walterroach
6237fffa5a cleanup comments 2020-11-13 09:03:02 -06:00
walterroach
0b4e2d3b6b Merge branch 'develop' into new_frontline 2020-11-13 08:58:43 -06:00
walterroach
398630d51e initial tooling 2020-11-12 21:51:54 -06:00
walterroach
61400ba726 caucasus test data 2020-11-12 21:47:54 -06:00
walterroach
33885e2216 initial multi segment frontline implementation 2020-11-12 21:47:13 -06:00
walterroach
5719b136fe sanity check 2020-11-12 19:16:01 -06:00
walterroach
ede5ee60c3 frontline 2020-11-12 18:21:37 -06:00
451 changed files with 19420 additions and 15348 deletions

View File

@@ -36,11 +36,6 @@ jobs:
run: |
./venv/scripts/activate
mypy gen
- name: mypy theater
run: |
./venv/scripts/activate
mypy theater
- name: update build number
run: |

View File

@@ -43,11 +43,6 @@ jobs:
./venv/scripts/activate
mypy gen
- name: mypy theater
run: |
./venv/scripts/activate
mypy theater
- name: Build binaries
run: |
./venv/scripts/activate
@@ -58,11 +53,6 @@ jobs:
env:
TAG_NAME: ${{ github.ref }}
run: |
$version = ($env:TAG_NAME -split "/") | Select-Object -Last 1
(Get-Content .\installer\dcs_liberation.iss) -replace "{{version}}",$version | Out-File .\build\installer.iss
cd .\installer
iscc.exe ..\build\installer.iss
cd ..
Copy-Item .\changelog.md .\dist
- uses: actions/upload-artifact@v2
@@ -105,15 +95,7 @@ jobs:
body_path: releasenotes.md
draft: false
prerelease: ${{ steps.version.outputs.prerelease }}
- uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: ./dcs_liberation.exe
asset_name: dcs_liberation.${{ steps.version.outputs.number }}.exe
asset_content_type: application/exe
- uses: actions/upload-release-asset@v1
env:

76
CODE_OF_CONDUCT.md Normal file
View File

@@ -0,0 +1,76 @@
# Contributor Covenant Code of Conduct
## Our Pledge
In the interest of fostering an open and welcoming environment, we as
contributors and maintainers pledge to making participation in our project and
our community a harassment-free experience for everyone, regardless of age, body
size, disability, ethnicity, sex characteristics, gender identity and expression,
level of experience, education, socio-economic status, nationality, personal
appearance, race, religion, or sexual identity and orientation.
## Our Standards
Examples of behavior that contributes to creating a positive environment
include:
* Using welcoming and inclusive language
* Being respectful of differing viewpoints and experiences
* Gracefully accepting constructive criticism
* Focusing on what is best for the community
* Showing empathy towards other community members
Examples of unacceptable behavior by participants include:
* The use of sexualized language or imagery and unwelcome sexual attention or
advances
* Trolling, insulting/derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or electronic
address, without explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Our Responsibilities
Project maintainers are responsible for clarifying the standards of acceptable
behavior and are expected to take appropriate and fair corrective action in
response to any instances of unacceptable behavior.
Project maintainers have the right and responsibility to remove, edit, or
reject comments, commits, code, wiki edits, issues, and other contributions
that are not aligned to this Code of Conduct, or to ban temporarily or
permanently any contributor for other behaviors that they deem inappropriate,
threatening, offensive, or harmful.
## Scope
This Code of Conduct applies both within project spaces and in public spaces
when an individual is representing the project or its community. Examples of
representing a project or community include using an official project e-mail
address, posting via an official social media account, or acting as an appointed
representative at an online or offline event. Representation of a project may be
further defined and clarified by project maintainers.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported by contacting the project team at khopa.studio@gmail.com. All
complaints will be reviewed and investigated and will result in a response that
is deemed necessary and appropriate to the circumstances. The project team is
obligated to maintain confidentiality with regard to the reporter of an incident.
Further details of specific enforcement policies may be posted separately.
Project maintainers who do not follow or enforce the Code of Conduct in good
faith may face temporary or permanent repercussions as determined by other
members of the project's leadership.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 1.4,
available at https://www.contributor-covenant.org/version/1/4/code-of-conduct.html
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see
https://www.contributor-covenant.org/faq

26
CONTRIBUTING.md Normal file
View File

@@ -0,0 +1,26 @@
First, note that we have a code of conduct, please follow it in all your interactions with the project.
## Contributing as a non-developer
* Report bugs by opening issues here on Github.
* Help others users on Discord by answering their questions.
* Raise awareness about the project, by making a video and/or a tutorial.
Should you report a bug, please use the search bar at the top of the page to see if it has already been reported.
Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
## Making content for Liberation
You can create new campaigns : See [campaign creation wiki](https://github.com/Khopa/dcs_liberation/wiki/Custom-Campaigns).
You can also improve existing campaigns.
You can then submit new campaigns on the "campaigns" channel on Discord, or by making a pull request if you are comfortable with git.
## Develop new features
If you want to develop a new feature, we recommend you first open an issue describing the new feature and discuss it with us on Discord before starting development.
However, feel free to work on any existing issue.
## Pull requests
Please submit your pull requests on the **develop** branch. We expect a description of its content, and when applicable, a reference to the issue(s) it is resolving.

View File

@@ -1,6 +1,108 @@
# 2.3.4
## Fixes:
* **[Mission Generator]** Mission generator would crash when generating fire missions for destroyed SCUD sites - fixed
# 2.3.3
## Features/Improvements
* **[Campaigns]** Reworked Golan Heights campaign on Syria, (Added FOB and preset locations for SAMS)
* **[Campaigns]** Added a lite version of the Golan Heights campaign
* **[Campaigns]** Reworked Syrian Civil War campaign (Added FOB and preset locations for SAMS)
* **[Campaigns]** Reworked Emirates campaign
* **[Campaigns]** AA units added to frontlines and updated all factions to include some frontline AA units.
* **[Mission Generator]** Infantry will only be generated for APC and IFV groups
* **[Mission Generator]** Infantry squads size is not randomized anymore
* **[Mission Generator]** Infantry squads can have a mortar.
* **[Mission Generator]** SCUD missiles sites will now fire on enemy controls points in range when possible
* **[Factions]** Updated Nato Desert Storm to include F-14A
* **[Factions]** Updated Iraq 1991 factions to include Zsu-57 and Mig-29A
* **[Factions]** Germany 1944, added Stug III and Stug IV
* **[Factions]** Added factions Insurgents (Hard) with better and more weapons
* **[Plugins]** [The EWRS plugin](https://github.com/Bob7heBuilder/EWRS) is now included.
* **[UI]** Added enemy intelligence summary and details window.
## Fixes:
* **[Factions]** AI would never buy artillery units for the frontline - fixed
* **[Factions]** Removed the F-111 unit from the NATO desert storm faction. (Recruiting it would cause crashes in DCS, since it is not a valid unit)
* **[Campaign]** Automatic redeployment of ground units would sometimes fail - fixed
* **[Mission Generator]** Artillery groups would retreat in the wrong direction - fixed
* **[Units]** Fixed SPG_Stryker_M1128_MGS not being in db
* **[UI]** Fixed and added many missing ground units icons
* **[UI]** Ship groups could be replaced by SAM sites in the UI, which would lead to broken mission being generated - fixed
* **[New Game Wizard]** Removed the "mid game" campaign generator option which is currently broken
* **[Mission Generator]** Empty navy groups will no longer be generated
* **[Mission Generator]** Fixed BAI, SEAD, and DEAD flights ocassionally being assigned the wrong targets.
* **[Flight Planner]** Fixed not being able to plan packages against opfor carriers
* **[UI]** Repaired SAMs no longer show as dead.
* **[UI]** Fixed not being able to manage a disbanded site after disbanding and closing the base menu.
# 2.3.2
## Features/Improvements
* **[Units]** Support for newly added BTR-82A, T-72B3
* **[Units]** Added ZSU-57 AAA sites
* **[Culling]** BARCAP missions no longer create culling exclusion zones.
* **[Flight Planner]** Improved TOT planning. Negative start times no longer occur with TARCAPs and hold times no longer affect planning for flight plans without hold points.
* **[Factions]** Added Iraq 1991 faction (thanks again to Hawkmoon!)
## Fixes:
* **[Mission Generator]** Fix mission generation error when there are too many radio frequency to setup for the Mig-21
* **[Mission Generator]** Fix ground units not moving forward
* **[Mission Generator]** Fixed assigned radio channels overlapping with beacons.
* **[Flight Planner]** Fix creation of custom waypoints.
* **[Campaigns]** Fixed many cases of SAMs spawning on the runways/taxiways in Syria Full.
# 2.3.1
## Features/Improvements
* **[UX]** Added a warning message when the player is attempting to buy more planes at an already full airbase.
* **[Campaigns]** Migrated Syria full map to new format. (Thanks to Hawkmoon)
* **[Faction]** Added NATO desert Storm faction (Thanks to Hawkmoon)
## Fixes:
* **[AI]** CAP flights will engage enemies again.
* **[Campaigns]** Fixed a missing path on the Caucasus Full Map campaign
# 2.3.0
## Features/Improvements
* **[Campaign Map]** Overhauled the campaign model
* **[Campaign Map]** Possible to add FOB as control points
* **[Campaign Map]** Added off-map spawn locations
* **[Campaign AI]** Overhauled AI recruiting behaviour
* **[Campaign AI]** Added AI procurement for Blue
* **[Campaign]** New Campaign: "Black Sea"
* **[Mission Planner]** Possible to move carrier and tarawa on the campaign map
* **[Mission Generator]** Infantry squads on frontline can have manpads
* **[Mission Generator]** Unused aircraft now spawned to allow for OCA strikes
* **[Mission Generator]** Opfor now obeys parking limits
* **[Mission Generator]** Support for Anubis C-130 Hercules mod
* **[Flight Planner]** Added fighter sweep missions.
* **[Flight Planner]** Added BAI missions.
* **[Flight Planner]** Added anti-ship missions.
* **[Flight Planner]** Differentiated BARCAP and TARCAP. TARCAP is now for hostile areas and will arrive before the package.
* **[Flight Planner]** Added OCA missions
* **[Flight Planner]** Added Alternate/divert airfields
* **[Culling]** Added possibility to include/exclude carriers from culling zones
* **[QOL]** On liberation startup, your latest save game is loaded automatically
* **[Units]** Reduced starting fuel load for C101
* **[UI]** Inform the user of the weather
* **[UI]** Added toolbar buttons to change map display settings
* **[Game]** Added new Economy options for adjusting income multipliers and starting budgets.
## Fixes :
* **[Map]** Missiles sites now have a proper icon and will not re-use the SAM sites icon
* **[Mission Generator]** Ground unit waypoints improperly set to "On Road" - fixed
* **[Mission Generator]** Target waypoints not at ground level - fixed
* **[Mission Generator]** Selected skill not applied to Helicopters - fixed
* **[Mission Generator]** Ground units do not always spawn - fixed
* **[Kneeboard]** Briefing waypoints off by one - fixed
* **[Game]** Destroyed buildings still granting budget - fixed
# 2.2.1
# Features/Improvements
## Features/Improvements
* **[Factions]** Added factions : Georgia 2008, USN 1985, France 2005 Frenchpack by HerrTom
* **[Factions]** Added map Persian Gulf full by Plob
* **[Flight Planner]** Player flights with start delays under ten minutes will spawn immediately.

View File

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

View File

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

View File

@@ -104,7 +104,8 @@ from dcs.planes import (
Tu_95MS,
WingLoong_I,
Yak_40,
plane_map
plane_map,
I_16
)
from dcs.ships import (
Armed_speedboat,
@@ -113,6 +114,7 @@ from dcs.ships import (
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CVN_75_Harry_S__Truman,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Dry_cargo_ship_Ivanov,
@@ -138,6 +140,7 @@ from dcs.task import (
SEAD,
Task,
Transport,
RunwayAttack,
)
from dcs.terrain.terrain import Airport
from dcs.unit import Ship, Unit, Vehicle
@@ -157,15 +160,19 @@ import pydcs_extensions.frenchpack.frenchpack as frenchpack
# PATCH pydcs data with MODS
from game.factions.faction_loader import FactionLoader
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.hercules.hercules import Hercules
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
from pydcs_extensions.su57.su57 import Su_57
plane_map["A-4E-C"] = A_4E_C
plane_map["MB-339PAN"] = MB_339PAN
plane_map["Rafale_M"] = Rafale_M
plane_map["Rafale_A_S"] = Rafale_A_S
plane_map["Rafale_B"] = Rafale_B
plane_map["Su-57"] = Su_57
plane_map["Hercules"] = Hercules
vehicle_map["FieldHL"] = frenchpack._FIELD_HIDE
vehicle_map["HARRIERH"] = frenchpack._FIELD_HIDE_SMALL
@@ -223,6 +230,11 @@ from this example `Identifier` should be used (which may or may not include cate
For example, player accessible Hornet is called `FA_18C_hornet`, and MANPAD Igla is called `AirDefence.SAM_SA_18_Igla_S_MANPADS`
"""
# This should probably be much higher, but the AI doesn't rollover their budget
# and isn't smart enough to save to repair a critical runway anyway, so it has
# to be cheap enough to repair with a single turn's income.
RUNWAY_REPAIR_COST = 100
"""
Prices for the aircraft.
This defines both price for the player (although only aircraft listed in CAP/CAS/Transport/Armor/AirDefense roles will be purchasable)
@@ -245,6 +257,7 @@ PRICES = {
SpitfireLFMkIX: 14,
SpitfireLFMkIXCW: 14,
I_16: 10,
Bf_109K_4: 14,
FW_190D9: 16,
FW_190A8: 14,
@@ -272,6 +285,7 @@ PRICES = {
F_16A: 14,
F_14A_135_GR: 20,
F_14B: 24,
F_22A: 40,
Tornado_IDS: 20,
Tornado_GR4: 20,
@@ -326,6 +340,7 @@ PRICES = {
KJ_2000: 50,
E_3A: 50,
C_130: 25,
Hercules: 25,
# WW2
P_51D_30_NA: 18,
@@ -343,15 +358,18 @@ PRICES = {
# Modded
Rafale_M: 26,
Rafale_A_S: 26,
Rafale_B: 26,
# armor
Armor.APC_MTLB: 4,
Armor.FDDM_Grad: 5,
Armor.FDDM_Grad: 4,
Armor.ARV_BRDM_2: 6,
Armor.ARV_BTR_RD: 8,
Armor.ARV_BTR_RD: 6,
Armor.APC_BTR_80: 8,
Armor.APC_BTR_82A: 10,
Armor.MBT_T_55: 18,
Armor.MBT_T_72B: 22,
Armor.MBT_T_72B: 20,
Armor.MBT_T_72B3: 25,
Armor.MBT_T_80U: 25,
Armor.MBT_T_90: 30,
Armor.IFV_BMD_1: 8,
@@ -367,6 +385,7 @@ PRICES = {
Armor.ATGM_M1045_HMMWV_TOW: 8,
Armor.IFV_M2A2_Bradley: 12,
Armor.APC_M1126_Stryker_ICV: 10,
Armor.SPG_M1128_Stryker_MGS: 14,
Armor.ATGM_M1134_Stryker: 12,
Armor.MBT_M60A3_Patton: 16,
Armor.MBT_M1A2_Abrams: 25,
@@ -390,6 +409,7 @@ PRICES = {
Artillery.MLRS_BM_21_Grad: 15,
Artillery.MLRS_9K57_Uragan_BM_27: 50,
Artillery.MLRS_9A52_Smerch: 40,
Artillery._2B11_mortar: 4,
Unarmed.Transport_UAZ_469: 3,
Unarmed.Transport_Ural_375: 3,
@@ -418,6 +438,7 @@ PRICES = {
Armor.LAC_M8_Greyhound: 8,
Armor.TD_M10_GMC: 14,
Armor.StuG_III_Ausf__G: 12,
Armor.StuG_IV: 14,
Artillery.M12_GMC: 10,
Artillery.Sturmpanzer_IV_Brummbär: 10,
Armor.Daimler_Armoured_Car: 8,
@@ -465,11 +486,12 @@ PRICES = {
AirDefence.SAM_Stinger_comm_dsr: 4,
AirDefence.SAM_Stinger_comm: 4,
AirDefence.SPAAA_ZSU_23_4_Shilka: 10,
AirDefence.AAA_ZSU_57_2: 12,
AirDefence.AAA_ZU_23_Closed: 6,
AirDefence.AAA_ZU_23_Emplacement: 6,
AirDefence.AAA_ZU_23_on_Ural_375: 8,
AirDefence.AAA_ZU_23_on_Ural_375: 7,
AirDefence.AAA_ZU_23_Insurgent_Closed: 6,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 8,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 7,
AirDefence.AAA_ZU_23_Insurgent: 6,
AirDefence.SAM_SA_18_Igla_MANPADS: 10,
AirDefence.SAM_SA_18_Igla_comm: 8,
@@ -575,6 +597,7 @@ UNIT_BY_TASK = {
MiG_31,
FA_18C_hornet,
F_15C,
F_22A,
F_14A_135_GR,
F_14B,
F_16A,
@@ -589,6 +612,7 @@ UNIT_BY_TASK = {
JF_17,
F_4E,
C_101CC,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
@@ -630,6 +654,7 @@ UNIT_BY_TASK = {
P_47D_40,
RQ_1A_Predator,
Rafale_A_S,
Rafale_B,
SA342L,
SA342M,
SA342Minigun,
@@ -646,14 +671,14 @@ UNIT_BY_TASK = {
Tu_95MS,
UH_1H,
WingLoong_I,
Hercules
],
Transport: [
IL_76MD,
An_26B,
An_30M,
Yak_40,
C_130,
C_130
],
Refueling: [
IL_78M,
@@ -685,6 +710,8 @@ UNIT_BY_TASK = {
Armor.APC_BTR_80,
Armor.APC_BTR_80,
Armor.APC_BTR_80,
Armor.APC_BTR_82A,
Armor.APC_BTR_82A,
Armor.IFV_BMP_1,
Armor.IFV_BMP_1,
Armor.IFV_BMP_1,
@@ -692,6 +719,7 @@ UNIT_BY_TASK = {
Armor.IFV_BMP_2,
Armor.IFV_BMP_3,
Armor.IFV_BMP_3,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
Armor.ZBD_04A,
Armor.ZBD_04A,
@@ -700,6 +728,8 @@ UNIT_BY_TASK = {
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_72B,
Armor.MBT_T_72B3,
Armor.MBT_T_72B3,
Armor.MBT_T_80U,
Armor.MBT_T_80U,
Armor.MBT_T_90,
@@ -728,6 +758,7 @@ UNIT_BY_TASK = {
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M1126_Stryker_ICV,
Armor.SPG_M1128_Stryker_MGS,
Armor.IFV_MCV_80,
Armor.IFV_MCV_80,
Armor.IFV_MCV_80,
@@ -792,8 +823,11 @@ UNIT_BY_TASK = {
Armor.TD_M10_GMC,
Armor.TD_M10_GMC,
Armor.StuG_III_Ausf__G,
Armor.StuG_IV,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
Armor.Daimler_Armoured_Car,
Armor.LT_Mk_VII_Tetrarch,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
@@ -808,6 +842,30 @@ UNIT_BY_TASK = {
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_15_Tor_9A331,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SPAAA_Gepard,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Roland_ADS,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_M1_37mm,
AirDefence.AA_gun_QF_3_7,
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__TOYOTA_GREEN,
@@ -833,23 +891,6 @@ UNIT_BY_TASK = {
],
AirDefence: [
# those are listed multiple times here to balance prioritization more into lower tier AAs
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
],
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
@@ -957,6 +998,7 @@ COMMON_OVERRIDE = {
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP",
RunwayAttack: "RUNWAY_ATTACK"
}
PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
@@ -999,6 +1041,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
F_14A_135_GR: COMMON_OVERRIDE,
F_14B: COMMON_OVERRIDE,
F_15C: COMMON_OVERRIDE,
F_22A: COMMON_OVERRIDE,
F_16C_50: COMMON_OVERRIDE,
JF_17: COMMON_OVERRIDE,
M_2000C: COMMON_OVERRIDE,
@@ -1043,6 +1086,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
FW_190D9: COMMON_OVERRIDE,
FW_190A8: COMMON_OVERRIDE,
Bf_109K_4: COMMON_OVERRIDE,
I_16: COMMON_OVERRIDE,
SpitfireLFMkIXCW: COMMON_OVERRIDE,
SpitfireLFMkIX: COMMON_OVERRIDE,
A_20G: COMMON_OVERRIDE,
@@ -1050,6 +1094,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
MB_339PAN: COMMON_OVERRIDE,
Rafale_M: COMMON_OVERRIDE,
Rafale_A_S: COMMON_OVERRIDE,
Rafale_B: COMMON_OVERRIDE,
OH_58D: COMMON_OVERRIDE,
F_16A: COMMON_OVERRIDE,
MQ_9_Reaper: COMMON_OVERRIDE,
@@ -1058,6 +1103,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AH_1W: COMMON_OVERRIDE,
AH_64D: COMMON_OVERRIDE,
AH_64A: COMMON_OVERRIDE,
Hercules: COMMON_OVERRIDE,
Su_25TM: {
SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
@@ -1119,7 +1165,7 @@ TIME_PERIODS = {
}
REWARDS = {
"power": 4, "warehouse": 2, "fuel": 2, "ammo": 2,
"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
"derrick": 8
}
@@ -1190,6 +1236,8 @@ def upgrade_to_supercarrier(unit, name: str):
return CVN_72_Abraham_Lincoln
elif name == "CVN-73 George Washington":
return CVN_73_George_Washington
elif name == "CVN-75 Harry S. Truman":
return CVN_75_Harry_S__Truman
else:
return CVN_71_Theodore_Roosevelt
elif unit == CV_1143_5_Admiral_Kuznetsov:
@@ -1210,29 +1258,46 @@ def unit_task(unit: UnitType) -> Optional[Task]:
return None
def find_unittype(for_task: Task, country_name: str) -> List[UnitType]:
def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name].units]
def find_infantry(country_name: str) -> List[UnitType]:
inf = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
MANPADS: List[VehicleType] = [
AirDefence.SAM_SA_18_Igla_MANPADS,
AirDefence.SAM_SA_18_Igla_S_MANPADS,
AirDefence.Stinger_MANPADS
]
INFANTRY: List[VehicleType] = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Artillery._2B11_mortar,
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]
@@ -1244,7 +1309,7 @@ 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:

View File

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

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

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

View File

@@ -2,22 +2,25 @@ from __future__ import annotations
import logging
import math
from typing import Dict, List, Optional, Type, TYPE_CHECKING
from typing import Dict, List, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import UnitType
from game import db, persistency
from game.debriefing import Debriefing
from game import persistency
from game.debriefing import AirLosses, Debriefing
from game.infos.information import Information
from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from theater import ControlPoint
from ..unitmap import UnitMap
if TYPE_CHECKING:
from ..game import Game
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
@@ -30,21 +33,16 @@ STRONG_DEFEAT_INFLUENCE = 0.5
class Event:
silent = False
informational = False
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
BONUS_BASE = 5
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
self.game = game
self.departure_cp: Optional[ControlPoint] = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
@@ -55,131 +53,128 @@ 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)
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
loss.ground_object.kill()
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 +210,14 @@ 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 +229,8 @@ 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 +347,13 @@ 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 +361,22 @@ class UnitsDeliveryEvent(Event):
attacker_name=attacker_name,
defender_name=defender_name)
self.units: Dict[UnitType, int] = {}
self.units: Dict[Type[UnitType], int] = {}
def __str__(self):
def __str__(self) -> str:
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: Dict[UnitType, int]):
def deliver(self, units: Dict[Type[UnitType], int]) -> None:
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self):
def skip(self) -> None:
for k, v in self.units.items():
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
self.game.informations.append(info)
if self.to_cp.captured:
name = "Ally "
else:
name = "Enemy "
self.game.message(
f"{name} reinforcements: {k.id} x {v} at {self.to_cp.name}")
self.to_cp.base.commision_units(self.units)

View File

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

View File

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

View File

@@ -1,18 +1,17 @@
import itertools
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
from game.db import PLAYER_BUDGET_BASE, REWARDS
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
@@ -20,16 +19,19 @@ from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
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 .income import Income
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 +64,19 @@ 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 +91,11 @@ 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.__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 +108,24 @@ 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)
@@ -147,24 +167,14 @@ class Game:
front_line.control_point_a,
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 process_player_income(self):
self.budget += Income(self, player=True).total
def _budget_player(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
self.enemy_budget += Income(self, player=False).total
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
@@ -175,20 +185,16 @@ 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)
@@ -199,17 +205,12 @@ 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()
self.compute_conflicts_position()
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
@@ -224,8 +225,12 @@ 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 +247,14 @@ 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 +264,56 @@ 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 +346,19 @@ 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
@@ -394,12 +377,24 @@ class Game:
if cpoint is not None:
points.append(cpoint)
packages = itertools.chain(self.blue_ato.packages,
self.red_ato.packages)
for package in packages:
if package.primary_task is FlightType.BARCAP:
# BARCAPs will be planned at most locations on smaller theaters,
# rendering culling fairly useless. BARCAP packages don't really
# need the ground detail since they're defensive. SAMs nearby
# are only interesting if there are enemies in the area, and if
# there are they won't be culled because of the enemy's mission.
continue
points.append(package.target.position)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
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 +442,10 @@ 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.")

64
game/income.py Normal file
View File

@@ -0,0 +1,64 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.db import PLAYER_BUDGET_BASE, REWARDS
from game.theater import ControlPoint
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class BuildingIncome:
name: str
category: str
number: int
income_per_building: int
@property
def income(self) -> int:
return self.number * self.income_per_building
@dataclass(frozen=True)
class ControlPointIncome:
control_point: ControlPoint
income: int
class Income:
def __init__(self, game: Game, player: bool) -> None:
if player:
self.multiplier = game.settings.player_income_multiplier
else:
self.multiplier = game.settings.enemy_income_multiplier
self.control_points = []
self.buildings = []
self.income_per_base = PLAYER_BUDGET_BASE if player else 0
names = set()
for cp in game.theater.control_points_for(player):
self.control_points.append(
ControlPointIncome(cp, self.income_per_base))
for tgo in cp.ground_objects:
names.add(tgo.obj_name)
for name in names:
count = 0
tgos = game.theater.find_ground_objects_by_obj_name(name)
category = tgos[0].category
if category not in REWARDS:
continue
for tgo in tgos:
if not tgo.is_dead:
count += 1
self.buildings.append(BuildingIncome(name, category, count,
REWARDS[category]))
self.from_bases = sum(cp.income for cp in self.control_points)
self.total_buildings = sum(b.income for b in self.buildings)
self.total = ((self.total_buildings + self.from_bases) *
self.multiplier)

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,7 +1,10 @@
from __future__ import annotations
from game.theater.theatergroundobject import TheaterGroundObject
import logging
import os
from pathlib import Path
from typing import List, Optional, Set
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
@@ -9,11 +12,8 @@ from dcs.coalition import Coalition
from dcs.countries import country_dict
from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.terrain.terrain import Terrain
from dcs.translation import String
from dcs.triggers import TriggerStart
from dcs.unittype import UnitType
from game.plugins import LuaPluginManager
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
@@ -29,19 +29,19 @@ from gen.kneeboard import KneeboardGenerator
from gen.radios import RadioFrequency, RadioRegistry
from gen.tacan import TacanRegistry
from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
from theater import ControlPoint
from .. import db
from ..debriefing import Debriefing
from ..theater import Airfield
from ..unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
class Operation:
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
"""Static class for managing the final Mission generation"""
current_mission = None # type: Mission
regular_mission = None # type: Mission
quick_mission = None # type: Mission
conflict = None # type: Conflict
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
@@ -51,104 +51,96 @@ class Operation:
forcedoptionsgen = None # type: ForcedOptionsGenerator
radio_registry: Optional[RadioRegistry] = None
tacan_registry: Optional[TacanRegistry] = None
game = None # type: Game
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
is_quick = None
is_awacs_enabled = False
ca_slots = 0
player_awacs_enabled = True
# TODO: #436 Generate Air Support for red
enemy_awacs_enabled = True
ca_slots = 1
unit_map: UnitMap
jtacs: List[JtacInfo] = []
plugin_scripts: List[str] = []
def __init__(self,
game,
attacker_name: str,
defender_name: str,
from_cp: ControlPoint,
departure_cp: ControlPoint,
to_cp: ControlPoint):
self.game = game
self.attacker_name = attacker_name
self.attacker_country = db.FACTIONS[attacker_name].country
self.defender_name = defender_name
self.defender_country = db.FACTIONS[defender_name].country
print(self.defender_country, self.attacker_country)
self.from_cp = from_cp
self.departure_cp = departure_cp
self.to_cp = to_cp
self.is_quick = False
self.plugin_scripts: List[str] = []
def units_of(self, country_name: str) -> List[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
@property
def is_player_attack(self) -> bool:
return self.from_cp.captured
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
# self.briefinggen = BriefingGenerator(self.current_mission, self.game) Is it safe to remove this, or does it also break save compat?
def prepare(self, terrain: Terrain, is_quick: bool):
@classmethod
def prepare(cls, game: Game):
with open("resources/default_options.lua", "r") as f:
options_dict = loads(f.read())["options"]
cls._set_mission(Mission(game.theater.terrain))
cls.game = game
cls._setup_mission_coalitions()
cls.current_mission.options.load_from_dict(options_dict)
self.current_mission = Mission(terrain)
@classmethod
def conflicts(cls) -> Iterable[Conflict]:
assert cls.game
for frontline in cls.game.theater.conflicts():
yield Conflict(
cls.game.theater,
frontline.control_point_a,
frontline.control_point_b,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
frontline.position
)
@classmethod
def air_conflict(cls) -> Conflict:
assert cls.game
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2
)
return Conflict(
cls.game.theater,
player_cp,
enemy_cp,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point
)
print(self.game.player_country)
print(country_dict[db.country_id_from_name(self.game.player_country)])
print(country_dict[db.country_id_from_name(self.game.player_country)]())
@classmethod
def _set_mission(cls, mission: Mission) -> None:
cls.current_mission = mission
# Setup coalition :
self.current_mission.coalition["blue"] = Coalition("blue")
self.current_mission.coalition["red"] = Coalition("red")
@classmethod
def _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition("blue")
cls.current_mission.coalition["red"] = Coalition("red")
p_country = self.game.player_country
e_country = self.game.enemy_country
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
p_country = cls.game.player_country
e_country = cls.game.enemy_country
cls.current_mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]())
cls.current_mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]())
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
print([c for c in self.current_mission.coalition["red"].countries.keys()])
if is_quick:
self.quick_mission = self.current_mission
else:
self.regular_mission = self.current_mission
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.departure_cp.at
# TODO: Is this possible?
if self.to_cp is not None:
self.defenders_starting_position = self.to_cp.at
else:
self.defenders_starting_position = None
def inject_lua_trigger(self, contents: str, comment: str) -> None:
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
self.current_mission.triggerrules.triggers.append(trigger)
cls.current_mission.triggerrules.triggers.append(trigger)
def bypass_plugin_script(self, mnemonic: str) -> None:
self.plugin_scripts.append(mnemonic)
@classmethod
def bypass_plugin_script(cls, mnemonic: str) -> None:
cls.plugin_scripts.append(mnemonic)
def inject_plugin_script(self, plugin_mnemonic: str, script: str,
@classmethod
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
script_mnemonic: str) -> None:
if script_mnemonic in self.plugin_scripts:
if script_mnemonic in cls.plugin_scripts:
logging.debug(
f"Skipping already loaded {script} for {plugin_mnemonic}"
)
else:
self.plugin_scripts.append(script_mnemonic)
cls.plugin_scripts.append(script_mnemonic)
plugin_path = Path("./resources/plugins", plugin_mnemonic)
@@ -161,23 +153,25 @@ class Operation:
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = self.current_mission.map_resource.add_resource_file(filename)
fileref = cls.current_mission.map_resource.add_resource_file(
filename)
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
cls.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def notify_info_generators(
self,
cls,
groundobjectgen: GroundObjectsGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
"""
gens: List[MissionInfoGenerator] = [
KneeboardGenerator(self.current_mission, self.game),
BriefingGenerator(self.current_mission, self.game)
]
KneeboardGenerator(cls.current_mission, cls.game),
BriefingGenerator(cls.current_mission, cls.game)
]
for gen in gens:
for dynamic_runway in groundobjectgen.runways.values():
gen.add_dynamic_runway(dynamic_runway)
@@ -185,7 +179,7 @@ class Operation:
for tanker in airsupportgen.air_support.tankers:
gen.add_tanker(tanker)
if self.is_awacs_enabled:
if cls.player_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
gen.add_awacs(awacs)
@@ -196,301 +190,34 @@ 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)
@classmethod
def create_radio_registries(cls) -> None:
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)
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.
cls._create_tacan_registry(unique_map_frequencies)
cls._create_radio_registry(unique_map_frequencies)
assert cls.radio_registry is not None
for frequency in unique_map_frequencies:
radio_registry.reserve(frequency)
cls.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 +232,340 @@ dcsLiberation.TargetPoints = {
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
@classmethod
def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
cls.tacan_registry = TacanRegistry()
beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
cls.tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
cls.radio_registry = RadioRegistry()
for data in AIRFIELD_DATA.values():
if data.theater == cls.game.theater.terrain.name and data.atc:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
@classmethod
def _generate_ground_units(cls):
cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map
)
cls.groundobjectgen.generate()
@classmethod
def _generate_destroyed_units(cls) -> None:
"""Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
cls.current_mission.static_group(
country=cls.current_mission.country(
cls.game.player_country),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
@classmethod
def generate(cls) -> UnitMap:
"""Build the final Mission to be exported"""
cls.create_unit_map()
cls.create_radio_registries()
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission,
cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls._generate_ground_conflicts()
# Triggers
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
triggersgen.generate()
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
else:
cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
# Options
forcedoptionsgen = ForcedOptionsGenerator(
cls.current_mission, cls.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(cls.current_mission, cls.game)
if cls.game.settings.perf_smoke_gen:
visualgen.generate()
cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
# Inject Plugins Lua Scripts and data
cls.plugin_scripts.clear()
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(cls)
plugin.inject_configuration(cls)
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls.notify_info_generators(
cls.groundobjectgen,
cls.airsupportgen,
cls.jtacs,
cls.airgen
)
return cls.unit_map
@classmethod
def _generate_air_units(cls) -> None:
"""Generate the air units for the Operation"""
# Air Support (Tanker & Awacs)
assert cls.radio_registry and cls.tacan_registry
cls.airsupportgen = AirSupportConflictGenerator(
cls.current_mission, cls.air_conflict(), cls.game, cls.radio_registry,
cls.tacan_registry)
cls.airsupportgen.generate()
# Generate Aircraft Activity on the map
cls.airgen = AircraftConflictGenerator(
cls.current_mission, cls.game.settings, cls.game,
cls.radio_registry, cls.unit_map)
cls.airgen.clear_parking_slots()
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.player_country),
cls.game.blue_ato,
cls.groundobjectgen.runways
)
cls.airgen.generate_flights(
cls.current_mission.country(cls.game.enemy_country),
cls.game.red_ato,
cls.groundobjectgen.runways
)
cls.airgen.spawn_unused_aircraft(
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country))
@classmethod
def _generate_ground_conflicts(cls) -> None:
"""For each frontline in the Operation, generate the ground conflicts and JTACs"""
for front_line in cls.game.theater.conflicts(True):
player_cp = front_line.control_point_a
enemy_cp = front_line.control_point_b
conflict = Conflict.frontline_cas_conflict(
cls.game.player_name,
cls.game.enemy_name,
cls.current_mission.country(cls.game.player_country),
cls.current_mission.country(cls.game.enemy_country),
player_cp,
enemy_cp,
cls.game.theater
)
# Generate frontline ops
player_gp = cls.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = cls.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
ground_conflict_gen = GroundConflictGenerator(
cls.current_mission,
conflict, cls.game,
player_gp, enemy_gp,
player_cp.stances[enemy_cp.id],
cls.unit_map
)
ground_conflict_gen.generate()
cls.jtacs.extend(ground_conflict_gen.jtacs)
@classmethod
def generate_lua(cls, airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo]) -> None:
# TODO: Refactor this
luaData = {
"AircraftCarriers": {},
"Tankers": {},
"AWACs": {},
"JTACs": {},
"TargetPoints": {},
} # type: ignore
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
}
if airsupportgen.air_support.awacs:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE]:
flightType = str(flight.flight_type)
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if isinstance(flightTarget, TheaterGroundObject):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + \
f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {"x": flightTarget.position.x,
"y": flightTarget.position.y}
}
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath=""" + state_location + """
"""
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- later, we'll add more data to the table
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
Operation.current_mission.triggerrules.triggers.append(trigger)

View File

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

View File

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

204
game/procurement.py Normal file
View File

@@ -0,0 +1,204 @@
from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.task import CAP, CAS
from dcs.unittype import FlyingType, VehicleType
from game import db
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget, TYPE_SHORAD
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, cp: ControlPoint) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
db.PRICES[u] <= budget]
total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
max_aa = math.ceil(total_non_aa/8)
# Limit the number of AA units the AI will buy
if not total_number_aa < max_aa:
for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
affordable_units.remove(unit)
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 and not self.faction.artillery_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, cp)
if unit is None:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
assert cp.pending_unit_deliveries is not None
cp.pending_unit_deliveries.deliver({unit: 1})
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: int) -> Optional[Type[FlyingType]]:
unit_pool = [u for u in self.faction.aircrafts if u in types]
affordable_units = [
u for u in unit_pool
if db.PRICES[u] * number <= max_price and airbase.can_operate(u)
]
if not affordable_units:
return None
return random.choice(affordable_units)
def affordable_aircraft_for(
self, request: AircraftProcurementRequest,
airbase: ControlPoint, budget: int) -> Optional[Type[FlyingType]]:
aircraft = self._affordable_aircraft_of_types(
preferred_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
if aircraft is not None:
return aircraft
return self._affordable_aircraft_of_types(
capable_aircraft_for_task(request.task_capability),
airbase, request.number, budget)
def purchase_aircraft(
self, budget: int,
aircraft_requests: List[AircraftProcurementRequest]) -> int:
unit_pool = [u for u in self.faction.aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if not unit_pool:
return budget
for request in aircraft_requests:
for airbase in self.best_airbases_for(request):
unit = self.affordable_aircraft_for(request, airbase, budget)
if unit is None:
# Can't afford any aircraft capable of performing the
# required mission that can operate from this airbase. We
# might be able to afford aircraft at other airbases though,
# in the case where the airbase we attempted to use is only
# able to operate expensive aircraft.
continue
budget -= db.PRICES[unit] * request.number
assert airbase.pending_unit_deliveries is not None
airbase.pending_unit_deliveries.deliver({unit: request.number})
return budget
@property
def owned_points(self) -> List[ControlPoint]:
if self.is_player:
return self.game.theater.player_points()
else:
return self.game.theater.enemy_points()
def best_airbases_for(
self,
request: AircraftProcurementRequest) -> Iterator[ControlPoint]:
distance_cache = ObjectiveDistanceCache.get_closest_airfields(
request.near
)
for cp in distance_cache.airfields_within(request.range):
if not cp.is_friendly(self.is_player):
continue
if not cp.runway_is_operational():
continue
if cp.unclaimed_parking(self.game) < request.number:
continue
yield cp
def front_line_candidates(self) -> List[ControlPoint]:
candidates = []
# Prefer to buy front line units at active front lines that are not
# already overloaded.
for cp in self.owned_points:
if cp.base.total_armor >= 30:
# Control point is already sufficiently defended.
continue
for connected in cp.connected_points:
if not connected.is_friendly(to_player=self.is_player):
candidates.append(cp)
if not candidates:
# Otherwise buy them anywhere valid.
candidates = [p for p in self.owned_points
if p.can_deploy_ground_units]
return candidates

View File

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

View File

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

View File

@@ -4,12 +4,12 @@ import math
import typing
from typing import Dict, Type
from dcs.planes import PlaneType
from dcs.task import CAP, CAS, Embarking, PinpointStrike, Task
from dcs.unittype import UnitType, VehicleType
from dcs.unittype import FlyingType, UnitType, VehicleType
from dcs.vehicles import AirDefence, Armor
from game import db
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
STRENGTH_AA_ASSEMBLE_MIN = 0.2
PLANES_SCRAMBLE_MIN_BASE = 2
@@ -21,26 +21,26 @@ BASE_MIN_STRENGTH = 0
class Base:
aircraft = {} # type: typing.Dict[PlaneType, int]
armor = {} # type: typing.Dict[VehicleType, int]
aa = {} # type: typing.Dict[AirDefence, int]
strength = 1 # type: float
def __init__(self):
self.aircraft = {}
self.armor = {}
self.aa = {}
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_planes(self) -> int:
def total_aircraft(self) -> int:
return sum(self.aircraft.values())
@property
def total_armor(self) -> int:
return sum(self.armor.values())
@property
def total_frontline_aa(self) -> int:
return sum([v for k, v in self.armor.items() if k in TYPE_SHORAD])
@property
def total_aa(self) -> int:
return sum(self.aa.values())
@@ -83,7 +83,7 @@ class Base:
logging.info("{} for {} ({}): {}".format(self, for_type, count, result))
return result
def _find_best_planes(self, for_type: Task, count: int) -> typing.Dict[PlaneType, int]:
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]:
@@ -103,11 +103,11 @@ class Base:
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():
if unit_count <= 0:
continue
for_task = db.unit_task(unit_type)
target_dict = None
@@ -118,8 +118,10 @@ class Base:
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
if target_dict is not None:
target_dict[unit_type] = target_dict.get(unit_type, 0) + unit_count
else:
logging.error("Unable to determine target dict for " + str(unit_type))
def commit_losses(self, units_lost: typing.Dict[typing.Any, int]):
@@ -155,7 +157,7 @@ class Base:
if task:
count = sum([v for k, v in self.aircraft.items() if db.unit_task(k) == task])
else:
count = self.total_planes
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)
@@ -167,18 +169,18 @@ class Base:
# previous logic removed because we always want the full air defense capabilities.
return self.total_aa
def scramble_sweep(self, multiplier: float) -> typing.Dict[PlaneType, int]:
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_planes, 20))
return self._find_best_planes(CAP, min(self.total_aircraft, 20))
def scramble_cas(self, multiplier: float) -> typing.Dict[PlaneType, int]:
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[PlaneType, int]:
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]:

View File

@@ -0,0 +1,941 @@
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 shapely import geometry
from shapely import ops
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 nearest_land_pos(self, point: Point, extend_dist: int = 50) -> Point:
"""Returns the nearest point inside a land exclusion zone from point
`extend_dist` determines how far inside the zone the point should be placed"""
if self.is_on_land(point):
return point
point = geometry.Point(point.x, point.y)
nearest_points = []
if not self.landmap:
raise RuntimeError("Landmap not initialized")
for inclusion_zone in self.landmap[0]:
nearest_pair = ops.nearest_points(point, inclusion_zone)
nearest_points.append(nearest_pair[1])
min_distance = point.distance(nearest_points[0]) # type: geometry.Point
nearest_point = nearest_points[0] # type: geometry.Point
for pt in nearest_points[1:]:
distance = point.distance(pt)
if distance < min_distance:
min_distance = distance
nearest_point = pt
assert isinstance(nearest_point, geometry.Point)
point = Point(point.x, point.y)
nearest_point = Point(nearest_point.x, nearest_point.y)
new_point = point.point_from_heading(
point.heading_between_point(nearest_point),
point.distance_to_point(nearest_point) + extend_dist
)
return new_point
def control_points_for(self, player: bool) -> Iterator[ControlPoint]:
for point in self.controlpoints:
if point.captured == player:
yield point
def player_points(self) -> List[ControlPoint]:
return list(self.control_points_for(player=True))
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 list(self.control_points_for(player=False))
def closest_control_point(self, point: Point) -> ControlPoint:
closest = self.controlpoints[0]
closest_distance = point.distance_to_point(closest.position)
for control_point in self.controlpoints[1:]:
distance = point.distance_to_point(control_point.position)
if distance < closest_distance:
closest = control_point
closest_distance = distance
return closest
def closest_opposing_control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""
Returns a tuple of the two nearest opposing ControlPoints in theater.
(player_cp, enemy_cp)
"""
all_cp_min_distances = {}
for idx, control_point in enumerate(self.controlpoints):
distances = {}
closest_distance = None
for i, cp in enumerate(self.controlpoints):
if i != idx and cp.captured is not control_point.captured:
dist = cp.position.distance_to_point(control_point.position)
if not closest_distance:
closest_distance = dist
distances[cp.id] = dist
if dist < closest_distance:
distances[cp.id] = dist
closest_cp_id = min(distances, key=distances.get) # type: ignore
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
closest_opposing_cps = [
self.find_control_point_by_id(i)
for i
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
] # type: List[ControlPoint]
assert len(closest_opposing_cps) == 2
if closest_opposing_cps[0].captured:
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
else:
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
def find_control_point_by_id(self, id: int) -> ControlPoint:
for i in self.controlpoints:
if i.id == id:
return i
raise RuntimeError(f"Cannot find ControlPoint with ID {id}")
def add_json_cp(self, theater, p: dict) -> ControlPoint:
cp: ControlPoint
if p["type"] == "airbase":
airbase = theater.terrain.airports[p["id"]]
if "size" in p.keys():
size = p["size"]
else:
size = SIZE_REGULAR
if "importance" in p.keys():
importance = p["importance"]
else:
importance = IMPORTANCE_MEDIUM
cp = Airfield(airbase, size, importance)
elif p["type"] == "carrier":
cp = Carrier("carrier", Point(p["x"], p["y"]), p["id"])
else:
cp = Lha("lha", Point(p["x"], p["y"]), p["id"])
if "captured_invert" in p.keys():
cp.captured_invert = p["captured_invert"]
else:
cp.captured_invert = False
return cp
@staticmethod
def from_json(directory: Path, data: Dict[str, Any]) -> ConflictTheater:
theaters = {
"Caucasus": CaucasusTheater,
"Nevada": NevadaTheater,
"Persian Gulf": PersianGulfTheater,
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
}
theater = theaters[data["theater"]]
t = theater()
miz = data.get("miz", None)
if miz is not None:
MizCampaignLoader(directory / miz, t).populate_theater()
return t
cps = {}
for p in data["player_points"]:
cp = t.add_json_cp(theater, p)
cp.captured = True
cps[p["id"]] = cp
t.add_controlpoint(cp)
for p in data["enemy_points"]:
cp = t.add_json_cp(theater, p)
cps[p["id"]] = cp
t.add_controlpoint(cp)
for l in data["links"]:
cps[l[0]].connect(cps[l[1]])
cps[l[1]].connect(cps[l[0]])
return t
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = (
ReferencePoint(caucasus.Gelendzhik.position, Point(176, 298)),
ReferencePoint(caucasus.Batumi.position, Point(1307, 1205)),
)
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
"dusk": (18, 20),
"night": (0, 5),
}
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = (
ReferencePoint(persiangulf.Jiroft_Airport.position,
Point(1692, 1343)),
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
)
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
overview_image = "nevada.gif"
reference_points = (
ReferencePoint(nevada.Mina_Airport_3Q0.position, Point(252, 295)),
ReferencePoint(nevada.Laughlin_Airport.position, Point(844, 909)),
)
landmap = load_landmap("resources\\nevlandmap.p")
daytime_map = {
"dawn": (4, 6),
"day": (6, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
overview_image = "normandy.gif"
reference_points = (
ReferencePoint(normandy.Needs_Oar_Point.position, Point(515, 329)),
ReferencePoint(normandy.Evreux.position, Point(2029, 1709)),
)
landmap = load_landmap("resources\\normandylandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
overview_image = "thechannel.gif"
reference_points = (
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
ReferencePoint(thechannel.Detling.position, Point(706, 382))
)
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
overview_image = "syria.gif"
reference_points = (
ReferencePoint(syria.Eyn_Shemer.position, Point(564, 1289)),
ReferencePoint(syria.Tabqa.position, Point(1329, 491)),
)
landmap = load_landmap("resources\\syrialandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@dataclass
class ComplexFrontLine:
"""
Stores data necessary for building a multi-segment frontline.
"points" should be ordered from closest to farthest distance originating from start_cp.position
"""
start_cp: ControlPoint
points: List[Point]
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> Numeric:
"""The heading of the frontline segment from player to enemy control point"""
return self.point_a.heading_between_point(self.point_b)
@property
def attack_distance(self) -> Numeric:
"""Length of the segment"""
return self.point_a.distance_to_point(self.point_b)
class FrontLine(MissionTarget):
"""Defines a front line location between two control points.
Front lines are the area where ground combat happens.
Overwrites the entirety of MissionTarget __init__ method to allow for
dynamic position calculation.
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
self.segments: List[FrontLineSegment] = []
self.theater = theater
self._build_segments()
self.name = f"Front line {control_point_a}/{control_point_b}"
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
return False
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.CAS,
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.control_point_a, self.control_point_b
@property
def attack_distance(self):
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@property
def active_segment(self) -> FrontLineSegment:
"""The FrontLine segment where there can be an active conflict"""
if self._position_distance <= self.segments[0].attack_distance:
return self.segments[0]
remaining_dist = self._position_distance
for segment in self.segments:
if remaining_dist <= segment.attack_distance:
return segment
else:
remaining_dist -= segment.attack_distance
logging.error(
"Frontline attack distance is greater than the sum of its segments"
)
return self.segments[0]
def point_from_a(self, distance: Numeric) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.control_point_a.position.point_from_heading(
self.segments[0].attack_heading, distance
)
remaining_dist = distance
for segment in self.segments:
if remaining_dist < segment.attack_distance:
return segment.point_a.point_from_heading(
segment.attack_heading, remaining_dist
)
else:
remaining_dist -= segment.attack_distance
@property
def _position_distance(self) -> float:
"""
The distance from point "a" where the conflict should occur
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.control_point_b.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.control_point_a.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
"""
Ensures the frontline conflict is never located within the minimum distance
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
def _build_segments(self) -> None:
"""Create line segments for the frontline"""
control_point_ids = "|".join(
[str(self.control_point_a.id), str(self.control_point_b.id)]
) # from_cp.id|to_cp.id
reversed_cp_ids = "|".join(
[str(self.control_point_b.id), str(self.control_point_a.id)]
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
# First, check if control point id pair matches in order, and create segments if a match is found.
if control_point_ids in complex_frontlines:
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# Check the reverse order and build in reverse if found.
elif reversed_cp_ids in complex_frontlines:
point_pairs = pairwise(
reversed(complex_frontlines[reversed_cp_ids].points)
)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# If no complex frontline has been configured, fall back to the old straight line method.
else:
self.segments.append(
FrontLineSegment(
self.control_point_a.position, self.control_point_b.position
)
)
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
with open(path, "r") as file:
logging.debug(f"Loading frontline from {path}...")
data = json.load(file)
return {
frontline: ComplexFrontLine(
data[frontline]["start_cp"],
[Point(i[0], i[1]) for i in data[frontline]["points"]],
)
for frontline in data
}
except OSError:
logging.warning(
f"Unable to load preset frontlines for {theater.terrain.name}"
)
return None

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from __future__ import annotations
import itertools
import logging
import random
import re
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from enum import Enum
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport, ParkingSlot
from dcs.unittype import FlyingType
from game import db
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
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
@property
def pending_frontline_aa_deliveries_count(self):
"""
Get number of pending frontline aa units
"""
if self.pending_unit_deliveries:
return sum([v for k,v in self.pending_unit_deliveries.units.items() if k in TYPE_SHORAD])
else:
return 0
@property
def pending_deliveries_count(self):
"""
Get number of pending units
"""
if self.pending_unit_deliveries:
return sum([v for k, v in self.pending_unit_deliveries.units.items()])
else:
return 0
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]:
from gen.flights.flight import FlightType
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
yield from super().mission_types(for_player)
@property
def heading(self) -> int:
return 0 # TODO compute heading
def runway_is_operational(self) -> bool:
# Necessary because it's possible for the carrier itself to have sunk
# while its escorts are still alive.
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis, LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
Type_071_Amphibious_Transport_Dock]:
return True
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
# TODO: Assign TACAN and ICLS earlier so we don't need this.
fallback = RunwayData(self.full_name, runway_heading=0, runway_name="")
return dynamic_runways.get(self.name, fallback)
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus(damaged=not self.runway_is_operational())
@property
def runway_can_be_repaired(self) -> bool:
return False
@property
def moveable(self) -> bool:
return True
@property
def can_deploy_ground_units(self) -> bool:
return False
class Carrier(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@property
def is_carrier(self):
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.CARRIER_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 90
class Lha(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("LHAs cannot be captured")
@property
def is_lha(self) -> bool:
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.LHA_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 20
class OffMapSpawn(ControlPoint):
def runway_is_operational(self) -> bool:
return True
def __init__(self, cp_id: int, name: str, position: Point):
from . import IMPORTANCE_MEDIUM, SIZE_REGULAR
super().__init__(cp_id, name, position, at=position,
size=SIZE_REGULAR, importance=IMPORTANCE_MEDIUM,
has_frontline=False, cptype=ControlPointType.OFF_MAP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Off map control points cannot be captured")
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from []
@property
def total_aircraft_parking(self) -> int:
return 1000
def can_operate(self, aircraft: FlyingType) -> bool:
return True
@property
def heading(self) -> int:
return 0
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: Off map spawns have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
@property
def can_deploy_ground_units(self) -> bool:
return False
class Fob(ControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=True, cptype=ControlPointType.FOB)
self.name = name
def runway_is_operational(self) -> bool:
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: FOBs have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.BARCAP,
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.STRIKE,
FlightType.SWEEP,
FlightType.ESCORT,
FlightType.SEAD,
]
@property
def total_aircraft_parking(self) -> int:
return 0
def can_operate(self, aircraft: FlyingType) -> bool:
return False
@property
def heading(self) -> int:
return 0
@property
def can_deploy_ground_units(self) -> bool:
return True

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

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

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

View File

@@ -1,7 +1,7 @@
from __future__ import annotations
import itertools
from typing import List, TYPE_CHECKING
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
@@ -9,6 +9,8 @@ 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 = {
@@ -83,10 +85,13 @@ class TheaterGroundObject(MissionTarget):
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 is_dead(self) -> bool:
return self.alive_unit_count == 0
@property
def units(self) -> List[Unit]:
"""
@@ -117,11 +122,36 @@ class TheaterGroundObject(MissionTarget):
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) -> None:
dcs_identifier: str, airbase_group=False) -> None:
super().__init__(
name=name,
category=category,
@@ -130,10 +160,13 @@ class BuildingGroundObject(TheaterGroundObject):
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=False,
airbase_group=airbase_group,
sea_object=False
)
self.object_id = object_id
# Other TGOs track deadness based on the number of alive units, but
# buildings don't have groups assigned to the TGO.
self._dead = False
@property
def group_name(self) -> str:
@@ -144,8 +177,29 @@ class BuildingGroundObject(TheaterGroundObject):
def waypoint_name(self) -> str:
return f"{super().waypoint_name} #{self.object_id}"
@property
def is_dead(self) -> bool:
if not hasattr(self, "_dead"):
self._dead = False
return self._dead
class GenericCarrierGroundObject(TheaterGroundObject):
def kill(self) -> None:
self._dead = True
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
@@ -216,8 +270,8 @@ class BaseDefenseGroundObject(TheaterGroundObject):
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD) but also for the
# armor garrisons at airbases. These should each be split into their own 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:
@@ -245,6 +299,32 @@ class SamGroundObject(BaseDefenseGroundObject):
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,
@@ -266,8 +346,18 @@ class EwrGroundObject(BaseDefenseGroundObject):
# 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)
class ShipGroundObject(TheaterGroundObject):
@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__(

133
game/unitmap.py Normal file
View File

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

View File

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

View File

@@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["2.2.0"]
components = ["2.3.4"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:

View File

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

View File

@@ -5,7 +5,7 @@ import random
from dataclasses import dataclass
from datetime import timedelta
from functools import cached_property
from typing import Dict, List, Optional, Type, Union, TYPE_CHECKING
from typing import Dict, List, Optional, TYPE_CHECKING, Type, Union
from dcs import helicopters
from dcs.action import AITaskPush, ActivateGroup
@@ -13,11 +13,15 @@ from dcs.condition import CoalitionHasAirdrome, TimeAfter
from dcs.country import Country
from dcs.flyingunit import FlyingUnit
from dcs.helicopters import UH_1H, helicopter_map
from dcs.mapping import Point
from dcs.mission import Mission, StartType
from dcs.planes import (
AJS37,
B_17G,
B_52H,
Bf_109K_4,
C_101CC,
C_101EB,
FW_190A8,
FW_190D9,
F_14B,
@@ -29,48 +33,63 @@ from dcs.planes import (
P_47D_40,
P_51D,
P_51D_30_NA,
PlaneType,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_33, A_20G, Tu_22M3, B_52H,
Su_33,
Tu_22M3,
)
from dcs.point import MovingPoint, PointAction
from dcs.task import (
AntishipStrike,
AttackGroup,
Bombing,
BombingRunway,
CAP,
CAS,
ControlledTask,
EPLRS,
EngageTargets,
EngageTargetsInZone,
FighterSweep,
GroundAttack,
OptROE,
OptRTBOnBingoFuel,
OptRTBOnOutOfAmmo,
OptReactOnThreat,
OptRestrictAfterburner,
OptRestrictJettison,
OrbitAction,
PinpointStrike,
RunwayAttack,
SEAD,
StartCommand,
Targets,
Task, WeaponType,
Task,
WeaponType,
)
from dcs.terrain.terrain import Airport
from dcs.translation import String
from dcs.terrain.terrain import Airport, NoParkingSlotError
from dcs.triggers import Event, TriggerOnce, TriggerRule
from dcs.unitgroup import FlyingGroup, ShipGroup, StaticGroup
from dcs.unittype import FlyingType, UnitType
from game import db
from game.data.cap_capabilities_db import GUNFIGHTERS
from game.factions.faction import Faction
from game.settings import Settings
from game.utils import nm_to_meter
from game.theater.controlpoint import (
Airfield,
ControlPoint,
ControlPointType,
NavalControlPoint,
OffMapSpawn,
)
from game.theater.theatergroundobject import TheaterGroundObject
from game.unitmap import UnitMap
from game.utils import knots_to_kph, nm_to_meter
from gen.airsupportgen import AirSupport
from gen.ato import AirTaskingOrder, Package
from gen.callsigns import create_group_callsign_from_unit
from gen.conflictgen import FRONTLINE_LENGTH
from gen.flights.flight import (
Flight,
FlightType,
@@ -79,19 +98,14 @@ from gen.flights.flight import (
)
from gen.radios import MHz, Radio, RadioFrequency, RadioRegistry, get_radio
from gen.runways import RunwayData
from gen.conflictgen import FRONTLINE_LENGTH
from dcs.mapping import Point
from theater import TheaterGroundObject
from theater.controlpoint import ControlPoint, ControlPointType
from .conflictgen import Conflict
from .flights.flightplan import (
CasFlightPlan,
FormationFlightPlan,
LoiterFlightPlan,
PatrollingFlightPlan,
SweepFlightPlan,
)
from .flights.traveltime import TotEstimator
from .flights.traveltime import GroundSpeed, TotEstimator
from .naming import namegen
from .runways import RunwayAssigner
if TYPE_CHECKING:
from game import Game
@@ -281,12 +295,19 @@ class FlightData:
#: Map of radio frequencies to their assigned radio and channel, if any.
frequency_to_channel_map: Dict[RadioFrequency, ChannelAssignment]
#: Bingo fuel value in lbs.
bingo_fuel: Optional[int]
joker_fuel: Optional[int]
def __init__(self, package: Package, flight_type: FlightType,
units: List[FlyingUnit], size: int, friendly: bool,
departure_delay: timedelta, departure: RunwayData,
arrival: RunwayData, divert: Optional[RunwayData],
waypoints: List[FlightWaypoint],
intra_flight_channel: RadioFrequency) -> None:
intra_flight_channel: RadioFrequency,
bingo_fuel: Optional[int],
joker_fuel: Optional[int]) -> None:
self.package = package
self.flight_type = flight_type
self.units = units
@@ -299,6 +320,8 @@ class FlightData:
self.waypoints = waypoints
self.intra_flight_channel = intra_flight_channel
self.frequency_to_channel_map = {}
self.bingo_fuel = bingo_fuel
self.joker_fuel = joker_fuel
self.callsign = create_group_callsign_from_unit(self.units[0])
@property
@@ -640,13 +663,13 @@ AIRCRAFT_DATA["P-47D-30"] = AIRCRAFT_DATA["P-51D"]
class AircraftConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict, settings: Settings,
game: Game, radio_registry: RadioRegistry):
def __init__(self, mission: Mission, settings: Settings, game: Game,
radio_registry: RadioRegistry, unit_map: UnitMap) -> None:
self.m = mission
self.game = game
self.settings = settings
self.conflict = conflict
self.radio_registry = radio_registry
self.unit_map = unit_map
self.flights: List[FlightData] = []
@cached_property
@@ -703,6 +726,11 @@ class AircraftConflictGenerator:
if for_task in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task]
group.load_loadout(payload_name)
if not group.units[0].pylons and for_task == RunwayAttack:
if PinpointStrike in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
logging.warning("No loadout for \"Runway Attack\" for the {}, defaulting to Strike loadout".format(str(unit_type)))
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][PinpointStrike]
group.load_loadout(payload_name)
did_load_loadout = True
logging.info("Loaded overridden payload for {} - {} for task {}".format(unit_type, payload_name, for_task))
@@ -739,25 +767,15 @@ class AircraftConflictGenerator:
if unit_type is F_14B:
unit.set_property(F_14B.Properties.INSAlignmentStored.id, True)
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
channel = self.get_intra_flight_channel(unit_type)
group.set_frequency(channel.mhz)
# TODO: Support for different departure/arrival airfields.
cp = flight.from_cp
fallback_runway = RunwayData(cp.full_name, runway_heading=0,
runway_name="")
if cp.cptype == ControlPointType.AIRBASE:
assigner = RunwayAssigner(self.game.conditions)
departure_runway = assigner.get_preferred_runway(
flight.from_cp.airport)
elif cp.is_fleet:
departure_runway = dynamic_runways.get(cp.name, fallback_runway)
else:
logging.warning(f"Unhandled departure control point: {cp.cptype}")
departure_runway = fallback_runway
divert = None
if flight.divert is not None:
divert = flight.divert.active_runway(self.game.conditions,
dynamic_runways)
self.flights.append(FlightData(
package=package,
@@ -767,26 +785,25 @@ class AircraftConflictGenerator:
friendly=flight.from_cp.captured,
# Set later.
departure_delay=timedelta(),
departure=departure_runway,
arrival=departure_runway,
# TODO: Support for divert airfields.
divert=None,
departure=flight.departure.active_runway(self.game.conditions,
dynamic_runways),
arrival=flight.arrival.active_runway(self.game.conditions,
dynamic_runways),
divert=divert,
# Waypoints are added later, after they've had their TOTs set.
waypoints=[],
intra_flight_channel=channel
intra_flight_channel=channel,
bingo_fuel=flight.flight_plan.bingo_fuel,
joker_fuel=flight.flight_plan.joker_fuel
))
# Special case so Su 33 carrier take off
if unit_type is Su_33:
if flight.flight_type is not CAP:
for unit in group.units:
unit.fuel = Su_33.fuel_max / 2.2
else:
for unit in group.units:
unit.fuel = Su_33.fuel_max * 0.8
# Special case so Su 33 and C101 can take off
if unit_type in [Su_33, C_101EB, C_101CC]:
self.set_reduced_fuel(flight, group, unit_type)
def _generate_at_airport(self, name: str, side: Country,
unit_type: FlyingType, count: int, start_type: str,
unit_type: Type[FlyingType], count: int,
start_type: str,
airport: Optional[Airport] = None) -> FlyingGroup:
assert count > 0
@@ -801,35 +818,42 @@ class AircraftConflictGenerator:
group_size=count,
parking_slots=None)
def _generate_inflight(self, name: str, side: Country, unit_type: FlyingType, count: int, at: Point) -> FlyingGroup:
assert count > 0
def _generate_inflight(self, name: str, side: Country, flight: Flight,
origin: ControlPoint) -> FlyingGroup:
assert flight.count > 0
at = origin.position
if unit_type in helicopters.helicopter_map.values():
alt_type = "RADIO"
if isinstance(origin, OffMapSpawn):
alt = flight.flight_plan.waypoints[0].alt
alt_type = flight.flight_plan.waypoints[0].alt_type
elif flight.unit_type in helicopters.helicopter_map.values():
alt = WARM_START_HELI_ALT
speed = WARM_START_HELI_AIRSPEED
else:
alt = WARM_START_ALTITUDE
speed = WARM_START_AIRSPEED
speed = knots_to_kph(GroundSpeed.for_flight(flight, alt))
pos = Point(at.x + random.randint(100, 1000), at.y + random.randint(100, 1000))
logging.info("airgen: {} for {} at {} at {}".format(unit_type, side.id, alt, speed))
logging.info("airgen: {} for {} at {} at {}".format(flight.unit_type, side.id, alt, speed))
group = self.m.flight_group(
country=side,
name=name,
aircraft_type=unit_type,
aircraft_type=flight.unit_type,
airport=None,
position=pos,
altitude=alt,
speed=speed,
maintask=None,
group_size=count)
group_size=flight.count)
group.points[0].alt_type = "RADIO"
group.points[0].alt_type = alt_type
return group
def _generate_at_group(self, name: str, side: Country,
unit_type: FlyingType, count: int, start_type: str,
unit_type: Type[FlyingType], count: int,
start_type: str,
at: Union[ShipGroup, StaticGroup]) -> FlyingGroup:
assert count > 0
@@ -875,7 +899,6 @@ class AircraftConflictGenerator:
else:
assert False
def _setup_custom_payload(self, flight, group:FlyingGroup):
if flight.use_custom_loadout:
@@ -895,28 +918,72 @@ class AircraftConflictGenerator:
def clear_parking_slots(self) -> None:
for cp in self.game.theater.controlpoints:
if cp.airport is not None:
for parking_slot in cp.airport.parking_slots:
parking_slot.unit_id = None
for parking_slot in cp.parking_slots:
parking_slot.unit_id = None
def generate_flights(self, country, ato: AirTaskingOrder,
dynamic_runways: Dict[str, RunwayData]) -> None:
self.clear_parking_slots()
for package in ato.packages:
if not package.flights:
continue
for flight in package.flights:
culled = self.game.position_culled(flight.from_cp.position)
if flight.client_count == 0 and culled:
logging.info("Flight not generated: culled")
continue
logging.info(f"Generating flight: {flight.unit_type}")
group = self.generate_planned_flight(flight.from_cp, country,
flight)
self.unit_map.add_aircraft(group, flight)
self.setup_flight_group(group, package, flight, dynamic_runways)
self.create_waypoints(group, package, flight)
def spawn_unused_aircraft(self, player_country: Country,
enemy_country: Country) -> None:
inventories = self.game.aircraft_inventory.inventories
for control_point, inventory in inventories.items():
if not isinstance(control_point, Airfield):
continue
if control_point.captured:
country = player_country
faction = self.game.player_faction
else:
country = enemy_country
faction = self.game.enemy_faction
for aircraft, available in inventory.all_aircraft:
try:
self._spawn_unused_at(control_point, country, faction, aircraft,
available)
except NoParkingSlotError:
# If we run out of parking, stop spawning aircraft.
return
def _spawn_unused_at(self, control_point: Airfield, country: Country, faction: Faction,
aircraft: Type[FlyingType], number: int) -> None:
for _ in range(number):
# Creating a flight even those this isn't a fragged mission lets us
# reuse the existing debriefing code.
# TODO: Special flight type?
flight = Flight(Package(control_point), aircraft, 1,
FlightType.BARCAP, "Cold", departure=control_point,
arrival=control_point, divert=None)
group = self._generate_at_airport(
name=namegen.next_unit_name(country, control_point.id,
aircraft),
side=country,
unit_type=aircraft,
count=1,
start_type="Cold",
airport=control_point.airport)
if aircraft in faction.liveries_overrides:
livery = random.choice(faction.liveries_overrides[aircraft])
for unit in group.units:
unit.livery_id = livery
group.uncontrolled = True
self.unit_map.add_aircraft(group, flight)
def set_activation_time(self, flight: Flight, group: FlyingGroup,
delay: timedelta) -> None:
# Note: Late activation causes the waypoint TOTs to look *weird* in the
@@ -971,10 +1038,9 @@ class AircraftConflictGenerator:
group = self._generate_inflight(
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
unit_type=flight.unit_type,
count=flight.count,
at=cp.position)
elif cp.is_fleet:
flight=flight,
origin=cp)
elif isinstance(cp, NavalControlPoint):
group_name = cp.get_carrier_group_name()
group = self._generate_at_group(
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
@@ -984,8 +1050,12 @@ class AircraftConflictGenerator:
start_type=flight.start_type,
at=self.m.find_group(group_name))
else:
if not isinstance(cp, Airfield):
raise RuntimeError(
f"Attempted to spawn at airfield for non-airfield {cp}")
group = self._generate_at_airport(
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
name=namegen.next_unit_name(country, cp.id,
flight.unit_type),
side=country,
unit_type=flight.unit_type,
count=flight.count,
@@ -999,13 +1069,26 @@ class AircraftConflictGenerator:
group = self._generate_inflight(
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
unit_type=flight.unit_type,
count=flight.count,
at=cp.position)
flight=flight,
origin=cp)
group.points[0].alt = 1500
return group
@staticmethod
def set_reduced_fuel(flight: Flight, group: FlyingGroup, unit_type: Type[PlaneType]) -> None:
if unit_type is Su_33:
for unit in group.units:
if flight.flight_type is not CAP:
unit.fuel = Su_33.fuel_max / 2.2
else:
unit.fuel = Su_33.fuel_max * 0.8
elif unit_type in [C_101EB, C_101CC]:
for unit in group.units:
unit.fuel = unit_type.fuel_max * 0.5
else:
raise RuntimeError(f"No reduced fuel case for type {unit_type}")
@staticmethod
def configure_behavior(
group: FlyingGroup,
@@ -1046,8 +1129,18 @@ class AircraftConflictGenerator:
self.configure_behavior(group, rtb_winchester=ammo_type)
group.points[0].tasks.append(EngageTargets(max_distance=nm_to_meter(50),
targets=[Targets.All.Air]))
def configure_sweep(self, group: FlyingGroup, package: Package,
flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = FighterSweep.name
self._setup_group(group, FighterSweep, package, flight, dynamic_runways)
if flight.unit_type not in GUNFIGHTERS:
ammo_type = OptRTBOnOutOfAmmo.Values.AAM
else:
ammo_type = OptRTBOnOutOfAmmo.Values.Cannon
self.configure_behavior(group, rtb_winchester=ammo_type)
def configure_cas(self, group: FlyingGroup, package: Package,
flight: Flight,
@@ -1108,6 +1201,28 @@ class AircraftConflictGenerator:
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_runway_attack(
self, group: FlyingGroup, package: Package, flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = RunwayAttack.name
self._setup_group(group, RunwayAttack, package, flight, dynamic_runways)
self.configure_behavior(
group,
react_on_threat=OptReactOnThreat.Values.EvadeFire,
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_oca_strike(
self, group: FlyingGroup, package: Package, flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = CAS.name
self._setup_group(group, CAS, package, flight, dynamic_runways)
self.configure_behavior(
group,
react_on_threat=OptReactOnThreat.Values.EvadeFire,
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_escort(self, group: FlyingGroup, package: Package,
flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
@@ -1121,7 +1236,7 @@ class AircraftConflictGenerator:
def configure_unknown_task(self, group: FlyingGroup,
flight: Flight) -> None:
logging.error(f"Unhandled flight type: {flight.flight_type.name}")
logging.error(f"Unhandled flight type: {flight.flight_type}")
self.configure_behavior(group)
def setup_flight_group(self, group: FlyingGroup, package: Package,
@@ -1131,18 +1246,25 @@ class AircraftConflictGenerator:
if flight_type in [FlightType.BARCAP, FlightType.TARCAP,
FlightType.INTERCEPTION]:
self.configure_cap(group, package, flight, dynamic_runways)
elif flight_type == FlightType.SWEEP:
self.configure_sweep(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.CAS, FlightType.BAI]:
self.configure_cas(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.DEAD, ]:
elif flight_type == FlightType.DEAD:
self.configure_dead(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.SEAD, ]:
elif flight_type == FlightType.SEAD:
self.configure_sead(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.STRIKE]:
elif flight_type == FlightType.STRIKE:
self.configure_strike(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.ANTISHIP]:
elif flight_type == FlightType.ANTISHIP:
self.configure_anti_ship(group, package, flight, dynamic_runways)
elif flight_type == FlightType.ESCORT:
self.configure_escort(group, package, flight, dynamic_runways)
elif flight_type == FlightType.OCA_RUNWAY:
self.configure_runway_attack(group, package, flight,
dynamic_runways)
elif flight_type == FlightType.OCA_AIRCRAFT:
self.configure_oca_strike(group, package, flight, dynamic_runways)
else:
self.configure_unknown_task(group, flight)
@@ -1164,10 +1286,10 @@ class AircraftConflictGenerator:
if point.only_for_player and not flight.client_count:
continue
filtered_points.append(point)
# Only add 1 target waypoint for Viggens. This only affects player flights,
# Only add 1 target waypoint for Viggens. This only affects player flights,
# the Viggen can't have more than 9 waypoints which leaves us with two target point
# under the current flight plans.
# TODO: Make this smarter, it currently selects a random unit in the group for target,
# TODO: Make this smarter, it currently selects a random unit in the group for target,
# this could be updated to make it pick the "best" two targets in the group.
if flight.unit_type is AJS37 and flight.client_count:
viggen_target_points = [
@@ -1180,7 +1302,7 @@ class AircraftConflictGenerator:
point.waypoint_type not in TARGET_WAYPOINTS or idx == keep_target[0]
)
]
for idx, point in enumerate(filtered_points):
PydcsWaypointBuilder.for_waypoint(
point, group, package, flight, self.m
@@ -1224,7 +1346,7 @@ class AircraftConflictGenerator:
# And setting *our* waypoint TOT causes the takeoff time to show up in
# the player's kneeboard.
waypoint.tot = estimator.takeoff_time_for_flight(flight)
waypoint.tot = flight.flight_plan.takeoff_time()
# And finally assign it to the FlightData info so it shows correctly in
# the briefing.
self.flights[-1].departure_delay = start_time
@@ -1258,10 +1380,13 @@ class PydcsWaypointBuilder:
def build(self) -> MovingPoint:
waypoint = self.group.add_waypoint(
Point(self.waypoint.x, self.waypoint.y), self.waypoint.alt)
Point(self.waypoint.x, self.waypoint.y), self.waypoint.alt,
name=self.mission.string(self.waypoint.name))
if self.waypoint.flyover:
waypoint.type = PointAction.FlyOverPoint.value
waypoint.alt_type = self.waypoint.alt_type
waypoint.name = String(self.waypoint.name)
tot = self.flight.flight_plan.tot_for_waypoint(self.waypoint)
if tot is not None:
self.set_waypoint_tot(waypoint, tot)
@@ -1279,13 +1404,18 @@ class PydcsWaypointBuilder:
package: Package, flight: Flight,
mission: Mission) -> PydcsWaypointBuilder:
builders = {
FlightWaypointType.INGRESS_BAI: BaiIngressBuilder,
FlightWaypointType.INGRESS_CAS: CasIngressBuilder,
FlightWaypointType.INGRESS_DEAD: DeadIngressBuilder,
FlightWaypointType.INGRESS_OCA_AIRCRAFT: OcaAircraftIngressBuilder,
FlightWaypointType.INGRESS_OCA_RUNWAY: OcaRunwayIngressBuilder,
FlightWaypointType.INGRESS_SEAD: SeadIngressBuilder,
FlightWaypointType.INGRESS_STRIKE: StrikeIngressBuilder,
FlightWaypointType.INGRESS_SWEEP: SweepIngressBuilder,
FlightWaypointType.JOIN: JoinPointBuilder,
FlightWaypointType.LANDING_POINT: LandingPointBuilder,
FlightWaypointType.LOITER: HoldPointBuilder,
FlightWaypointType.PATROL: RaceTrackEndBuilder,
FlightWaypointType.PATROL_TRACK: RaceTrackBuilder,
}
builder = builders.get(waypoint.waypoint_type, DefaultWaypointBuilder)
@@ -1296,7 +1426,7 @@ class PydcsWaypointBuilder:
If the flight is a player controlled Viggen flight, no TOT should be set on any waypoint except actual target waypoints.
"""
if (
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
(self.waypoint.waypoint_type not in TARGET_WAYPOINTS)
):
return True
@@ -1323,7 +1453,7 @@ class HoldPointBuilder(PydcsWaypointBuilder):
altitude=waypoint.alt,
pattern=OrbitAction.OrbitPattern.Circle
))
if not isinstance(self.flight.flight_plan, FormationFlightPlan):
if not isinstance(self.flight.flight_plan, LoiterFlightPlan):
flight_plan_type = self.flight.flight_plan.__class__.__name__
logging.error(
f"Cannot configure hold for for {self.flight} because "
@@ -1338,6 +1468,29 @@ class HoldPointBuilder(PydcsWaypointBuilder):
return waypoint
class BaiIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Auto)
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["groupAttack"] = True
waypoint.tasks.append(task)
else:
logging.error("Could not find group for BAI mission %s",
target_group.group_name)
else:
logging.error("Unexpected target type for BAI mission: %s",
target_group.__class__.__name__)
return waypoint
class CasIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
@@ -1371,14 +1524,13 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
task = AttackGroup(tgroup.id)
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Guided)
task.params["expend"] = "All"
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["weaponType"] = 268402702 # Guided Weapons
task.params["groupAttack"] = True
waypoint.tasks.append(task)
else:
@@ -1387,14 +1539,56 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
return waypoint
class OcaAircraftIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target = self.package.target
if not isinstance(target, Airfield):
logging.error(
"Unexpected target type for OCA Strike mission: %s",
target.__class__.__name__)
return waypoint
task = EngageTargetsInZone(
position=target.position,
# Al Dhafra is 4 nm across at most. Add a little wiggle room in case
# the airport position from DCS is not centered.
radius=nm_to_meter(3),
targets=[Targets.All.Air]
)
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["groupAttack"] = True
waypoint.tasks.append(task)
return waypoint
class OcaRunwayIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target = self.package.target
if not isinstance(target, Airfield):
logging.error(
"Unexpected target type for runway bombing mission: %s",
target.__class__.__name__)
return waypoint
waypoint.tasks.append(
BombingRunway(airport_id=target.airport.id, group_attack=True))
return waypoint
class SeadIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
waypoint.add_task(EngageTargetsInZone(
position=tgroup.position,
radius=nm_to_meter(30),
@@ -1467,6 +1661,24 @@ class StrikeIngressBuilder(PydcsWaypointBuilder):
return waypoint
class SweepIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
if not isinstance(self.flight.flight_plan, SweepFlightPlan):
flight_plan_type = self.flight.flight_plan.__class__.__name__
logging.error(
f"Cannot create sweep for {self.flight} because "
f"{flight_plan_type} is not a sweep flight plan.")
return waypoint
waypoint.tasks.append(EngageTargets(
max_distance=nm_to_meter(50),
targets=[Targets.All.Air.Planes.Fighters]))
return waypoint
class JoinPointBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
@@ -1532,6 +1744,21 @@ class RaceTrackBuilder(PydcsWaypointBuilder):
f"{flight_plan_type} does not define a patrol.")
return waypoint
# NB: It's important that the engage task comes before the orbit task.
# Though they're on the same waypoint, if the orbit task comes first it
# is their first priority and they will not engage any targets because
# they're fully focused on orbiting. If the STE task is first, they will
# engage targets if available and orbit if they find nothing to shoot.
# TODO: Move the properties of this task into the flight plan?
# CAP is the only current user of this so it's not a big deal, but might
# be good to make this usable for things like BAI when we add that
# later.
cap_types = {FlightType.BARCAP, FlightType.TARCAP}
if self.flight.flight_type in cap_types:
waypoint.tasks.append(EngageTargets(max_distance=nm_to_meter(50),
targets=[Targets.All.Air]))
racetrack = ControlledTask(OrbitAction(
altitude=waypoint.alt,
pattern=OrbitAction.OrbitPattern.RaceTrack
@@ -1541,4 +1768,20 @@ class RaceTrackBuilder(PydcsWaypointBuilder):
racetrack.stop_after_time(
int(self.flight.flight_plan.patrol_end_time.total_seconds()))
waypoint.add_task(racetrack)
return waypoint
class RaceTrackEndBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
if not isinstance(self.flight.flight_plan, PatrollingFlightPlan):
flight_plan_type = self.flight.flight_plan.__class__.__name__
logging.error(
f"Cannot create race track for {self.flight} because "
f"{flight_plan_type} does not define a patrol.")
return waypoint
self.waypoint.departure_time = self.flight.flight_plan.patrol_end_time
return waypoint

View File

@@ -83,7 +83,7 @@ AIRFIELD_DATA = {
tacan_callsign="BTM",
atc=AtcData(MHz(4, 250), MHz(131, 0), MHz(40, 400), MHz(260, 0)),
ils={
"13": ("ILU", MHz(110, 30)),
"13": ("ILU", MHz(110, 300)),
},
),
@@ -96,7 +96,7 @@ AIRFIELD_DATA = {
tacan_callsign="KBL",
atc=AtcData(MHz(4, 350), MHz(133, 0), MHz(40, 800), MHz(262, 0)),
ils={
"07": ("IKB", MHz(111, 50)),
"07": ("IKB", MHz(111, 500)),
},
outer_ndb={
"07": ("KT", MHz(870, 0)),
@@ -115,7 +115,7 @@ AIRFIELD_DATA = {
tacan_callsign="TSK",
atc=AtcData(MHz(4, 300), MHz(132, 0), MHz(40, 600), MHz(261, 0)),
ils={
"09": ("ITS", MHz(108, 90)),
"09": ("ITS", MHz(108, 900)),
},
outer_ndb={
"09": ("BI", MHz(335, 0)),
@@ -134,7 +134,7 @@ AIRFIELD_DATA = {
tacan_callsign="KTS",
atc=AtcData(MHz(4, 400), MHz(134, 0), MHz(41, 0), MHz(263, 0)),
ils={
"08": ("IKS", MHz(109, 75)),
"08": ("IKS", MHz(109, 750)),
},
),
@@ -167,7 +167,7 @@ AIRFIELD_DATA = {
runway_length=9686,
atc=AtcData(MHz(4, 50), MHz(127, 0), MHz(39, 600), MHz(256, 0)),
ils={
"06": ("ISO", MHz(111, 10)),
"06": ("ISO", MHz(111, 100)),
},
),
@@ -290,8 +290,8 @@ AIRFIELD_DATA = {
vor=("MN", MHz(117, 10)),
atc=AtcData(MHz(4, 450), MHz(135, 0), MHz(41, 200), MHz(264, 0)),
ils={
"30": ("IMW", MHz(109, 30)),
"12": ("IMD", MHz(111, 70)),
"30": ("IMW", MHz(109, 300)),
"12": ("IMD", MHz(111, 700)),
},
outer_ndb={
"30": ("NR", MHz(583, 0)),
@@ -310,7 +310,7 @@ AIRFIELD_DATA = {
runway_length=7082,
atc=AtcData(MHz(4, 500), MHz(136, 0), MHz(41, 400), MHz(265, 0)),
ils={
"24": ("INL", MHz(110, 50)),
"24": ("INL", MHz(110, 500)),
},
outer_ndb={
"24": ("NL", MHz(718, 0)),
@@ -348,7 +348,7 @@ AIRFIELD_DATA = {
runway_length=9327,
atc=AtcData(MHz(4, 750), MHz(141, 0), MHz(42, 400), MHz(270, 0)),
ils={
"10": ("ICH", MHz(110, 50)),
"10": ("ICH", MHz(110, 500)),
},
outer_ndb={
"10": ("CX", MHz(1, 5)),
@@ -367,8 +367,8 @@ AIRFIELD_DATA = {
tacan_callsign="GTB",
atc=AtcData(MHz(4, 600), MHz(138, 0), MHz(41, 800), MHz(267, 0)),
ils={
"13": ("INA", MHz(110, 30)),
"30": ("INA", MHz(108, 90)),
"13": ("INA", MHz(110, 300)),
"30": ("INA", MHz(108, 900)),
},
outer_ndb={
"13": ("BP", MHz(342, 0)),
@@ -399,8 +399,8 @@ AIRFIELD_DATA = {
tacan_callsign="VAS",
atc=AtcData(MHz(4, 700), MHz(140, 0), MHz(42, 200), MHz(269, 0)),
ils={
"13": ("IVZ", MHz(108, 75)),
"31": ("IVZ", MHz(108, 75)),
"13": ("IVZ", MHz(108, 750)),
"31": ("IVZ", MHz(108, 750)),
},
),
@@ -1016,8 +1016,8 @@ AIRFIELD_DATA = {
tacan_callsign="TQQ",
atc=AtcData(MHz(3, 800), MHz(124, 750), MHz(38, 500), MHz(257, 950)),
ils={
"32": ("I-UVV", MHz(111, 70)),
"14": ("I-RVP", MHz(108, 30)),
"32": ("I-UVV", MHz(111, 700)),
"14": ("I-RVP", MHz(108, 300)),
},
),
@@ -1043,7 +1043,7 @@ AIRFIELD_DATA = {
tacan_callsign="GRL",
atc=AtcData(MHz(3, 850), MHz(118, 0), MHz(38, 600), MHz(250, 50)),
ils={
"32": ("GLRI", MHz(109, 30)),
"32": ("GLRI", MHz(109, 300)),
},
),
@@ -1069,7 +1069,7 @@ AIRFIELD_DATA = {
tacan_callsign="INS",
atc=AtcData(MHz(3, 825), MHz(118, 300), MHz(38, 550), MHz(360, 600)),
ils={
"8": ("ICRR", MHz(108, 70)),
"8": ("ICRR", MHz(108, 700)),
},
),
@@ -1092,7 +1092,7 @@ AIRFIELD_DATA = {
tacan_callsign="LSV",
atc=AtcData(MHz(3, 900), MHz(132, 550), MHz(38, 700), MHz(327, 0)),
ils={
"21": ("IDIQ", MHz(109, 10)),
"21": ("IDIQ", MHz(109, 100)),
},
),
@@ -1113,7 +1113,7 @@ AIRFIELD_DATA = {
tacan_callsign="LAS",
atc=AtcData(MHz(3, 875), MHz(119, 900), MHz(38, 650), MHz(257, 800)),
ils={
"25": ("I-LAS", MHz(110, 30)),
"25": ("I-LAS", MHz(110, 300)),
},
),

View File

@@ -1,8 +1,10 @@
import logging
from dataclasses import dataclass, field
from typing import List, Type
from typing import List, Type, Tuple
from dcs.mission import Mission, StartType
from dcs.planes import IL_78M
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
from dcs.unittype import UnitType
from dcs.task import (
AWACS,
ActivateBeaconCommand,
@@ -67,13 +69,24 @@ class AirSupportConflictGenerator:
def support_tasks(cls) -> List[Type[MainTask]]:
return [Refueling, AWACS]
def generate(self, is_awacs_enabled):
@staticmethod
def _get_tanker_params(unit_type: Type[UnitType]) -> Tuple[int, int]:
if unit_type is KC130:
return (TANKER_ALT - 500, 596)
elif unit_type is KC_135:
return (TANKER_ALT, 770)
elif unit_type is KC135MPRS:
return (TANKER_ALT + 500, 596)
return (TANKER_ALT, 574)
def generate(self):
player_cp = self.conflict.from_cp if self.conflict.from_cp.captured else self.conflict.to_cp
fallback_tanker_number = 0
for i, tanker_unit_type in enumerate(db.find_unittype(Refueling, self.conflict.attackers_side)):
variant = db.unit_type_name(tanker_unit_type)
alt, airspeed = self._get_tanker_params(tanker_unit_type)
variant = db.unit_type_name(tanker_unit_type)
freq = self.radio_registry.alloc_uhf()
tacan = self.tacan_registry.alloc_for_band(TacanBand.Y)
tanker_heading = self.conflict.to_cp.position.heading_between_point(self.conflict.from_cp.position) + TANKER_HEADING_OFFSET * i
@@ -84,11 +97,11 @@ class AirSupportConflictGenerator:
airport=None,
plane_type=tanker_unit_type,
position=tanker_position,
altitude=TANKER_ALT,
altitude=alt,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=574,
speed=airspeed,
tacanchannel=str(tacan),
)
tanker_group.set_frequency(freq.mhz)
@@ -120,26 +133,28 @@ class AirSupportConflictGenerator:
self.air_support.tankers.append(TankerInfo(str(tanker_group.name), callsign, variant, freq, tacan))
if is_awacs_enabled:
try:
freq = self.radio_registry.alloc_uhf()
awacs_unit = db.find_unittype(AWACS, self.conflict.attackers_side)[0]
awacs_flight = self.mission.awacs_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
plane_type=awacs_unit,
altitude=AWACS_ALT,
airport=None,
position=self.conflict.position.random_point_within(AWACS_DISTANCE, AWACS_DISTANCE),
frequency=freq.mhz,
start_type=StartType.Warm,
)
awacs_flight.set_frequency(freq.mhz)
possible_awacs = db.find_unittype(AWACS, self.conflict.attackers_side)
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
if len(possible_awacs) > 0:
awacs_unit = possible_awacs[0]
freq = self.radio_registry.alloc_uhf()
awacs_flight = self.mission.awacs_flight(
country=self.mission.country(self.game.player_country),
name=namegen.next_awacs_name(self.mission.country(self.game.player_country)),
plane_type=awacs_unit,
altitude=AWACS_ALT,
airport=None,
position=self.conflict.position.random_point_within(AWACS_DISTANCE, AWACS_DISTANCE),
frequency=freq.mhz,
start_type=StartType.Warm,
)
awacs_flight.set_frequency(freq.mhz)
self.air_support.awacs.append(AwacsInfo(
str(awacs_flight.name), callsign_for_support_unit(awacs_flight), freq))
except:
print("No AWACS for faction")
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.awacs.append(AwacsInfo(
str(awacs_flight.name), callsign_for_support_unit(awacs_flight), freq))
else:
logging.warning("No AWACS for faction")

View File

@@ -1,7 +1,9 @@
from __future__ import annotations
import logging
import random
from dataclasses import dataclass
from typing import List
from typing import TYPE_CHECKING, List, Optional, Tuple
from dcs import Mission
from dcs.action import AITaskPush
@@ -10,31 +12,28 @@ 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.unitgroup import VehicleGroup
from dcs.unittype import VehicleType
from game import db
from .naming import namegen
from gen.ground_forces.ai_ground_planner import (
CombatGroupRole,
DISTANCE_FROM_FRONTLINE,
)
from game.unitmap import UnitMap
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 .naming import namegen
if TYPE_CHECKING:
from game import Game
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
@@ -51,6 +50,8 @@ FIGHT_DISTANCE = 3500
RANDOM_OFFSET_ATTACK = 250
INFANTRY_GROUP_SIZE = 5
@dataclass(frozen=True)
class JtacInfo:
@@ -65,79 +66,87 @@ class JtacInfo:
class GroundConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game, player_planned_combat_groups, enemy_planned_combat_groups, player_stance):
def __init__(
self,
mission: Mission,
conflict: Conflict,
game: Game,
player_planned_combat_groups: List[CombatGroup],
enemy_planned_combat_groups: List[CombatGroup],
player_stance: CombatStance,
unit_map: UnitMap) -> None:
self.mission = mission
self.conflict = conflict
self.enemy_planned_combat_groups = enemy_planned_combat_groups
self.player_planned_combat_groups = player_planned_combat_groups
self.player_stance = CombatStance(player_stance)
self.enemy_stance = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESSIVE])
self.enemy_stance = self._enemy_stance()
self.game = game
self.unit_map = unit_map
self.jtacs: List[JtacInfo] = []
def _group_point(self, point) -> Point:
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):
return random.choice(
[
CombatStance.AGGRESSIVE,
CombatStance.AGGRESSIVE,
CombatStance.AGGRESSIVE,
CombatStance.ELIMINATION,
CombatStance.BREAKTHROUGH
]
)
else:
return random.choice(
[
CombatStance.DEFENSIVE,
CombatStance.DEFENSIVE,
CombatStance.DEFENSIVE,
CombatStance.AMBUSH,
CombatStance.AGGRESSIVE
]
)
@staticmethod
def _group_point(point: Point, base_distance) -> Point:
distance = random.randint(
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
def generate(self):
player_groups = []
enemy_groups = []
combat_width = self.conflict.distance/2
if combat_width > 500000:
combat_width = 500000
if combat_width < 35000:
combat_width = 35000
position = Conflict.frontline_position(self.game.theater, self.conflict.from_cp, self.conflict.to_cp)
position = Conflict.frontline_position(self.conflict.from_cp, self.conflict.to_cp, self.game.theater)
frontline_vector = Conflict.frontline_vector(
self.conflict.from_cp,
self.conflict.to_cp,
self.game.theater
)
# Create player groups at random position
for group in self.player_planned_combat_groups:
if group.role == CombatGroupRole.ARTILLERY:
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
else:
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
final_position = self.get_valid_position_for_group(position, True, combat_width, distance_from_frontline)
if final_position is not None:
g = self._generate_group(
side=self.mission.country(self.game.player_country),
unit=group.units[0],
heading=self.conflict.heading+90,
count=len(group.units),
at=final_position)
g.set_skill(self.game.settings.player_skill)
player_groups.append((g,group))
self.gen_infantry_group_for_group(g, True, self.mission.country(self.game.player_country), self.conflict.heading + 90)
player_groups = self._generate_groups(self.player_planned_combat_groups, frontline_vector, True)
# Create enemy groups at random position
for group in self.enemy_planned_combat_groups:
if group.role == CombatGroupRole.ARTILLERY:
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
else:
distance_from_frontline = DISTANCE_FROM_FRONTLINE[group.role]
final_position = self.get_valid_position_for_group(position, False, combat_width, distance_from_frontline)
if final_position is not None:
g = self._generate_group(
side=self.mission.country(self.game.enemy_country),
unit=group.units[0],
heading=self.conflict.heading - 90,
count=len(group.units),
at=final_position)
g.set_skill(self.game.settings.enemy_vehicle_skill)
enemy_groups.append((g, group))
self.gen_infantry_group_for_group(g, False, self.mission.country(self.game.enemy_country), self.conflict.heading - 90)
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:
@@ -162,14 +171,23 @@ 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:
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
infantry_position = self.conflict.find_ground_position(
group.points[0].position.random_point_within(250, 50),
500,
forward_heading,
self.conflict.theater
)
if not infantry_position:
logging.warning("Could not find infantry position")
return
infantry_position = group.points[0].position.random_point_within(250, 50)
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
else:
@@ -180,7 +198,24 @@ class GroundConflictGenerator:
else:
faction = self.game.enemy_name
possible_infantry_units = db.find_infantry(faction)
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
if self.game.settings.manpads:
# 50% of armored units protected by manpad
if random.choice([True, False]):
manpads = db.find_manpad(faction)
if len(manpads) > 0:
u = random.choice(manpads)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp, u), u,
position=infantry_position,
group_size=1,
heading=forward_heading,
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
@@ -193,7 +228,7 @@ class GroundConflictGenerator:
heading=forward_heading,
move_formation=PointAction.OffRoad)
for i in range(random.randint(3, 10)):
for i in range(INFANTRY_GROUP_SIZE):
u = random.choice(possible_infantry_units)
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
@@ -204,125 +239,217 @@ class GroundConflictGenerator:
heading=forward_heading,
move_formation=PointAction.OffRoad)
def _set_reform_waypoint(
self,
dcs_group: VehicleGroup,
forward_heading: int
) -> None:
"""Setting a waypoint close to the spawn position allows the group to reform gracefully
rather than spin
"""
reform_point = dcs_group.position.point_from_heading(forward_heading, 50)
dcs_group.add_waypoint(reform_point)
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.
"""
self._set_reform_waypoint(dcs_group, forward_heading)
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[1].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[2].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.
"""
self._set_reform_waypoint(dcs_group, forward_heading)
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
)
)
target_point = self.conflict.theater.nearest_land_pos(
target.points[0].position + rand_offset
)
dcs_group.add_waypoint(target_point)
dcs_group.points[2].tasks.append(AttackGroup(target.id))
if (
to_cp.position.distance_to_point(dcs_group.points[0].position)
<=
AGGRESIVE_MOVE_DISTANCE
):
attack_point = self.conflict.theater.nearest_land_pos(
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 = self.conflict.theater.nearest_land_pos(
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
)
)
target_point = self.conflict.theater.nearest_land_pos(
target.points[0].position+rand_offset
)
dcs_group.add_waypoint(target_point, PointAction.OffRoad)
dcs_group.points[i + 1].tasks.append(AttackGroup(target.id))
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = self.conflict.theater.nearest_land_pos(
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.
"""
self._set_reform_waypoint(dcs_group, forward_heading)
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 = self.conflict.theater.nearest_land_pos(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(toIndex=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.OnRoad)
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.OnRoad)
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.OnRoad)
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
@@ -332,11 +459,10 @@ class GroundConflictGenerator:
else:
retreat_point = self.find_retreat_point(dcs_group, forward_heading)
reposition_point = retreat_point.point_from_heading(forward_heading, 10) # Another point to make the unit face the enemy
dcs_group.add_waypoint(retreat_point, PointAction.OnRoad)
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
"""
@@ -353,10 +479,13 @@ 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(toIndex=len(dcs_group.points)))
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
fallback.enabled = False
dcs_group.add_trigger_action(Hold())
dcs_group.add_trigger_action(fallback)
@@ -372,17 +501,30 @@ class GroundConflictGenerator:
self.mission.triggerrules.triggers.append(fallback)
def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
def find_retreat_point(
self,
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
:param frontline_heading: Heading of the frontline
:return: dcs.mapping.Point object with the desired position
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
desired_point = dcs_group.points[0].position.point_from_heading(heading_sum(frontline_heading, +180), distance)
if self.conflict.theater.is_on_land(desired_point):
return desired_point
return self.conflict.theater.nearest_land_pos(desired_point)
def find_offensive_point(self, dcs_group, frontline_heading, distance):
def find_offensive_point(
self,
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
@@ -390,26 +532,41 @@ class GroundConflictGenerator:
:param distance: Distance of the offensive (how far unit should move)
:return: dcs.mapping.Point object with the desired position
"""
return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
desired_point = dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
if self.conflict.theater.is_on_land(desired_point):
return desired_point
return self.conflict.theater.nearest_land_pos(desired_point)
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: List[Optional[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: VehicleGroup,
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
@@ -417,57 +574,132 @@ 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:
return potential_target.points[0].position
return None
def get_artilery_group_distance_from_frontline(self, group):
@staticmethod
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
"""
For artilery group, decide the distance from frontline with the range of the unit
"""
rg = group.units[0].threat_range - 7500
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]:
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY]
if rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK]:
rg = DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK] + 100
if rg > DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][0],
DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]
)
elif rg < DISTANCE_FROM_FRONTLINE[CombatGroupRole.ARTILLERY][1]:
rg = random.randint(
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][0],
DISTANCE_FROM_FRONTLINE[CombatGroupRole.TANK][1]
)
return rg
def get_valid_position_for_group(
self,
conflict_position: Point,
combat_width: int,
distance_from_frontline: int,
heading: int,
spawn_heading: int
):
shifted = conflict_position.point_from_heading(heading, random.randint(0, combat_width))
desired_point = shifted.point_from_heading(
spawn_heading,
distance_from_frontline
)
return Conflict.find_ground_position(desired_point, combat_width, heading, self.conflict.theater)
def get_valid_position_for_group(self, conflict_position, isplayer, combat_width, distance_from_frontline):
i = 0
while i < 25: # 25 attempt for valid position
heading_diff = -90 if isplayer else 90
shifted = conflict_position[0].point_from_heading(self.conflict.heading,
random.randint((int)(-combat_width / 2), (int)(combat_width / 2)))
final_position = shifted.point_from_heading(self.conflict.heading + heading_diff, distance_from_frontline)
if self.conflict.theater.is_on_land(final_position):
return final_position
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
spawn_heading = int(heading_sum(heading, -90)) if is_player else int(heading_sum(heading, 90))
country = self.game.player_country if is_player else self.game.enemy_country
for group in groups:
if group.role == CombatGroupRole.ARTILLERY:
distance_from_frontline = self.get_artilery_group_distance_from_frontline(group)
else:
i = i + 1
continue
return None
distance_from_frontline = random.randint(
DISTANCE_FROM_FRONTLINE[group.role][0],
DISTANCE_FROM_FRONTLINE[group.role][1]
)
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading=0):
final_position = self.get_valid_position_for_group(
position,
combat_width,
distance_from_frontline,
heading,
spawn_heading
)
if final_position is not None:
g = self._generate_group(
self.mission.country(country),
group.units[0],
len(group.units),
final_position,
distance_from_frontline,
heading=opposite_heading(spawn_heading),
)
if is_player:
g.set_skill(self.game.settings.player_skill)
else:
g.set_skill(self.game.settings.enemy_vehicle_skill)
positioned_groups.append((g, group))
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
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}")
return positioned_groups
def _generate_group(
self,
side: Country,
unit: VehicleType,
count: int,
at: Point,
distance_from_frontline,
move_formation: PointAction = PointAction.OffRoad,
heading=0,
) -> VehicleGroup:
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
@@ -478,13 +710,15 @@ class GroundConflictGenerator:
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit), unit,
position=self._group_point(at),
position=at,
group_size=count,
heading=heading,
move_formation=move_formation)
self.unit_map.add_front_line_units(group, cp)
for c in range(count):
vehicle: Vehicle = group.units[c]
vehicle.player_can_drive = True
return group
return group

View File

@@ -16,7 +16,7 @@ from typing import Dict, List, Optional
from dcs.mapping import Point
from theater.missiontarget import MissionTarget
from game.theater.missiontarget import MissionTarget
from .flights.flight import Flight, FlightType
from .flights.flightplan import FormationFlightPlan
@@ -147,19 +147,14 @@ class Package:
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
FlightType.BAI,
FlightType.EVAC,
FlightType.TROOP_TRANSPORT,
FlightType.RECON,
FlightType.ELINT,
FlightType.DEAD,
FlightType.SEAD,
FlightType.LOGISTICS,
FlightType.INTERCEPTION,
FlightType.TARCAP,
FlightType.CAP,
FlightType.BARCAP,
FlightType.EWAR,
FlightType.SWEEP,
FlightType.ESCORT,
]
for task in task_priorities:
@@ -178,7 +173,10 @@ class Package:
task = self.primary_task
if task is None:
return "No mission"
return task.name
oca_strike_types = {FlightType.OCA_AIRCRAFT, FlightType.OCA_RUNWAY}
if task in oca_strike_types:
return "OCA Strike"
return str(task)
def __hash__(self) -> int:
# TODO: Far from perfect. Number packages?

View File

@@ -2,19 +2,20 @@
Briefing generation logic
"""
from __future__ import annotations
import os
import random
import logging
from dataclasses import dataclass
from theater.frontline import FrontLine
from typing import List, Dict, TYPE_CHECKING
from jinja2 import Environment, FileSystemLoader, select_autoescape
from datetime import timedelta
from typing import Dict, List, TYPE_CHECKING
from dcs.mission import Mission
from jinja2 import Environment, FileSystemLoader, select_autoescape
from game.theater import ControlPoint, FrontLine
from .aircraft import FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
from theater import ControlPoint
from .flights.flight import FlightWaypoint
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData
@@ -119,6 +120,16 @@ class MissionInfoGenerator:
raise NotImplementedError
def format_waypoint_time(waypoint: FlightWaypoint, depart_prefix: str) -> str:
if waypoint.tot is not None:
time = timedelta(seconds=int(waypoint.tot.total_seconds()))
return f"T+{time} "
elif waypoint.departure_time is not None:
time = timedelta(seconds=int(waypoint.departure_time.total_seconds()))
return f"{depart_prefix} T+{time} "
return ""
class BriefingGenerator(MissionInfoGenerator):
def __init__(self, mission: Mission, game: Game):
@@ -134,6 +145,7 @@ class BriefingGenerator(MissionInfoGenerator):
trim_blocks=True,
lstrip_blocks=True,
)
env.filters["waypoint_timing"] = format_waypoint_time
self.template = env.get_template("briefingtemplate_EN.j2")
def generate(self) -> None:

View File

@@ -1,58 +1,16 @@
import logging
import random
from typing import Tuple
from typing import Tuple, Optional
from dcs.country import Country
from dcs.mapping import Point
from theater import ConflictTheater, ControlPoint
from game.theater.conflicttheater import ConflictTheater, FrontLine
from game.theater.controlpoint import ControlPoint
from game.utils import heading_sum, opposite_heading
AIR_DISTANCE = 40000
CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
STRIKE_AIR_ATTACKERS_DISTANCE = 45000
STRIKE_AIR_DEFENDERS_DISTANCE = 25000
CAP_CAS_DISTANCE = 10000, 120000
GROUND_INTERCEPT_SPREAD = 5000
GROUND_DISTANCE_FACTOR = 1.4
GROUND_DISTANCE = 2000
GROUND_ATTACK_DISTANCE = 25000, 13000
TRANSPORT_FRONTLINE_DIST = 1800
INTERCEPT_ATTACKERS_HEADING = -45, 45
INTERCEPT_DEFENDERS_HEADING = -10, 10
INTERCEPT_CONFLICT_DISTANCE = 50000
INTERCEPT_ATTACKERS_DISTANCE = 100000
INTERCEPT_MAX_DISTANCE = 160000
INTERCEPT_MIN_DISTANCE = 100000
NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
NAVAL_INTERCEPT_DISTANCE_MAX = 40000
NAVAL_INTERCEPT_STEP = 5000
FRONTLINE_LENGTH = 80000
FRONTLINE_MIN_CP_DISTANCE = 5000
FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
def _opposite_heading(h):
return h+180
def _heading_sum(h, a) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
class Conflict:
def __init__(self,
@@ -64,12 +22,9 @@ class Conflict:
attackers_country: Country,
defenders_country: Country,
position: Point,
heading=None,
distance=None,
ground_attackers_location: Point = None,
ground_defenders_location: Point = None,
air_attackers_location: Point = None,
air_defenders_location: Point = None):
heading: Optional[int] = None,
size: Optional[int] = None
):
self.attackers_side = attackers_side
self.defenders_side = defenders_side
@@ -81,307 +36,39 @@ class Conflict:
self.theater = theater
self.position = position
self.heading = heading
self.distance = distance
self.size = to_cp.size
self.radials = to_cp.radials
self.ground_attackers_location = ground_attackers_location
self.ground_defenders_location = ground_defenders_location
self.air_attackers_location = air_attackers_location
self.air_defenders_location = air_defenders_location
@property
def center(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance / 2)
@property
def tail(self) -> Point:
return self.position.point_from_heading(self.heading, self.distance)
@property
def is_vector(self) -> bool:
return self.heading is not None
@property
def opposite_heading(self) -> int:
return _heading_sum(self.heading, 180)
@property
def to_size(self):
return self.to_cp.size * GROUND_DISTANCE_FACTOR
def find_insertion_point(self, other_point: Point) -> Point:
if self.is_vector:
dx = self.position.x - self.tail.x
dy = self.position.y - self.tail.y
dr2 = float(dx ** 2 + dy ** 2)
lerp = ((other_point.x - self.tail.x) * dx + (other_point.y - self.tail.y) * dy) / dr2
if lerp < 0:
lerp = 0
elif lerp > 1:
lerp = 1
x = lerp * dx + self.tail.x
y = lerp * dy + self.tail.y
return Point(x, y)
else:
return self.position
def find_ground_position(self, at: Point, heading: int, max_distance: int = 40000) -> Point:
return Conflict._find_ground_position(at, max_distance, heading, self.theater)
self.size = size
@classmethod
def has_frontline_between(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> bool:
return from_cp.has_frontline and to_cp.has_frontline
@classmethod
def frontline_position(cls, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint) -> Tuple[Point, int]:
attack_heading = from_cp.position.heading_between_point(to_cp.position)
attack_distance = from_cp.position.distance_to_point(to_cp.position)
middle_point = from_cp.position.point_from_heading(attack_heading, attack_distance / 2)
strength_delta = (from_cp.base.strength - to_cp.base.strength) / 1.0
position = middle_point.point_from_heading(attack_heading, strength_delta * attack_distance / 2 - FRONTLINE_MIN_CP_DISTANCE)
return position, _opposite_heading(attack_heading)
def frontline_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int]:
frontline = FrontLine(from_cp, to_cp, theater)
attack_heading = frontline.attack_heading
position = cls.find_ground_position(frontline.position, FRONTLINE_LENGTH, heading_sum(attack_heading, 90), theater)
return position, opposite_heading(attack_heading)
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
"""
probe_end_point = initial.point_from_heading(heading, FRONTLINE_LENGTH)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
intersection = probe.intersection(theater.land_poly)
if isinstance(intersection, geometry.LineString):
intersection = intersection
elif isinstance(intersection, geometry.MultiLineString):
intersection = intersection.geoms[0]
else:
print(intersection)
return None
return Point(*intersection.xy[0]), _heading_sum(heading, 90), intersection.length
Returns a vector for a valid frontline location avoiding exclusion zones.
"""
frontline = cls.frontline_position(theater, from_cp, to_cp)
center_position, heading = frontline
left_position, right_position = None, None
if not theater.is_on_land(center_position):
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, -90), theater)
if pos:
right_position = pos
center_position = pos
else:
pos = cls._find_ground_position(center_position, FRONTLINE_LENGTH, _heading_sum(heading, +90), theater)
if pos:
left_position = pos
center_position = pos
if left_position is None:
left_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, -90), theater)
if right_position is None:
right_position = cls._extend_ground_position(center_position, int(FRONTLINE_LENGTH/2), _heading_sum(heading, 90), theater)
return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
@classmethod
def _extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
pos = initial
for offset in range(0, int(max_distance), 500):
new_pos = initial.point_from_heading(heading, offset)
if theater.is_on_land(new_pos):
pos = new_pos
else:
return pos
return pos
"""
probe_end_point = initial.point_from_heading(heading, max_distance)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y)])
intersection = probe.intersection(theater.land_poly)
if intersection is geometry.LineString:
return Point(*intersection.xy[1])
elif intersection is geometry.MultiLineString:
return Point(*intersection.geoms[0].xy[1])
return None
"""
@classmethod
def _find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
pos = initial
for _ in range(0, int(max_distance), 500):
if theater.is_on_land(pos):
return pos
pos = pos.point_from_heading(heading, 500)
"""
probe_end_point = initial.point_from_heading(heading, max_distance)
probe = geometry.LineString([(initial.x, initial.y), (probe_end_point.x, probe_end_point.y) ])
intersection = probe.intersection(theater.land_poly)
if isinstance(intersection, geometry.LineString):
return Point(*intersection.xy[1])
elif isinstance(intersection, geometry.MultiLineString):
return Point(*intersection.geoms[0].xy[1])
"""
logging.error("Didn't find ground position ({})!".format(initial))
return initial
@classmethod
def capture_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = GROUND_DISTANCE
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, attack_heading, theater)
defenders_location = position.point_from_heading(defense_heading, 0)
defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, defense_heading, theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_raw_heading, CAPTURE_AIR_ATTACKERS_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), CAPTURE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_raw_heading = to_cp.position.heading_between_point(from_cp.position)
attack_heading = to_cp.find_radial(attack_raw_heading)
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(
attackers_location, int(distance * 2),
_heading_sum(attack_heading, 180), theater)
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(
defenders_location, int(distance * 2),
_heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=attackers_location,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_raw_heading, STRIKE_AIR_ATTACKERS_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attack_raw_heading), STRIKE_AIR_DEFENDERS_DISTANCE)
)
@classmethod
def intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint) -> Point:
raw_distance = from_cp.position.distance_to_point(to_cp.position) * 1.5
distance = max(min(raw_distance, INTERCEPT_MAX_DISTANCE), INTERCEPT_MIN_DISTANCE)
heading = _heading_sum(from_cp.position.heading_between_point(to_cp.position), random.choice([-1, 1]) * random.randint(60, 100))
return from_cp.position.point_from_heading(heading, distance)
@classmethod
def intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = from_cp.position.heading_between_point(position)
return cls(
position=position.point_from_heading(position.heading_between_point(to_cp.position), INTERCEPT_CONFLICT_DISTANCE),
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, INTERCEPT_ATTACKERS_DISTANCE),
air_defenders_location=position
)
@classmethod
def ground_attack_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
heading = random.choice(to_cp.radials)
initial_location = to_cp.position.random_point_within(*GROUND_ATTACK_DISTANCE)
position = Conflict._find_ground_position(initial_location, GROUND_INTERCEPT_SPREAD, _heading_sum(heading, 180), theater)
if not position:
heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
position = to_cp.position.point_from_heading(heading, to_cp.size * GROUND_DISTANCE_FACTOR)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=position,
ground_defenders_location=None,
air_attackers_location=None,
air_defenders_location=position.point_from_heading(heading, AIR_DISTANCE),
)
@classmethod
def convoy_strike_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, frontline_heading, frontline_length = Conflict.frontline_vector(from_cp, to_cp, theater)
if not frontline_position:
assert False
heading = frontline_heading
starting_position = Conflict._find_ground_position(frontline_position.point_from_heading(heading, 7000),
GROUND_INTERCEPT_SPREAD,
_opposite_heading(heading), theater)
if not starting_position:
starting_position = frontline_position
destination_position = frontline_position
else:
destination_position = frontline_position
return cls(
position=destination_position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=starting_position,
air_attackers_location=starting_position.point_from_heading(_opposite_heading(heading), AIR_DISTANCE),
air_defenders_location=starting_position.point_from_heading(heading, AIR_DISTANCE),
)
center_position, heading = cls.frontline_position(from_cp, to_cp, theater)
left_heading = heading_sum(heading, -90)
right_heading = heading_sum(heading, 90)
left_position = cls.extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), left_heading, theater)
right_position = cls.extend_ground_position(center_position, int(FRONTLINE_LENGTH / 2), right_heading, theater)
distance = int(left_position.distance_to_point(right_position))
return left_position, right_heading, distance
@classmethod
def frontline_cas_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
assert cls.has_frontline_between(from_cp, to_cp)
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
return cls(
conflict = cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
@@ -389,114 +76,38 @@ class Conflict:
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=None,
air_attackers_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(random.randint(*INTERCEPT_ATTACKERS_HEADING) + _opposite_heading(heading), AIR_DISTANCE),
size=distance
)
return conflict
@classmethod
def frontline_cap_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
assert cls.has_frontline_between(from_cp, to_cp)
position, heading, distance = cls.frontline_vector(from_cp, to_cp, theater)
attack_position = position.point_from_heading(heading, random.randint(0, int(distance)))
attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE)
defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE))
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
air_attackers_location=attackers_position,
air_defenders_location=defenders_position,
)
def extend_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater) -> Point:
"""Finds the first intersection with an exclusion zone in one heading from an initial point up to max_distance"""
pos = initial
for distance in range(0, int(max_distance), 100):
pos = initial.point_from_heading(heading, distance)
if not theater.is_on_land(pos):
return initial.point_from_heading(heading, distance - 100)
return pos
@classmethod
def ground_base_attack(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(
defenders_location, int(distance * 2),
_heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
air_defenders_location=position
)
@classmethod
def naval_intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
radial = random.choice(to_cp.sea_radials)
initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX)
initial_position = to_cp.position.point_from_heading(radial, initial_distance)
for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
position = initial_position.point_from_heading(_opposite_heading(radial), offset)
if not theater.is_on_land(position):
break
return position
@classmethod
def naval_intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=position,
air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
)
@classmethod
def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
if not dest:
radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)
return cls(
position=dest,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=from_cp.position,
ground_defenders_location=frontline_position,
air_attackers_location=from_cp.position.point_from_heading(0, 100),
air_defenders_location=frontline_position
)
def find_ground_position(cls, initial: Point, max_distance: int, heading: int, theater: ConflictTheater, coerce=True) -> Optional[Point]:
"""
Finds the nearest valid ground position along a provided heading and it's inverse up to max_distance.
`coerce=True` will return the closest land position to `initial` regardless of heading or distance
`coerce=False` will return None if a point isn't found
"""
pos = initial
if theater.is_on_land(pos):
return pos
for distance in range(0, int(max_distance), 100):
pos = initial.point_from_heading(heading, distance)
if theater.is_on_land(pos):
return pos
pos = initial.point_from_heading(opposite_heading(heading), distance)
if coerce:
pos = theater.nearest_land_pos(initial)
return pos
logging.error("Didn't find ground position ({})!".format(initial))
return None

View File

@@ -14,7 +14,7 @@ from dcs.ships import (
from game.factions.faction import Faction
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
@@ -32,14 +32,17 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
else:
include_cc = False
if not any([include_frigate, include_dd, include_cc]):
include_frigate = True
if include_frigate:
self.add_unit(Type_054A_Frigate, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
self.add_unit(Type_054A_Frigate, "FF2", self.position.x + 1200, self.position.y - 900, self.heading)
if include_dd:
dd_type = random.choice([Type_052C_Destroyer, Type_052B_Destroyer])
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
if include_cc:
cc_type = random.choice([CGN_1144_2_Pyotr_Velikiy])

View File

@@ -2,7 +2,7 @@ from __future__ import annotations
from typing import TYPE_CHECKING
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
from gen.sam.group_generator import ShipGroupGenerator
from dcs.unittype import ShipType

View File

@@ -16,7 +16,7 @@ from dcs.ships import (
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
@@ -35,6 +35,9 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
else:
include_cc = False
if not any([include_frigate, include_dd, include_cc]):
include_frigate = True
if include_frigate:
frigate_type = random.choice([FFL_1124_4_Grisha, FSG_1241_1MP_Molniya])
self.add_unit(frigate_type, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
@@ -42,8 +45,8 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
if include_dd:
dd_type = random.choice([FFG_11540_Neustrashimy, FF_1135M_Rezky])
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
if include_cc:
cc_type = random.choice([CG_1164_Moskva, CGN_1144_2_Pyotr_Velikiy])

View File

@@ -5,25 +5,53 @@ import operator
import random
from dataclasses import dataclass
from datetime import timedelta
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple, Type
from typing import (
Iterable,
Iterator,
List,
Optional,
Set,
TYPE_CHECKING,
Tuple,
Type,
)
from dcs.unittype import FlyingType, UnitType
from dcs.unittype import FlyingType
from game import db
from game.data.radar_db import UNITS_WITH_RADAR
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.theater import (
Airfield,
ControlPoint,
FrontLine,
MissionTarget,
OffMapSpawn,
SamGroundObject,
TheaterGroundObject,
)
# Avoid importing some types that cause circular imports unless type checking.
from game.theater.theatergroundobject import (
EwrGroundObject,
NavalGroundObject, VehicleGroupGroundObject,
)
from game.utils import nm_to_meter
from gen import Conflict
from gen.ato import Package
from gen.flights.ai_flight_planner_db import (
ANTISHIP_CAPABLE,
ANTISHIP_PREFERRED,
CAP_CAPABLE,
CAP_PREFERRED,
CAS_CAPABLE,
CAS_PREFERRED,
RUNWAY_ATTACK_CAPABLE,
RUNWAY_ATTACK_PREFERRED,
SEAD_CAPABLE,
SEAD_PREFERRED,
STRIKE_CAPABLE,
STRIKE_PREFERRED,
STRIKE_PREFERRED, capable_aircraft_for_task, preferred_aircraft_for_task,
)
from gen.flights.closestairfields import (
ClosestAirfields,
@@ -35,15 +63,7 @@ from gen.flights.flight import (
)
from gen.flights.flightplan import FlightPlanBuilder
from gen.flights.traveltime import TotEstimator
from theater import (
ControlPoint,
FrontLine,
MissionTarget,
TheaterGroundObject,
SamGroundObject,
)
# Avoid importing some types that cause circular imports unless type checking.
if TYPE_CHECKING:
from game import Game
from game.inventory import GlobalAircraftInventory
@@ -68,7 +88,7 @@ class ProposedFlight:
max_distance: int
def __str__(self) -> str:
return f"{self.task.name} {self.num_aircraft} ship"
return f"{self.task} {self.num_aircraft} ship"
@dataclass(frozen=True)
@@ -103,7 +123,7 @@ class AircraftAllocator:
def find_aircraft_for_flight(
self, flight: ProposedFlight
) -> Optional[Tuple[ControlPoint, UnitType]]:
) -> Optional[Tuple[ControlPoint, FlyingType]]:
"""Finds aircraft suitable for the given mission.
Searches for aircraft capable of performing the given mission within the
@@ -123,50 +143,17 @@ class AircraftAllocator:
responsible for returning them to the inventory.
"""
result = self.find_aircraft_of_type(
flight, self.preferred_aircraft_for_task(flight.task)
flight, preferred_aircraft_for_task(flight.task)
)
if result is not None:
return result
return self.find_aircraft_of_type(
flight, self.capable_aircraft_for_task(flight.task)
flight, capable_aircraft_for_task(flight.task)
)
@staticmethod
def preferred_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_PREFERRED
elif task == FlightType.CAS:
return CAS_PREFERRED
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_PREFERRED
elif task == FlightType.STRIKE:
return STRIKE_PREFERRED
elif task == FlightType.ESCORT:
return CAP_PREFERRED
else:
return []
@staticmethod
def capable_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_CAPABLE
elif task == FlightType.CAS:
return CAS_CAPABLE
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_CAPABLE
elif task == FlightType.STRIKE:
return STRIKE_CAPABLE
elif task == FlightType.ESCORT:
return CAP_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []
def find_aircraft_of_type(
self, flight: ProposedFlight, types: List[Type[FlyingType]],
) -> Optional[Tuple[ControlPoint, UnitType]]:
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
airfields_in_range = self.closest_airfields.airfields_within(
flight.max_distance
)
@@ -175,6 +162,8 @@ class AircraftAllocator:
continue
inventory = self.global_inventory.for_control_point(airfield)
for aircraft, available in inventory.all_aircraft:
if not airfield.can_operate(aircraft):
continue
if aircraft in types and available >= flight.num_aircraft:
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, aircraft
@@ -190,6 +179,8 @@ class PackageBuilder:
global_inventory: GlobalAircraftInventory,
is_player: bool,
start_type: str) -> None:
self.closest_airfields = closest_airfields
self.is_player = is_player
self.package = Package(location)
self.allocator = AircraftAllocator(closest_airfields, global_inventory,
is_player)
@@ -208,11 +199,32 @@ class PackageBuilder:
if assignment is None:
return False
airfield, aircraft = assignment
flight = Flight(self.package, aircraft, plan.num_aircraft, airfield,
plan.task, self.start_type)
if isinstance(airfield, OffMapSpawn):
start_type = "In Flight"
else:
start_type = self.start_type
flight = Flight(self.package, aircraft, plan.num_aircraft, plan.task,
start_type, departure=airfield, arrival=airfield,
divert=self.find_divert_field(aircraft, airfield))
self.package.add_flight(flight)
return True
def find_divert_field(self, aircraft: FlyingType,
arrival: ControlPoint) -> Optional[ControlPoint]:
divert_limit = nm_to_meter(150)
for airfield in self.closest_airfields.airfields_within(divert_limit):
if airfield.captured != self.is_player:
continue
if airfield == arrival:
continue
if not airfield.can_operate(aircraft):
continue
if isinstance(airfield, OffMapSpawn):
continue
return airfield
return None
def build(self) -> Package:
"""Returns the built package."""
return self.package
@@ -243,7 +255,9 @@ class ObjectiveFinder:
found_targets: Set[str] = set()
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, SamGroundObject):
is_ewr = isinstance(ground_object, EwrGroundObject)
is_sam = isinstance(ground_object, SamGroundObject)
if not is_ewr and not is_sam:
continue
if ground_object.is_dead:
@@ -262,22 +276,66 @@ class ObjectiveFinder:
yield ground_object
found_targets.add(ground_object.name)
def threatening_sams(self) -> Iterator[TheaterGroundObject]:
def threatening_sams(self) -> Iterator[MissionTarget]:
"""Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
sams: List[Tuple[TheaterGroundObject, int]] = []
for sam in self.enemy_sams():
return self._targets_by_range(self.enemy_sams())
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
"""Iterates over all enemy vehicle groups."""
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, VehicleGroupGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_vehicle_groups(self) -> Iterator[MissionTarget]:
"""Iterates over enemy vehicle groups near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_vehicle_groups())
def enemy_ships(self) -> Iterator[NavalGroundObject]:
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, NavalGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_ships(self) -> Iterator[MissionTarget]:
"""Iterates over enemy ships near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_ships())
def _targets_by_range(
self,
targets: Iterable[MissionTarget]) -> Iterator[MissionTarget]:
target_ranges: List[Tuple[MissionTarget, int]] = []
for target in targets:
ranges: List[int] = []
for cp in self.friendly_control_points():
ranges.append(sam.distance_to(cp))
sams.append((sam, min(ranges)))
ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges)))
sams = sorted(sams, key=operator.itemgetter(1))
for sam, _range in sams:
yield sam
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
def strike_targets(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy strike targets.
@@ -286,11 +344,17 @@ class ObjectiveFinder:
point (airfield or fleet).
"""
targets: List[Tuple[TheaterGroundObject, int]] = []
# Control points might have the same ground object several times, for
# some reason.
# Building objectives are made of several individual TGOs (one per
# building).
found_targets: Set[str] = set()
for enemy_cp in self.enemy_control_points():
for ground_object in enemy_cp.ground_objects:
if isinstance(ground_object, VehicleGroupGroundObject):
# BAI target, not strike target.
continue
if isinstance(ground_object, NavalGroundObject):
# Anti-ship target, not strike target.
continue
if ground_object.is_dead:
continue
if ground_object.name in found_targets:
@@ -321,7 +385,7 @@ class ObjectiveFinder:
continue
if Conflict.has_frontline_between(cp, connected):
yield FrontLine(cp, connected)
yield FrontLine(cp, connected, self.game.theater)
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
@@ -330,6 +394,9 @@ class ObjectiveFinder:
CP.
"""
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
# Off-map spawn locations don't need protection.
continue
airfields_in_proximity = self.closest_airfields_to(cp)
airfields_in_threat_range = airfields_in_proximity.airfields_within(
self.AIRFIELD_THREAT_RANGE
@@ -339,6 +406,15 @@ class ObjectiveFinder:
yield cp
break
def oca_targets(self, min_aircraft: int) -> Iterator[MissionTarget]:
airfields = []
for control_point in self.enemy_control_points():
if not isinstance(control_point, Airfield):
continue
if control_point.base.total_aircraft >= min_aircraft:
airfields.append(control_point)
return self._targets_by_range(airfields)
def friendly_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all friendly control points."""
return (c for c in self.game.theater.controlpoints if
@@ -393,6 +469,9 @@ class CoalitionMissionPlanner:
# TODO: Merge into doctrine, also limit by aircraft.
MAX_CAP_RANGE = nm_to_meter(100)
MAX_CAS_RANGE = nm_to_meter(50)
MAX_ANTISHIP_RANGE = nm_to_meter(150)
MAX_BAI_RANGE = nm_to_meter(150)
MAX_OCA_RANGE = nm_to_meter(150)
MAX_SEAD_RANGE = nm_to_meter(150)
MAX_STRIKE_RANGE = nm_to_meter(150)
@@ -401,6 +480,7 @@ class CoalitionMissionPlanner:
self.is_player = is_player
self.objective_finder = ObjectiveFinder(self.game, self.is_player)
self.ato = self.game.blue_ato if is_player else self.game.red_ato
self.procurement_requests: List[AircraftProcurementRequest] = []
def propose_missions(self) -> Iterator[ProposedMission]:
"""Identifies and iterates over potential mission in priority order."""
@@ -410,7 +490,7 @@ class CoalitionMissionPlanner:
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
])
# Find front lines, plan CAP.
# Find front lines, plan CAS.
for front_line in self.objective_finder.front_lines():
yield ProposedMission(front_line, [
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE),
@@ -428,6 +508,29 @@ class CoalitionMissionPlanner:
ProposedFlight(FlightType.ESCORT, 2, self.MAX_SEAD_RANGE),
])
for group in self.objective_finder.threatening_ships():
yield ProposedMission(group, [
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_ANTISHIP_RANGE),
])
for group in self.objective_finder.threatening_vehicle_groups():
yield ProposedMission(group, [
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_BAI_RANGE),
])
for target in self.objective_finder.oca_targets(min_aircraft=20):
yield ProposedMission(target, [
ProposedFlight(FlightType.OCA_AIRCRAFT, 2, self.MAX_OCA_RANGE),
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_OCA_RANGE),
ProposedFlight(FlightType.SEAD, 2, self.MAX_OCA_RANGE),
])
# Plan strike missions.
for target in self.objective_finder.strike_targets():
yield ProposedMission(target, [
@@ -470,6 +573,12 @@ class CoalitionMissionPlanner:
for proposed_flight in mission.flights:
if not builder.plan_flight(proposed_flight):
missing_types.add(proposed_flight.task)
self.procurement_requests.append(AircraftProcurementRequest(
near=mission.location,
range=proposed_flight.max_distance,
task_capability=proposed_flight.task,
number=proposed_flight.num_aircraft
))
if missing_types:
missing_types_str = ", ".join(
@@ -496,7 +605,11 @@ class CoalitionMissionPlanner:
error = random.randint(-margin, margin)
yield timedelta(minutes=max(0, time + error))
dca_types = (FlightType.BARCAP, FlightType.INTERCEPTION)
dca_types = {
FlightType.BARCAP,
FlightType.INTERCEPTION,
FlightType.TARCAP,
}
non_dca_packages = [p for p in self.ato.packages if
p.primary_task not in dca_types]

View File

@@ -1,3 +1,6 @@
import logging
from typing import List, Type
from dcs.helicopters import (
AH_1W,
AH_64A,
@@ -36,7 +39,6 @@ from dcs.planes import (
F_4E,
F_5E_3,
F_86F_Sabre,
F_A_18C,
JF_17,
J_11A,
Ju_88A4,
@@ -79,19 +81,24 @@ from dcs.planes import (
Tu_22M3,
Tu_95MS,
WingLoong_I,
I_16
)
from dcs.unittype import FlyingType
from gen.flights.flight import FlightType
# Interceptor are the aircraft prioritized for interception tasks
# If none is available, the AI will use regular CAP-capable aircraft instead
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
from pydcs_extensions.su57.su57 import Su_57
# TODO: These lists really ought to be era (faction) dependent.
# Factions which have F-5s, F-86s, and A-4s will should prefer F-5s for CAP, but
# factions that also have F-4s should not.
from pydcs_extensions.su57.su57 import Su_57
# Interceptor are the aircraft prioritized for interception tasks
# If none is available, the AI will use regular CAP-capable aircraft instead
INTERCEPT_CAPABLE = [
MiG_21Bis,
MiG_25PD,
@@ -100,7 +107,11 @@ INTERCEPT_CAPABLE = [
MiG_29A,
MiG_29G,
MiG_29K,
JF_17,
J_11A,
Su_27,
Su_30,
Su_33,
M_2000C,
Mirage_2000_5,
Rafale_M,
@@ -108,6 +119,9 @@ INTERCEPT_CAPABLE = [
F_14A_135_GR,
F_14B,
F_15C,
F_16A,
F_16C_50,
FA_18C_hornet,
]
@@ -144,6 +158,7 @@ CAP_CAPABLE = [
F_16A,
F_16C_50,
FA_18C_hornet,
F_22A,
C_101CC,
L_39ZA,
@@ -154,6 +169,8 @@ CAP_CAPABLE = [
P_47D_30bl1,
P_47D_40,
I_16,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
@@ -170,14 +187,13 @@ CAP_PREFERRED = [
MiG_19P,
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29A,
MiG_29G,
MiG_29S,
MiG_31,
Su_27,
J_11A,
JF_17,
Su_30,
Su_33,
Su_57,
@@ -189,6 +205,8 @@ CAP_PREFERRED = [
F_14A_135_GR,
F_14B,
F_15C,
F_16C_50,
F_22A,
P_51D_30_NA,
P_51D,
@@ -196,6 +214,8 @@ CAP_PREFERRED = [
SpitfireLFMkIXCW,
SpitfireLFMkIX,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
@@ -217,6 +237,7 @@ CAS_CAPABLE = [
Su_25,
Su_25T,
Su_25TM,
Su_30,
Su_34,
JF_17,
@@ -230,14 +251,11 @@ CAS_CAPABLE = [
F_86F_Sabre,
F_5E_3,
F_14A_135_GR,
F_14B,
F_15E,
F_16A,
F_16C_50,
FA_18C_hornet,
B_1B,
F_15E,
F_22A,
Tornado_IDS,
Tornado_GR4,
@@ -272,12 +290,15 @@ CAS_CAPABLE = [
SpitfireLFMkIXCW,
SpitfireLFMkIX,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
A_4E_C,
Rafale_A_S,
Rafale_B,
WingLoong_I,
MQ_9_Reaper,
@@ -291,17 +312,14 @@ CAS_PREFERRED = [
Su_25,
Su_25T,
Su_25TM,
Su_30,
Su_34,
JF_17,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
F_15E,
Tornado_GR4,
C_101CC,
@@ -317,9 +335,6 @@ CAS_PREFERRED = [
AH_64D,
AH_1W,
UH_1H,
Mi_8MT,
Mi_28N,
Mi_24V,
Ka_50,
@@ -328,9 +343,11 @@ CAS_PREFERRED = [
P_47D_30bl1,
P_47D_40,
A_20G,
I_16,
A_4E_C,
Rafale_A_S,
Rafale_B,
WingLoong_I,
MQ_9_Reaper,
@@ -341,7 +358,7 @@ CAS_PREFERRED = [
SEAD_CAPABLE = [
F_4E,
FA_18C_hornet,
F_15E,
F_16C_50,
AV8BNA,
JF_17,
@@ -358,18 +375,26 @@ SEAD_CAPABLE = [
Tornado_GR4,
A_4E_C,
Rafale_A_S
Rafale_A_S,
Rafale_B
]
SEAD_PREFERRED = [
F_4E,
Su_25T,
Su_25TM,
Tornado_IDS,
F_16C_50,
FA_18C_hornet,
Su_30,
Su_34,
Su_24M,
]
# Aircraft used for Strike mission
STRIKE_CAPABLE = [
MiG_15bis,
MiG_21Bis,
MiG_27K,
MB_339PAN,
@@ -378,7 +403,15 @@ STRIKE_CAPABLE = [
Su_24MR,
Su_25,
Su_25T,
Su_25TM,
Su_27,
Su_33,
Su_30,
Su_34,
MiG_29A,
MiG_29G,
MiG_29K,
MiG_29S,
Tu_160,
Tu_22M3,
@@ -388,13 +421,13 @@ STRIKE_CAPABLE = [
M_2000C,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
F_86F_Sabre,
F_5E_3,
F_14A_135_GR,
F_14B,
F_15E,
@@ -429,7 +462,8 @@ STRIKE_CAPABLE = [
FW_190A8,
A_4E_C,
Rafale_A_S
Rafale_A_S,
Rafale_B
]
@@ -441,6 +475,10 @@ STRIKE_PREFERRED = [
B_52H,
F_117A,
F_15E,
Su_24M,
Su_30,
Su_34,
Tornado_IDS,
Tornado_GR4,
Tu_160,
Tu_22M3,
@@ -448,27 +486,101 @@ STRIKE_PREFERRED = [
]
ANTISHIP_CAPABLE = [
AJS37,
C_101CC,
Su_24M,
Su_17M4,
F_A_18C,
F_15E,
FA_18C_hornet,
AV8BNA,
JF_17,
F_16A,
F_16C_50,
A_10C,
A_10C_2,
A_10A,
Su_30,
Su_34,
Tu_22M3,
Tornado_IDS,
Tornado_GR4,
Ju_88A4,
Rafale_A_S
Rafale_A_S,
Rafale_B
]
ANTISHIP_PREFERRED = [
AJS37,
C_101CC,
FA_18C_hornet,
JF_17,
Rafale_A_S,
Rafale_B,
Su_24M,
Su_30,
Su_34,
Tu_22M3,
Ju_88A4
]
RUNWAY_ATTACK_PREFERRED = [
JF_17,
Su_30,
Su_34,
Tornado_IDS,
]
RUNWAY_ATTACK_CAPABLE = STRIKE_CAPABLE
DRONES = [
MQ_9_Reaper,
RQ_1A_Predator,
WingLoong_I
]
def preferred_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_PREFERRED
elif task == FlightType.ANTISHIP:
return ANTISHIP_PREFERRED
elif task == FlightType.BAI:
return CAS_CAPABLE
elif task == FlightType.CAS:
return CAS_PREFERRED
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_PREFERRED
elif task == FlightType.OCA_AIRCRAFT:
return CAS_PREFERRED
elif task == FlightType.OCA_RUNWAY:
return RUNWAY_ATTACK_PREFERRED
elif task == FlightType.STRIKE:
return STRIKE_PREFERRED
elif task == FlightType.ESCORT:
return CAP_PREFERRED
else:
return []
def capable_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_CAPABLE
elif task == FlightType.ANTISHIP:
return ANTISHIP_CAPABLE
elif task == FlightType.BAI:
return CAS_CAPABLE
elif task == FlightType.CAS:
return CAS_CAPABLE
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_CAPABLE
elif task == FlightType.OCA_AIRCRAFT:
return CAS_CAPABLE
elif task == FlightType.OCA_RUNWAY:
return RUNWAY_ATTACK_CAPABLE
elif task == FlightType.STRIKE:
return STRIKE_CAPABLE
elif task == FlightType.ESCORT:
return CAP_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []

View File

@@ -1,7 +1,7 @@
"""Objective adjacency lists."""
from typing import Dict, Iterator, List, Optional
from theater import ConflictTheater, ControlPoint, MissionTarget
from game.theater import ConflictTheater, ControlPoint, MissionTarget
class ClosestAirfields:

View File

@@ -2,14 +2,14 @@ from __future__ import annotations
from datetime import timedelta
from enum import Enum
from typing import Dict, List, Optional, TYPE_CHECKING
from typing import Dict, List, Optional, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction
from dcs.unittype import FlyingType
from game import db
from theater.controlpoint import ControlPoint, MissionTarget
from game.theater.controlpoint import ControlPoint, MissionTarget
if TYPE_CHECKING:
from gen.ato import Package
@@ -17,26 +17,22 @@ if TYPE_CHECKING:
class FlightType(Enum):
CAP = 0 # Do not use. Use BARCAP or TARCAP.
TARCAP = 1
BARCAP = 2
CAS = 3
INTERCEPTION = 4
STRIKE = 5
ANTISHIP = 6
SEAD = 7
DEAD = 8
ESCORT = 9
BAI = 10
TARCAP = "TARCAP"
BARCAP = "BARCAP"
CAS = "CAS"
INTERCEPTION = "Intercept"
STRIKE = "Strike"
ANTISHIP = "Anti-ship"
SEAD = "SEAD"
DEAD = "DEAD"
ESCORT = "Escort"
BAI = "BAI"
SWEEP = "Fighter sweep"
OCA_RUNWAY = "OCA/Runway"
OCA_AIRCRAFT = "OCA/Aircraft"
# Helos
TROOP_TRANSPORT = 11
LOGISTICS = 12
EVAC = 13
ELINT = 14
RECON = 15
EWAR = 16
def __str__(self) -> str:
return self.value
class FlightWaypointType(Enum):
@@ -61,6 +57,11 @@ class FlightWaypointType(Enum):
LOITER = 18
INGRESS_ESCORT = 19
INGRESS_DEAD = 20
INGRESS_SWEEP = 21
INGRESS_BAI = 22
DIVERT = 23
INGRESS_OCA_RUNWAY = 24
INGRESS_OCA_AIRCRAFT = 25
class FlightWaypoint:
@@ -87,6 +88,7 @@ class FlightWaypoint:
self.obj_name = ""
self.pretty_name = ""
self.only_for_player = False
self.flyover = False
# These are set very late by the air conflict generator (part of mission
# generation). We do it late so that we don't need to propagate changes
@@ -128,13 +130,16 @@ class FlightWaypoint:
class Flight:
def __init__(self, package: Package, unit_type: FlyingType, count: int,
from_cp: ControlPoint, flight_type: FlightType,
start_type: str) -> None:
def __init__(self, package: Package, unit_type: Type[FlyingType],
count: int, flight_type: FlightType, start_type: str,
departure: ControlPoint, arrival: ControlPoint,
divert: Optional[ControlPoint]) -> None:
self.package = package
self.unit_type = unit_type
self.count = count
self.from_cp = from_cp
self.departure = departure
self.arrival = arrival
self.divert = divert
self.flight_type = flight_type
# TODO: Replace with FlightPlan.
self.targets: List[MissionTarget] = []
@@ -153,10 +158,14 @@ class Flight:
custom_waypoints=[]
)
@property
def from_cp(self) -> ControlPoint:
return self.departure
@property
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
def __repr__(self):
return self.flight_type.name + " | " + str(self.count) + "x" + db.unit_type_name(self.unit_type) \
+ " (" + str(len(self.points)) + " wpt)"
name = db.unit_type_name(self.unit_type)
return f"[{self.flight_type}] {self.count} x {name}"

View File

@@ -7,20 +7,28 @@ generating the waypoints for the mission.
"""
from __future__ import annotations
import math
from datetime import timedelta
from functools import cached_property
import logging
import math
import random
from dataclasses import dataclass
from datetime import timedelta
from functools import cached_property
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple
from dcs.mapping import Point
from dcs.unit import Unit
from game.data.doctrine import Doctrine
from game.utils import nm_to_meter
from theater import ControlPoint, FrontLine, MissionTarget, TheaterGroundObject
from game.theater import (
Airfield,
ControlPoint,
FrontLine,
MissionTarget,
SamGroundObject,
TheaterGroundObject,
)
from game.theater.theatergroundobject import EwrGroundObject
from game.utils import nm_to_meter, meter_to_nm
from .closestairfields import ObjectiveDistanceCache
from .flight import Flight, FlightType, FlightWaypoint, FlightWaypointType
from .traveltime import GroundSpeed, TravelTime
@@ -31,7 +39,6 @@ if TYPE_CHECKING:
from game import Game
from gen.ato import Package
INGRESS_TYPES = {
FlightWaypointType.INGRESS_CAS,
FlightWaypointType.INGRESS_ESCORT,
@@ -47,10 +54,9 @@ class PlanningError(RuntimeError):
class InvalidObjectiveLocation(PlanningError):
"""Raised when the objective location is invalid for the mission type."""
def __init__(self, task: FlightType, location: MissionTarget) -> None:
super().__init__(
f"{location.name} is not valid for {task.name} missions."
)
super().__init__(f"{location.name} is not valid for {task} missions.")
@dataclass(frozen=True)
@@ -61,12 +67,23 @@ class FlightPlan:
@property
def waypoints(self) -> List[FlightWaypoint]:
"""A list of all waypoints in the flight plan, in order."""
return list(self.iter_waypoints())
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
"""Iterates over all waypoints in the flight plan, in order."""
raise NotImplementedError
@property
def edges(self) -> Iterator[Tuple[FlightWaypoint, FlightWaypoint]]:
def edges(
self, until: Optional[FlightWaypoint] = None
) -> Iterator[Tuple[FlightWaypoint, FlightWaypoint]]:
"""A list of all paths between waypoints, in order."""
return zip(self.waypoints, self.waypoints[1:])
waypoints = self.waypoints
if until is None:
last_index = len(waypoints)
else:
last_index = waypoints.index(until) + 1
return zip(self.waypoints[:last_index], self.waypoints[1:last_index])
def best_speed_between_waypoints(self, a: FlightWaypoint,
b: FlightWaypoint) -> int:
@@ -104,27 +121,59 @@ class FlightPlan:
failed to generate. Nevertheless, we have to defend against it.
"""
raise NotImplementedError
@cached_property
def bingo_fuel(self) -> int:
"""Bingo fuel value for the FlightPlan
"""
distance_to_arrival = meter_to_nm(self.max_distance_from(self.flight.arrival))
bingo = 1000 # Minimum Emergency Fuel
bingo += 500 # Visual Traffic
bingo += 15 * distance_to_arrival
# TODO: Per aircraft tweaks.
if self.flight.divert is not None:
bingo += 10 * meter_to_nm(self.max_distance_from(self.flight.divert))
return round(bingo / 100) * 100
@cached_property
def joker_fuel(self) -> int:
"""Joker fuel value for the FlightPlan
"""
return self.bingo_fuel + 1000
def max_distance_from(self, cp: ControlPoint) -> int:
"""Returns the farthest waypoint of the flight plan from a ControlPoint.
:arg cp The ControlPoint to measure distance from.
"""
if not self.waypoints:
return 0
return max([cp.position.distance_to_point(w.position) for w in self.waypoints])
# Not cached because changes to the package might alter the formation speed.
@property
def travel_time_to_target(self) -> Optional[timedelta]:
"""The estimated time between the first waypoint and the target."""
if self.tot_waypoint is None:
return None
return self._travel_time_to_waypoint(self.tot_waypoint)
def tot_offset(self) -> timedelta:
"""This flight's offset from the package's TOT.
Positive values represent later TOTs. An offset of -2 minutes is used
for a flight that has a TOT 2 minutes before the rest of the package.
"""
return timedelta()
def _travel_time_to_waypoint(
self, destination: FlightWaypoint) -> timedelta:
total = timedelta()
for previous_waypoint, waypoint in self.edges:
total += self.travel_time_between_waypoints(previous_waypoint,
waypoint)
if waypoint == destination:
break
else:
if destination not in self.waypoints:
raise PlanningError(
f"Did not find destination waypoint {destination} in "
f"waypoints for {self.flight}")
for previous_waypoint, waypoint in self.edges(until=destination):
total += self.travel_time_between_waypoints(previous_waypoint,
waypoint)
return total
def travel_time_between_waypoints(self, a: FlightWaypoint,
@@ -145,15 +194,98 @@ class FlightPlan:
def dismiss_escort_at(self) -> Optional[FlightWaypoint]:
return None
def takeoff_time(self) -> Optional[timedelta]:
tot_waypoint = self.tot_waypoint
if tot_waypoint is None:
return None
time = self.tot_for_waypoint(tot_waypoint)
if time is None:
return None
time += self.tot_offset
return time - self._travel_time_to_waypoint(tot_waypoint)
def startup_time(self) -> Optional[timedelta]:
takeoff_time = self.takeoff_time()
if takeoff_time is None:
return None
start_time = (takeoff_time - self.estimate_startup() -
self.estimate_ground_ops())
# In case FP math has given us some barely below zero time, round to
# zero.
if math.isclose(start_time.total_seconds(), 0):
return timedelta()
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
# don't want them in the UI.
#
# Round down so *barely* above zero start times are just zero.
return timedelta(seconds=math.floor(start_time.total_seconds()))
def estimate_startup(self) -> timedelta:
if self.flight.start_type == "Cold":
if self.flight.client_count:
return timedelta(minutes=10)
else:
# The AI doesn't seem to have a real startup procedure.
return timedelta(minutes=2)
return timedelta()
def estimate_ground_ops(self) -> timedelta:
if self.flight.start_type in ("Runway", "In Flight"):
return timedelta()
if self.flight.from_cp.is_fleet:
return timedelta(minutes=2)
else:
return timedelta(minutes=5)
@dataclass(frozen=True)
class FormationFlightPlan(FlightPlan):
class LoiterFlightPlan(FlightPlan):
hold: FlightWaypoint
hold_duration: timedelta
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
raise NotImplementedError
@property
def tot_waypoint(self) -> Optional[FlightWaypoint]:
raise NotImplementedError
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> Optional[timedelta]:
raise NotImplementedError
@property
def push_time(self) -> timedelta:
raise NotImplementedError
def depart_time_for_waypoint(
self, waypoint: FlightWaypoint) -> Optional[timedelta]:
if waypoint == self.hold:
return self.push_time
return None
def travel_time_between_waypoints(self, a: FlightWaypoint,
b: FlightWaypoint) -> timedelta:
travel_time = super().travel_time_between_waypoints(a, b)
if a != self.hold:
return travel_time
try:
return travel_time + self.hold_duration
except AttributeError:
# Save compat for 2.3.
return travel_time + timedelta(minutes=5)
@dataclass(frozen=True)
class FormationFlightPlan(LoiterFlightPlan):
join: FlightWaypoint
split: FlightWaypoint
@property
def waypoints(self) -> List[FlightWaypoint]:
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
raise NotImplementedError
@property
@@ -180,7 +312,7 @@ class FormationFlightPlan(FlightPlan):
all of its formation waypoints.
"""
speeds = []
for previous_waypoint, waypoint in self.edges:
for previous_waypoint, waypoint in self.edges():
if waypoint in self.package_speed_waypoints:
speeds.append(self.best_speed_between_waypoints(
previous_waypoint, waypoint))
@@ -215,12 +347,6 @@ class FormationFlightPlan(FlightPlan):
return self.split_time
return None
def depart_time_for_waypoint(
self, waypoint: FlightWaypoint) -> Optional[timedelta]:
if waypoint == self.hold:
return self.push_time
return None
@property
def push_time(self) -> timedelta:
return self.join_time - TravelTime.between_points(
@@ -260,8 +386,7 @@ class PatrollingFlightPlan(FlightPlan):
return self.patrol_end_time
return None
@property
def waypoints(self) -> List[FlightWaypoint]:
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
raise NotImplementedError
@property
@@ -277,15 +402,17 @@ class PatrollingFlightPlan(FlightPlan):
class BarCapFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
@property
def waypoints(self) -> List[FlightWaypoint]:
return [
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from [
self.takeoff,
self.patrol_start,
self.patrol_end,
self.land,
]
if self.divert is not None:
yield self.divert
@dataclass(frozen=True)
@@ -293,16 +420,18 @@ class CasFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
target: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
@property
def waypoints(self) -> List[FlightWaypoint]:
return [
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from [
self.takeoff,
self.patrol_start,
self.target,
self.patrol_end,
self.land,
]
if self.divert is not None:
yield self.divert
def request_escort_at(self) -> Optional[FlightWaypoint]:
return self.patrol_start
@@ -312,18 +441,25 @@ class CasFlightPlan(PatrollingFlightPlan):
@dataclass(frozen=True)
class FrontLineCapFlightPlan(PatrollingFlightPlan):
class TarCapFlightPlan(PatrollingFlightPlan):
takeoff: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
lead_time: timedelta
@property
def waypoints(self) -> List[FlightWaypoint]:
return [
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from [
self.takeoff,
self.patrol_start,
self.patrol_end,
self.land,
]
if self.divert is not None:
yield self.divert
@property
def tot_offset(self) -> timedelta:
return -self.lead_time
def depart_time_for_waypoint(
self, waypoint: FlightWaypoint) -> Optional[timedelta]:
@@ -335,8 +471,8 @@ class FrontLineCapFlightPlan(PatrollingFlightPlan):
def patrol_start_time(self) -> timedelta:
start = self.package.escort_start_time
if start is not None:
return start
return super().patrol_start_time
return start + self.tot_offset
return super().patrol_start_time + self.tot_offset
@property
def patrol_end_time(self) -> timedelta:
@@ -356,26 +492,30 @@ class StrikeFlightPlan(FormationFlightPlan):
egress: FlightWaypoint
split: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
@property
def waypoints(self) -> List[FlightWaypoint]:
return [
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from [
self.takeoff,
self.hold,
self.join,
self.ingress
] + self.targets + [
]
yield from self.targets
yield from [
self.egress,
self.split,
self.land,
]
if self.divert is not None:
yield self.divert
@property
def package_speed_waypoints(self) -> Set[FlightWaypoint]:
return {
self.ingress,
self.egress,
self.split,
self.ingress,
self.egress,
self.split,
} | set(self.targets)
def speed_between_waypoints(self, a: FlightWaypoint,
@@ -404,7 +544,7 @@ class StrikeFlightPlan(FormationFlightPlan):
"""The estimated time between the first waypoint and the target."""
destination = self.tot_waypoint
total = timedelta()
for previous_waypoint, waypoint in self.edges:
for previous_waypoint, waypoint in self.edges():
if waypoint == self.tot_waypoint:
# For anything strike-like the TOT waypoint is the *flight's*
# mission target, but to synchronize with the rest of the
@@ -461,13 +601,72 @@ class StrikeFlightPlan(FormationFlightPlan):
return super().tot_for_waypoint(waypoint)
@dataclass(frozen=True)
class SweepFlightPlan(LoiterFlightPlan):
takeoff: FlightWaypoint
sweep_start: FlightWaypoint
sweep_end: FlightWaypoint
land: FlightWaypoint
divert: Optional[FlightWaypoint]
lead_time: timedelta
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from [
self.takeoff,
self.hold,
self.sweep_start,
self.sweep_end,
self.land,
]
if self.divert is not None:
yield self.divert
@property
def tot_waypoint(self) -> Optional[FlightWaypoint]:
return self.sweep_end
@property
def tot_offset(self) -> timedelta:
return -self.lead_time
@property
def sweep_start_time(self) -> timedelta:
travel_time = self.travel_time_between_waypoints(
self.sweep_start, self.sweep_end)
return self.sweep_end_time - travel_time
@property
def sweep_end_time(self) -> timedelta:
return self.package.time_over_target + self.tot_offset
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> Optional[timedelta]:
if waypoint == self.sweep_start:
return self.sweep_start_time
if waypoint == self.sweep_end:
return self.sweep_end_time
return None
def depart_time_for_waypoint(
self, waypoint: FlightWaypoint) -> Optional[timedelta]:
if waypoint == self.hold:
return self.push_time
return None
@property
def push_time(self) -> timedelta:
return self.sweep_end_time - TravelTime.between_points(
self.hold.position,
self.sweep_end.position,
GroundSpeed.for_flight(self.flight, self.hold.alt)
)
@dataclass(frozen=True)
class CustomFlightPlan(FlightPlan):
custom_waypoints: List[FlightWaypoint]
@property
def waypoints(self) -> List[FlightWaypoint]:
return self.custom_waypoints
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield from self.custom_waypoints
@property
def tot_waypoint(self) -> Optional[FlightWaypoint]:
@@ -521,20 +720,18 @@ class FlightPlanBuilder:
raise RuntimeError("Flight must be a part of the package")
if self.package.waypoints is None:
self.regenerate_package_waypoints()
try:
flight_plan = self.generate_flight_plan(flight, custom_targets)
except PlanningError:
logging.exception(f"Could not create flight plan")
return
flight.flight_plan = flight_plan
flight.flight_plan = self.generate_flight_plan(flight, custom_targets)
def generate_flight_plan(
self, flight: Flight,
custom_targets: Optional[List[Unit]]) -> FlightPlan:
# TODO: Flesh out mission types.
task = flight.flight_type
if task == FlightType.BARCAP:
if task == FlightType.ANTISHIP:
return self.generate_anti_ship(flight)
elif task == FlightType.BAI:
return self.generate_bai(flight)
elif task == FlightType.BARCAP:
return self.generate_barcap(flight)
elif task == FlightType.CAS:
return self.generate_cas(flight)
@@ -542,18 +739,20 @@ class FlightPlanBuilder:
return self.generate_dead(flight, custom_targets)
elif task == FlightType.ESCORT:
return self.generate_escort(flight)
elif task == FlightType.OCA_AIRCRAFT:
return self.generate_oca_strike(flight)
elif task == FlightType.OCA_RUNWAY:
return self.generate_runway_attack(flight)
elif task == FlightType.SEAD:
return self.generate_sead(flight, custom_targets)
elif task == FlightType.STRIKE:
return self.generate_strike(flight)
elif task == FlightType.SWEEP:
return self.generate_sweep(flight)
elif task == FlightType.TARCAP:
return self.generate_frontline_cap(flight)
elif task == FlightType.TROOP_TRANSPORT:
logging.error(
"Troop transport flight plan generation not implemented"
)
return self.generate_tarcap(flight)
raise PlanningError(
f"{task.name} flight plan generation not implemented")
f"{task} flight plan generation not implemented")
def regenerate_package_waypoints(self) -> None:
ingress_point = self._ingress_point()
@@ -603,7 +802,54 @@ class FlightPlanBuilder:
targets.append(StrikeTarget(building.category, building))
return self.strike_flightplan(flight, location, targets)
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_STRIKE,
targets)
def generate_bai(self, flight: Flight) -> StrikeFlightPlan:
"""Generates a BAI flight plan.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
targets: List[StrikeTarget] = []
for group in location.groups:
targets.append(
StrikeTarget(f"{group.name} at {location.name}", group))
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_BAI, targets)
def generate_anti_ship(self, flight: Flight) -> StrikeFlightPlan:
"""Generates an anti-ship flight plan.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
if isinstance(location, ControlPoint):
if location.is_fleet:
# The first group generated will be the carrier group itself.
location = location.ground_objects[0]
else:
raise InvalidObjectiveLocation(flight.flight_type, location)
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
targets: List[StrikeTarget] = []
for group in location.groups:
targets.append(
StrikeTarget(f"{group.name} at {location.name}", group))
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_BAI, targets)
def generate_barcap(self, flight: Flight) -> BarCapFlightPlan:
"""Generate a BARCAP flight at a given location.
@@ -616,11 +862,57 @@ class FlightPlanBuilder:
if isinstance(location, FrontLine):
raise InvalidObjectiveLocation(flight.flight_type, location)
start, end = self.racetrack_for_objective(location)
patrol_alt = random.randint(
self.doctrine.min_patrol_altitude,
self.doctrine.max_patrol_altitude
)
builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
start, end = builder.race_track(start, end, patrol_alt)
return BarCapFlightPlan(
package=self.package,
flight=flight,
patrol_duration=self.doctrine.cap_duration,
takeoff=builder.takeoff(flight.departure),
patrol_start=start,
patrol_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
def generate_sweep(self, flight: Flight) -> SweepFlightPlan:
"""Generate a BARCAP flight at a given location.
Args:
flight: The flight to generate the flight plan for.
"""
target = self.package.target.position
heading = self._heading_to_package_airfield(target)
start = target.point_from_heading(heading,
-self.doctrine.sweep_distance)
builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
start, end = builder.sweep(start, target,
self.doctrine.ingress_altitude)
return SweepFlightPlan(
package=self.package,
flight=flight,
lead_time=timedelta(minutes=5),
takeoff=builder.takeoff(flight.departure),
hold=builder.hold(self._hold_point(flight)),
hold_duration=timedelta(minutes=5),
sweep_start=start,
sweep_end=end,
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
def racetrack_for_objective(self,
location: MissionTarget) -> Tuple[Point, Point]:
closest_cache = ObjectiveDistanceCache.get_closest_airfields(location)
for airfield in closest_cache.closest_airfields:
# If the mission is a BARCAP of an enemy airfield, find the *next*
@@ -656,34 +948,11 @@ class FlightPlanBuilder:
self.doctrine.cap_max_track_length
)
start = end.point_from_heading(heading - 180, diameter)
return start, end
builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
start, end = builder.race_track(start, end, patrol_alt)
return BarCapFlightPlan(
package=self.package,
flight=flight,
patrol_duration=self.doctrine.cap_duration,
takeoff=builder.takeoff(flight.from_cp),
patrol_start=start,
patrol_end=end,
land=builder.land(flight.from_cp)
)
def generate_frontline_cap(self, flight: Flight) -> FrontLineCapFlightPlan:
"""Generate a CAP flight plan for the given front line.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
if not isinstance(location, FrontLine):
raise InvalidObjectiveLocation(flight.flight_type, location)
ally_cp, enemy_cp = location.control_points
patrol_alt = random.randint(self.doctrine.min_patrol_altitude,
self.doctrine.max_patrol_altitude)
def racetrack_for_frontline(self,
front_line: FrontLine) -> Tuple[Point, Point]:
ally_cp, enemy_cp = front_line.control_points
# Find targets waypoints
ingress, heading, distance = Conflict.frontline_vector(
@@ -700,26 +969,46 @@ class FlightPlanBuilder:
if combat_width < 35000:
combat_width = 35000
radius = combat_width*1.25
radius = combat_width * 1.25
orbit0p = orbit_center.point_from_heading(heading, radius)
orbit1p = orbit_center.point_from_heading(heading + 180, radius)
return orbit0p, orbit1p
def generate_tarcap(self, flight: Flight) -> TarCapFlightPlan:
"""Generate a CAP flight plan for the given front line.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
patrol_alt = random.randint(self.doctrine.min_patrol_altitude,
self.doctrine.max_patrol_altitude)
# Create points
builder = WaypointBuilder(self.game.conditions, flight, self.doctrine)
start, end = builder.race_track(orbit0p, orbit1p, patrol_alt)
return FrontLineCapFlightPlan(
if isinstance(location, FrontLine):
orbit0p, orbit1p = self.racetrack_for_frontline(location)
else:
orbit0p, orbit1p = self.racetrack_for_objective(location)
start, end = builder.race_track(orbit0p, orbit1p, patrol_alt)
return TarCapFlightPlan(
package=self.package,
flight=flight,
lead_time=timedelta(minutes=2),
# Note that this duration only has an effect if there are no
# flights in the package that have requested escort. If the package
# requests an escort the CAP flight will remain on station for the
# duration of the escorted mission, or until it is winchester/bingo.
patrol_duration=self.doctrine.cap_duration,
takeoff=builder.takeoff(flight.from_cp),
takeoff=builder.takeoff(flight.departure),
patrol_start=start,
patrol_end=end,
land=builder.land(flight.from_cp)
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
def generate_dead(self, flight: Flight,
@@ -732,8 +1021,11 @@ class FlightPlanBuilder:
"""
location = self.package.target
if not isinstance(location, TheaterGroundObject):
logging.exception(f"Invalid Objective Location for DEAD flight {flight=} at {location=}")
is_ewr = isinstance(location, EwrGroundObject)
is_sam = isinstance(location, SamGroundObject)
if not is_ewr and not is_sam:
logging.exception(
f"Invalid Objective Location for DEAD flight {flight=} at {location=}")
raise InvalidObjectiveLocation(flight.flight_type, location)
# TODO: Unify these.
@@ -745,7 +1037,42 @@ class FlightPlanBuilder:
for target in custom_targets:
targets.append(StrikeTarget(location.name, target))
return self.strike_flightplan(flight, location, targets)
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_DEAD, targets)
def generate_oca_strike(self, flight: Flight) -> StrikeFlightPlan:
"""Generate an OCA Strike flight plan at a given location.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
if not isinstance(location, Airfield):
logging.exception(
f"Invalid Objective Location for OCA Strike flight "
f"{flight=} at {location=}.")
raise InvalidObjectiveLocation(flight.flight_type, location)
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_OCA_AIRCRAFT)
def generate_runway_attack(self, flight: Flight) -> StrikeFlightPlan:
"""Generate a runway attack flight plan at a given location.
Args:
flight: The flight to generate the flight plan for.
"""
location = self.package.target
if not isinstance(location, Airfield):
logging.exception(
f"Invalid Objective Location for runway bombing flight "
f"{flight=} at {location=}.")
raise InvalidObjectiveLocation(flight.flight_type, location)
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_OCA_RUNWAY)
def generate_sead(self, flight: Flight,
custom_targets: Optional[List[Unit]]) -> StrikeFlightPlan:
@@ -757,9 +1084,6 @@ class FlightPlanBuilder:
"""
location = self.package.target
if not isinstance(location, TheaterGroundObject):
raise InvalidObjectiveLocation(flight.flight_type, location)
# TODO: Unify these.
# There doesn't seem to be any reason to treat the UI fragged missions
# different from the automatic missions.
@@ -769,7 +1093,8 @@ class FlightPlanBuilder:
for target in custom_targets:
targets.append(StrikeTarget(location.name, target))
return self.strike_flightplan(flight, location, targets)
return self.strike_flightplan(flight, location,
FlightWaypointType.INGRESS_SEAD, targets)
def generate_escort(self, flight: Flight) -> StrikeFlightPlan:
assert self.package.waypoints is not None
@@ -782,14 +1107,16 @@ class FlightPlanBuilder:
return StrikeFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.from_cp),
takeoff=builder.takeoff(flight.departure),
hold=builder.hold(self._hold_point(flight)),
hold_duration=timedelta(minutes=5),
join=builder.join(self.package.waypoints.join),
ingress=ingress,
targets=[target],
egress=egress,
split=builder.split(self.package.waypoints.split),
land=builder.land(flight.from_cp)
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
def generate_cas(self, flight: Flight) -> CasFlightPlan:
@@ -816,17 +1143,21 @@ class FlightPlanBuilder:
package=self.package,
flight=flight,
patrol_duration=self.doctrine.cas_duration,
takeoff=builder.takeoff(flight.from_cp),
patrol_start=builder.ingress_cas(ingress, location),
takeoff=builder.takeoff(flight.departure),
patrol_start=builder.ingress(FlightWaypointType.INGRESS_CAS,
ingress, location),
target=builder.cas(center),
patrol_end=builder.egress(egress, location),
land=builder.land(flight.from_cp)
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
@staticmethod
def target_waypoint(flight: Flight, builder: WaypointBuilder,
target: StrikeTarget) -> FlightWaypoint:
if flight.flight_type == FlightType.DEAD:
if flight.flight_type in {FlightType.ANTISHIP, FlightType.BAI}:
return builder.bai_group(target)
elif flight.flight_type == FlightType.DEAD:
return builder.dead_point(target)
elif flight.flight_type == FlightType.SEAD:
return builder.sead_point(target)
@@ -840,12 +1171,14 @@ class FlightPlanBuilder:
return builder.dead_area(location)
elif flight.flight_type == FlightType.SEAD:
return builder.sead_area(location)
elif flight.flight_type == FlightType.OCA_AIRCRAFT:
return builder.oca_strike_area(location)
else:
return builder.strike_area(location)
def _hold_point(self, flight: Flight) -> Point:
assert self.package.waypoints is not None
origin = flight.from_cp.position
origin = flight.departure.position
target = self.package.target.position
join = self.package.waypoints.join
origin_to_target = origin.distance_to_point(target)
@@ -902,22 +1235,12 @@ class FlightPlanBuilder:
return builder.land(arrival)
def strike_flightplan(
self, flight: Flight, location: TheaterGroundObject,
self, flight: Flight, location: MissionTarget,
ingress_type: FlightWaypointType,
targets: Optional[List[StrikeTarget]] = None) -> StrikeFlightPlan:
assert self.package.waypoints is not None
builder = WaypointBuilder(self.game.conditions, flight, self.doctrine,
targets)
# sead_types = {FlightType.DEAD, FlightType.SEAD}
if flight.flight_type is FlightType.SEAD:
ingress = builder.ingress_sead(self.package.waypoints.ingress,
location)
elif flight.flight_type is FlightType.DEAD:
ingress = builder.ingress_dead(self.package.waypoints.ingress,
location)
else:
ingress = builder.ingress_strike(self.package.waypoints.ingress,
location)
target_waypoints: List[FlightWaypoint] = []
if targets is not None:
@@ -931,14 +1254,17 @@ class FlightPlanBuilder:
return StrikeFlightPlan(
package=self.package,
flight=flight,
takeoff=builder.takeoff(flight.from_cp),
takeoff=builder.takeoff(flight.departure),
hold=builder.hold(self._hold_point(flight)),
hold_duration=timedelta(minutes=5),
join=builder.join(self.package.waypoints.join),
ingress=ingress,
ingress=builder.ingress(ingress_type,
self.package.waypoints.ingress, location),
targets=target_waypoints,
egress=builder.egress(self.package.waypoints.egress, location),
split=builder.split(self.package.waypoints.split),
land=builder.land(flight.from_cp)
land=builder.land(flight.arrival),
divert=builder.divert(flight.divert)
)
def _retreating_rendezvous_point(self, attack_transition: Point) -> Point:
@@ -951,8 +1277,8 @@ class FlightPlanBuilder:
def _advancing_rendezvous_point(self, attack_transition: Point) -> Point:
"""Creates a rendezvous point that advances toward the target."""
heading = self._heading_to_package_airfield(attack_transition)
return attack_transition.point_from_heading(heading,
-self.doctrine.join_distance)
return attack_transition.point_from_heading(
heading, -self.doctrine.join_distance)
def _rendezvous_should_retreat(self, attack_transition: Point) -> bool:
transition_target_distance = attack_transition.distance_to_point(
@@ -1014,7 +1340,7 @@ class FlightPlanBuilder:
)
for airfield in cache.closest_airfields:
for flight in self.package.flights:
if flight.from_cp == airfield:
if flight.departure == airfield:
return airfield
raise RuntimeError(
"Could not find any airfield assigned to this package"

View File

@@ -45,20 +45,21 @@ class GroundSpeed:
return int(cls.from_mach(mach, altitude)) # knots
@staticmethod
def from_mach(mach: float, altitude: int) -> float:
def from_mach(mach: float, altitude_m: int) -> float:
"""Returns the ground speed in knots for the given mach and altitude.
Args:
mach: The mach number to convert to ground speed.
altitude: The altitude in feet.
altitude_m: The altitude in meters.
Returns:
The ground speed corresponding to the given altitude and mach number
in knots.
"""
# https://www.grc.nasa.gov/WWW/K-12/airplane/atmos.html
if altitude <= 36152:
temperature_f = 59 - 0.00356 * altitude
altitude_ft = altitude_m * 3.28084
if altitude_ft <= 36152:
temperature_f = 59 - 0.00356 * altitude_ft
else:
# There's another formula for altitudes over 82k feet, but we better
# not be planning waypoints that high...
@@ -86,62 +87,25 @@ class TravelTime:
return timedelta(hours=distance / speed * error_factor)
# TODO: Most if not all of this should move into FlightPlan.
class TotEstimator:
# An extra five minutes given as wiggle room. Expected to be spent at the
# hold point performing any last minute configuration.
HOLD_TIME = timedelta(minutes=5)
def __init__(self, package: Package) -> None:
self.package = package
def mission_start_time(self, flight: Flight) -> timedelta:
takeoff_time = self.takeoff_time_for_flight(flight)
if takeoff_time is None:
@staticmethod
def mission_start_time(flight: Flight) -> timedelta:
startup_time = flight.flight_plan.startup_time()
if startup_time is None:
# Could not determine takeoff time, probably due to a custom flight
# plan. Start immediately.
return timedelta()
startup_time = self.estimate_startup(flight)
ground_ops_time = self.estimate_ground_ops(flight)
start_time = takeoff_time - startup_time - ground_ops_time
# In case FP math has given us some barely below zero time, round to
# zero.
if math.isclose(start_time.total_seconds(), 0):
return timedelta()
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
# don't want them in the UI.
#
# Round down so *barely* above zero start times are just zero.
return timedelta(seconds=math.floor(start_time.total_seconds()))
def takeoff_time_for_flight(self, flight: Flight) -> Optional[timedelta]:
travel_time = self.travel_time_to_rendezvous_or_target(flight)
if travel_time is None:
from gen.flights.flightplan import CustomFlightPlan
if not isinstance(flight.flight_plan, CustomFlightPlan):
logging.warning(
"Found no rendezvous or target point. Cannot estimate "
f"takeoff time takeoff time for {flight}.")
return None
from gen.flights.flightplan import FormationFlightPlan
if isinstance(flight.flight_plan, FormationFlightPlan):
tot = flight.flight_plan.tot_for_waypoint(
flight.flight_plan.join)
if tot is None:
logging.warning(
"Could not determine the TOT of the join point. Takeoff "
f"time for {flight} will be immediate.")
return None
else:
tot = self.package.time_over_target
return tot - travel_time - self.HOLD_TIME
return startup_time
def earliest_tot(self) -> timedelta:
earliest_tot = max((
self.earliest_tot_for_flight(f) for f in self.package.flights
)) + self.HOLD_TIME
))
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
@@ -150,7 +114,8 @@ class TotEstimator:
# Round up so we don't get negative start times.
return timedelta(seconds=math.ceil(earliest_tot.total_seconds()))
def earliest_tot_for_flight(self, flight: Flight) -> timedelta:
@staticmethod
def earliest_tot_for_flight(flight: Flight) -> timedelta:
"""Estimate fastest time from mission start to the target position.
For BARCAP flights, this is time to race track start. This ensures that
@@ -166,47 +131,18 @@ class TotEstimator:
The earliest possible TOT for the given flight in seconds. Returns 0
if an ingress point cannot be found.
"""
time_to_target = self.travel_time_to_target(flight)
if time_to_target is None:
# Clear the TOT, calculate the startup time. Negating the result gives
# the earliest possible start time.
orig_tot = flight.package.time_over_target
try:
flight.package.time_over_target = timedelta()
time = flight.flight_plan.startup_time()
finally:
flight.package.time_over_target = orig_tot
if time is None:
logging.warning(f"Cannot estimate TOT for {flight}")
# Return 0 so this flight's travel time does not affect the rest
# of the package.
return timedelta()
startup = self.estimate_startup(flight)
ground_ops = self.estimate_ground_ops(flight)
return startup + ground_ops + time_to_target
@staticmethod
def estimate_startup(flight: Flight) -> timedelta:
if flight.start_type == "Cold":
if flight.client_count:
return timedelta(minutes=10)
else:
# The AI doesn't seem to have a real startup procedure.
return timedelta(minutes=2)
return timedelta()
@staticmethod
def estimate_ground_ops(flight: Flight) -> timedelta:
if flight.start_type in ("Runway", "In Flight"):
return timedelta()
if flight.from_cp.is_fleet:
return timedelta(minutes=2)
else:
return timedelta(minutes=5)
@staticmethod
def travel_time_to_target(flight: Flight) -> Optional[timedelta]:
if flight.flight_plan is None:
return None
return flight.flight_plan.travel_time_to_target
@staticmethod
def travel_time_to_rendezvous_or_target(
flight: Flight) -> Optional[timedelta]:
if flight.flight_plan is None:
return None
from gen.flights.flightplan import FormationFlightPlan
if isinstance(flight.flight_plan, FormationFlightPlan):
return flight.flight_plan.travel_time_to_rendezvous
return flight.flight_plan.travel_time_to_target
return -time

View File

@@ -5,17 +5,23 @@ from typing import List, Optional, Tuple, Union
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import VehicleGroup
from game.data.doctrine import Doctrine
from game.theater import (
ControlPoint,
MissionTarget,
OffMapSpawn,
TheaterGroundObject,
)
from game.weather import Conditions
from theater import ControlPoint, MissionTarget, TheaterGroundObject
from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True)
class StrikeTarget:
name: str
target: Union[TheaterGroundObject, Unit]
target: Union[VehicleGroup, TheaterGroundObject, Unit]
class WaypointBuilder:
@@ -31,8 +37,7 @@ class WaypointBuilder:
def is_helo(self) -> bool:
return getattr(self.flight.unit_type, "helicopter", False)
@staticmethod
def takeoff(departure: ControlPoint) -> FlightWaypoint:
def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
"""Create takeoff waypoint for the given arrival airfield or carrier.
Note that the takeoff waypoint will automatically be created by pydcs
@@ -43,36 +48,93 @@ class WaypointBuilder:
departure: Departure airfield or carrier.
"""
position = departure.position
waypoint = FlightWaypoint(
FlightWaypointType.TAKEOFF,
position.x,
position.y,
0
)
waypoint.name = "TAKEOFF"
waypoint.alt_type = "RADIO"
waypoint.description = "Takeoff"
waypoint.pretty_name = "Takeoff"
if isinstance(departure, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
500 if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Enter theater"
waypoint.pretty_name = "Enter theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.TAKEOFF,
position.x,
position.y,
0
)
waypoint.name = "TAKEOFF"
waypoint.alt_type = "RADIO"
waypoint.description = "Takeoff"
waypoint.pretty_name = "Takeoff"
return waypoint
@staticmethod
def land(arrival: ControlPoint) -> FlightWaypoint:
def land(self, arrival: ControlPoint) -> FlightWaypoint:
"""Create descent waypoint for the given arrival airfield or carrier.
Args:
arrival: Arrival airfield or carrier.
"""
position = arrival.position
if isinstance(arrival, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
500 if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Exit theater"
waypoint.pretty_name = "Exit theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.LANDING_POINT,
position.x,
position.y,
0
)
waypoint.name = "LANDING"
waypoint.alt_type = "RADIO"
waypoint.description = "Land"
waypoint.pretty_name = "Land"
return waypoint
def divert(self,
divert: Optional[ControlPoint]) -> Optional[FlightWaypoint]:
"""Create divert waypoint for the given arrival airfield or carrier.
Args:
divert: Divert airfield or carrier.
"""
if divert is None:
return None
position = divert.position
if isinstance(divert, OffMapSpawn):
if self.is_helo:
altitude = 500
else:
altitude = self.doctrine.rendezvous_altitude
altitude_type = "BARO"
else:
altitude = 0
altitude_type = "RADIO"
waypoint = FlightWaypoint(
FlightWaypointType.LANDING_POINT,
FlightWaypointType.DIVERT,
position.x,
position.y,
0
altitude
)
waypoint.name = "LANDING"
waypoint.alt_type = "RADIO"
waypoint.description = "Land"
waypoint.pretty_name = "Land"
waypoint.alt_type = altitude_type
waypoint.name = "DIVERT"
waypoint.description = "Divert"
waypoint.pretty_name = "Divert"
waypoint.only_for_player = True
return waypoint
def hold(self, position: Point) -> FlightWaypoint:
@@ -111,33 +173,8 @@ class WaypointBuilder:
waypoint.name = "SPLIT"
return waypoint
def ingress_cas(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_CAS, position,
objective)
def ingress_escort(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_ESCORT, position,
objective)
def ingress_dead(self, position:Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_DEAD, position,
objective)
def ingress_sead(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_SEAD, position,
objective)
def ingress_strike(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_STRIKE, position,
objective)
def _ingress(self, ingress_type: FlightWaypointType, position: Point,
objective: MissionTarget) -> FlightWaypoint:
def ingress(self, ingress_type: FlightWaypointType, position: Point,
objective: MissionTarget) -> FlightWaypoint:
waypoint = FlightWaypoint(
ingress_type,
position.x,
@@ -163,6 +200,9 @@ class WaypointBuilder:
waypoint.name = "EGRESS"
return waypoint
def bai_group(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"ATTACK {target.name}")
def dead_point(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"STRIKE {target.name}")
@@ -183,6 +223,7 @@ class WaypointBuilder:
waypoint.description = description
waypoint.pretty_name = description
waypoint.name = target.name
waypoint.alt_type = "RADIO"
# The target waypoints are only for the player's benefit. AI tasks for
# the target are set on the ingress point so they begin their attack
# *before* reaching the target.
@@ -193,13 +234,17 @@ class WaypointBuilder:
return self._target_area(f"STRIKE {target.name}", target)
def sead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"SEAD on {target.name}", target)
return self._target_area(f"SEAD on {target.name}", target, flyover=True)
def dead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"DEAD on {target.name}", target)
def oca_strike_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"ATTACK {target.name}", target, flyover=True)
@staticmethod
def _target_area(name: str, location: MissionTarget) -> FlightWaypoint:
def _target_area(name: str, location: MissionTarget,
flyover: bool = False) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
location.position.x,
@@ -209,10 +254,19 @@ class WaypointBuilder:
waypoint.description = name
waypoint.pretty_name = name
waypoint.name = name
# The target waypoints are only for the player's benefit. AI tasks for
waypoint.alt_type = "RADIO"
# Most target waypoints are only for the player's benefit. AI tasks for
# the target are set on the ingress point so they begin their attack
# *before* reaching the target.
waypoint.only_for_player = True
#
# The exception is for flight plans that require passing over the
# target. For example, OCA strikes need to get close enough to detect
# the targets in their engagement zone or they will RTB immediately.
if flyover:
waypoint.flyover = True
else:
waypoint.only_for_player = True
return waypoint
def cas(self, position: Point) -> FlightWaypoint:
@@ -278,6 +332,56 @@ class WaypointBuilder:
return (self.race_track_start(start, altitude),
self.race_track_end(end, altitude))
@staticmethod
def sweep_start(position: Point, altitude: int) -> FlightWaypoint:
"""Creates a sweep start waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.INGRESS_SWEEP,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP START"
waypoint.description = "Proceed to the target and engage enemy aircraft"
waypoint.pretty_name = "Sweep start"
return waypoint
@staticmethod
def sweep_end(position: Point, altitude: int) -> FlightWaypoint:
"""Creates a sweep end waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.EGRESS,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP END"
waypoint.description = "End of sweep"
waypoint.pretty_name = "Sweep end"
return waypoint
def sweep(self, start: Point, end: Point,
altitude: int) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a racetrack orbit.
Args:
start: The beginning of the sweep.
end: The end of the sweep.
altitude: The sweep altitude.
"""
return (self.sweep_start(start, altitude),
self.sweep_end(end, altitude))
def escort(self, ingress: Point, target: MissionTarget, egress: Point) -> \
Tuple[FlightWaypoint, FlightWaypoint, FlightWaypoint]:
"""Creates the waypoints needed to escort the package.
@@ -293,8 +397,8 @@ class WaypointBuilder:
# description in gen.aircraft.JoinPointBuilder), so instead we give
# the escort flights a flight plan including the ingress point, target
# area, and egress point.
ingress = self._ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
target)
ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
target)
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,

View File

@@ -1,55 +1,44 @@
import logging
import typing
from enum import IntEnum
from __future__ import annotations
from typing import TYPE_CHECKING
from dcs.mission import Mission
from dcs.forcedoptions import ForcedOptions
from dcs.mission import Mission
from .conflictgen import *
class Labels(IntEnum):
Off = 0
Full = 1
Abbreviated = 2
Dot = 3
if TYPE_CHECKING:
from game.game import Game
class ForcedOptionsGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
def __init__(self, mission: Mission, game: Game) -> None:
self.mission = mission
self.conflict = conflict
self.game = game
def _set_options_view(self):
def _set_options_view(self) -> None:
self.mission.forced_options.options_view = self.game.settings.map_coalition_visibility
if self.game.settings.map_coalition_visibility == ForcedOptions.Views.All:
self.mission.forced_options.options_view = ForcedOptions.Views.All
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.Allies:
self.mission.forced_options.options_view = ForcedOptions.Views.Allies
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyAllies:
self.mission.forced_options.options_view = ForcedOptions.Views.OnlyAllies
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.MyAircraft:
self.mission.forced_options.options_view = ForcedOptions.Views.MyAircraft
elif self.game.settings.map_coalition_visibility == ForcedOptions.Views.OnlyMap:
self.mission.forced_options.options_view = ForcedOptions.Views.OnlyMap
def _set_external_views(self):
def _set_external_views(self) -> None:
if not self.game.settings.external_views_allowed:
self.mission.forced_options.external_views = self.game.settings.external_views_allowed
def _set_labels(self):
def _set_labels(self) -> None:
# TODO: Fix settings to use the real type.
# TODO: Allow forcing "full" and have default do nothing.
if self.game.settings.labels == "Abbreviated":
self.mission.forced_options.labels = int(Labels.Abbreviated)
self.mission.forced_options.labels = ForcedOptions.Labels.Abbreviate
elif self.game.settings.labels == "Dot Only":
self.mission.forced_options.labels = int(Labels.Dot)
self.mission.forced_options.labels = ForcedOptions.Labels.DotOnly
elif self.game.settings.labels == "Off":
self.mission.forced_options.labels = int(Labels.Off)
self.mission.forced_options.labels = ForcedOptions.Labels.None_
def _set_unrestricted_satnav(self) -> None:
blue = self.game.player_faction
red = self.game.enemy_faction
if blue.unrestricted_satnav or red.unrestricted_satnav:
self.mission.forced_options.unrestricted_satnav = True
def generate(self):
self._set_options_view()
self._set_external_views()
self._set_labels()
self._set_unrestricted_satnav()

View File

@@ -2,179 +2,15 @@ import random
from enum import Enum
from typing import Dict, List
from dcs.vehicles import Armor, Artillery, Infantry, Unarmed
from dcs.unittype import VehicleType
import pydcs_extensions.frenchpack.frenchpack as frenchpack
from game.theater import ControlPoint
from gen.ground_forces.ai_ground_planner_db import *
from gen.ground_forces.combat_stance import CombatStance
from theater import ControlPoint
TYPE_TANKS = [
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.MBT_Leopard_2,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leclerc,
Armor.MBT_Challenger_II,
Armor.MBT_M1A2_Abrams,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_Mk__4,
Armor.ZTZ_96B,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.StuG_IV,
Armor.CT_Centaur_IV,
Armor.CT_Cromwell_IV,
Armor.HIT_Churchill_VII,
Armor.LT_Mk_VII_Tetrarch,
# Mods
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__KAMIKAZE,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
]
TYPE_ATGM = [
Armor.ATGM_M1045_HMMWV_TOW,
Armor.ATGM_M1134_Stryker,
Armor.IFV_BMP_2,
# WW2 (Tank Destroyers)
Armor.M30_Cargo_Carrier,
Armor.TD_Jagdpanzer_IV,
Armor.TD_Jagdpanther_G1,
Armor.TD_M10_GMC,
# Mods
frenchpack.VBAE_CRAB_MMP,
frenchpack.VAB_MEPHISTO,
frenchpack.TRM_2000_PAMELA,
]
TYPE_IFV = [
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.IFV_BMP_1,
Armor.IFV_Marder,
Armor.IFV_MCV_80,
Armor.IFV_LAV_25,
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.IFV_M2A2_Bradley,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
# WW2
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.LAC_M8_Greyhound,
Armor.Daimler_Armoured_Car,
# Mods
frenchpack.ERC_90,
frenchpack.VBAE_CRAB,
frenchpack.VAB_T20_13
]
TYPE_APC = [
Armor.APC_M1043_HMMWV_Armament,
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.APC_MTLB,
Armor.APC_M2A1,
Armor.APC_Cobra,
Armor.APC_Sd_Kfz_251,
Armor.APC_AAV_7,
Armor.TPz_Fuchs,
Armor.ARV_BRDM_2,
Armor.ARV_BTR_RD,
Armor.FDDM_Grad,
# WW2
Armor.APC_M2A1,
Armor.APC_Sd_Kfz_251,
# Mods
frenchpack.VAB__50,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
]
TYPE_ARTILLERY = [
Artillery.MLRS_9A52_Smerch,
Artillery.SPH_2S1_Gvozdika,
Artillery.SPH_2S3_Akatsia,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_M109_Paladin,
Artillery.MLRS_M270,
Artillery.SPH_2S9_Nona,
Artillery.SpGH_Dana,
Artillery.SPH_2S19_Msta,
Artillery.MLRS_FDDM,
# WW2
Artillery.Sturmpanzer_IV_Brummbär,
Artillery.M12_GMC
]
TYPE_LOGI = [
Unarmed.Transport_M818,
Unarmed.Transport_KAMAZ_43101,
Unarmed.Transport_Ural_375,
Unarmed.Transport_GAZ_66,
Unarmed.Transport_GAZ_3307,
Unarmed.Transport_GAZ_3308,
Unarmed.Transport_Ural_4320_31_Armored,
Unarmed.Transport_Ural_4320T,
Unarmed.Blitz_3_6_6700A,
Unarmed.Kübelwagen_82,
Unarmed.Sd_Kfz_7,
Unarmed.Sd_Kfz_2,
Unarmed.Willys_MB,
Unarmed.Land_Rover_109_S3,
Unarmed.Land_Rover_101_FC,
# Mods
frenchpack.VBL,
frenchpack.VAB,
]
TYPE_INFANTRY = [
Infantry.Infantry_Soldier_Insurgents,
Infantry.Soldier_AK,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_M249,
Infantry.Infantry_M4,
Infantry.Soldier_RPG,
]
MAX_COMBAT_GROUP_PER_CP = 10
class CombatGroupRole(Enum):
TANK = 1
APC = 2
@@ -187,14 +23,14 @@ class CombatGroupRole(Enum):
DISTANCE_FROM_FRONTLINE = {
CombatGroupRole.TANK:3200,
CombatGroupRole.APC:8000,
CombatGroupRole.IFV:3700,
CombatGroupRole.ARTILLERY:18000,
CombatGroupRole.SHORAD:13000,
CombatGroupRole.LOGI:20000,
CombatGroupRole.INFANTRY:3000,
CombatGroupRole.ATGM:6200
CombatGroupRole.TANK: (2200, 3200),
CombatGroupRole.APC: (7500, 8500),
CombatGroupRole.IFV: (2700, 3700),
CombatGroupRole.ARTILLERY: (16000, 18000),
CombatGroupRole.SHORAD: (12000, 13000),
CombatGroupRole.LOGI: (18000, 20000),
CombatGroupRole.INFANTRY: (2800, 3300),
CombatGroupRole.ATGM: (5200, 6200),
}
GROUP_SIZES_BY_COMBAT_STANCE = {
@@ -222,6 +58,7 @@ class CombatGroup:
s += "UNITS " + self.units[0].name + " * " + str(len(self.units))
return s
class GroundPlanner:
def __init__(self, cp:ControlPoint, game):
@@ -241,7 +78,6 @@ class GroundPlanner:
self.units_per_cp[cp.id] = []
self.reserve: List[CombatGroup] = []
def plan_groundwar(self):
if hasattr(self.cp, 'stance'):
@@ -273,6 +109,9 @@ class GroundPlanner:
elif key in TYPE_ATGM:
collection = self.atgm_group
role = CombatGroupRole.ATGM
elif key in TYPE_SHORAD:
collection = self.shorad_groups
role = CombatGroupRole.SHORAD
else:
print("Warning unit type not handled by ground generator")
print(key)
@@ -280,12 +119,16 @@ class GroundPlanner:
available = self.cp.base.armor[key]
while available > 0:
n = random.choice(group_size_choice)
if n > available:
if available >= 2:
n = 2
else:
n = 1
if role == CombatGroupRole.SHORAD:
n = 1
else:
n = random.choice(group_size_choice)
if n > available:
if available >= 2:
n = 2
else:
n = 1
available -= n
group = CombatGroup(role)

View File

@@ -0,0 +1,199 @@
from dcs.vehicles import AirDefence, Infantry, Unarmed, Artillery, Armor
from pydcs_extensions.frenchpack import frenchpack
TYPE_TANKS = [
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_72B3,
Armor.MBT_T_80U,
Armor.MBT_T_90,
Armor.MBT_Leopard_2,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leclerc,
Armor.MBT_Challenger_II,
Armor.MBT_M1A2_Abrams,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_Mk__4,
Armor.ZTZ_96B,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.HT_Pz_Kpfw_VI_Tiger_I,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.StuG_IV,
Armor.CT_Centaur_IV,
Armor.CT_Cromwell_IV,
Armor.HIT_Churchill_VII,
Armor.LT_Mk_VII_Tetrarch,
# Mods
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_GREEN,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__KAMIKAZE,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
]
TYPE_ATGM = [
Armor.ATGM_M1045_HMMWV_TOW,
Armor.ATGM_M1134_Stryker,
Armor.IFV_BMP_2,
# WW2 (Tank Destroyers)
Armor.M30_Cargo_Carrier,
Armor.TD_Jagdpanzer_IV,
Armor.TD_Jagdpanther_G1,
Armor.TD_M10_GMC,
# Mods
frenchpack.VBAE_CRAB_MMP,
frenchpack.VAB_MEPHISTO,
frenchpack.TRM_2000_PAMELA,
]
TYPE_IFV = [
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.IFV_BMP_1,
Armor.IFV_Marder,
Armor.IFV_MCV_80,
Armor.IFV_LAV_25,
Armor.SPG_M1128_Stryker_MGS,
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.IFV_M2A2_Bradley,
Armor.IFV_BMD_1,
Armor.ZBD_04A,
# WW2
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.LAC_M8_Greyhound,
Armor.Daimler_Armoured_Car,
# Mods
frenchpack.ERC_90,
frenchpack.VBAE_CRAB,
frenchpack.VAB_T20_13
]
TYPE_APC = [
Armor.APC_M1043_HMMWV_Armament,
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.APC_BTR_82A,
Armor.APC_MTLB,
Armor.APC_M2A1,
Armor.APC_Cobra,
Armor.APC_Sd_Kfz_251,
Armor.APC_AAV_7,
Armor.TPz_Fuchs,
Armor.ARV_BRDM_2,
Armor.ARV_BTR_RD,
Armor.FDDM_Grad,
# WW2
Armor.APC_M2A1,
Armor.APC_Sd_Kfz_251,
# Mods
frenchpack.VAB__50,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
]
TYPE_ARTILLERY = [
Artillery.MLRS_9A52_Smerch,
Artillery.SPH_2S1_Gvozdika,
Artillery.SPH_2S3_Akatsia,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_M109_Paladin,
Artillery.MLRS_M270,
Artillery.SPH_2S9_Nona,
Artillery.SpGH_Dana,
Artillery.SPH_2S19_Msta,
Artillery.MLRS_FDDM,
# WW2
Artillery.Sturmpanzer_IV_Brummbär,
Artillery.M12_GMC
]
TYPE_LOGI = [
Unarmed.Transport_M818,
Unarmed.Transport_KAMAZ_43101,
Unarmed.Transport_Ural_375,
Unarmed.Transport_GAZ_66,
Unarmed.Transport_GAZ_3307,
Unarmed.Transport_GAZ_3308,
Unarmed.Transport_Ural_4320_31_Armored,
Unarmed.Transport_Ural_4320T,
Unarmed.Blitz_3_6_6700A,
Unarmed.Kübelwagen_82,
Unarmed.Sd_Kfz_7,
Unarmed.Sd_Kfz_2,
Unarmed.Willys_MB,
Unarmed.Land_Rover_109_S3,
Unarmed.Land_Rover_101_FC,
# Mods
frenchpack.VBL,
frenchpack.VAB,
]
TYPE_INFANTRY = [
Infantry.Infantry_Soldier_Insurgents,
Infantry.Soldier_AK,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_M249,
Infantry.Infantry_M4,
Infantry.Soldier_RPG,
]
TYPE_SHORAD = [
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_15_Tor_9A331,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SPAAA_Gepard,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Roland_ADS,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_M1_37mm,
AirDefence.AA_gun_QF_3_7,
]

View File

@@ -9,31 +9,33 @@ from __future__ import annotations
import logging
import random
from typing import Dict, Iterator, Optional, TYPE_CHECKING
from typing import Dict, Iterator, Optional, TYPE_CHECKING, Type, List
from dcs import Mission
from dcs import Mission, Point
from dcs.country import Country
from dcs.statics import fortification_map, warehouse_map
from dcs.task import (
ActivateBeaconCommand,
ActivateICLSCommand,
EPLRS,
OptAlarmState,
OptAlarmState, FireAtPoint,
)
from dcs.unit import Ship, Vehicle, Unit
from dcs.unitgroup import Group, ShipGroup, StaticGroup
from dcs.unit import Ship, Unit, Vehicle
from dcs.unitgroup import Group, ShipGroup, StaticGroup, VehicleGroup
from dcs.unittype import StaticType, UnitType
from dcs.vehicles import vehicle_map
from game import db
from game.data.building_data import FORTIFICATION_UNITS, FORTIFICATION_UNITS_ID
from game.db import unit_type_from_name
from theater import ControlPoint, TheaterGroundObject
from theater.theatergroundobject import (
from game.theater import ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import (
BuildingGroundObject, CarrierGroundObject,
GenericCarrierGroundObject,
LhaGroundObject, ShipGroundObject,
LhaGroundObject, ShipGroundObject, MissileSiteGroundObject,
)
from .conflictgen import Conflict
from game.unitmap import UnitMap
from game.utils import knots_to_kph, kph_to_mps, mps_to_kph
from .radios import RadioFrequency, RadioRegistry
from .runways import RunwayData
from .tacan import TacanBand, TacanChannel, TacanRegistry
@@ -49,14 +51,15 @@ AA_CP_MIN_DISTANCE = 40000
class GenericGroundObjectGenerator:
"""An unspecialized ground object generator.
Currently used only for SAM and missile (V1/V2) sites.
Currently used only for SAM
"""
def __init__(self, ground_object: TheaterGroundObject, country: Country,
game: Game, mission: Mission) -> None:
game: Game, mission: Mission, unit_map: UnitMap) -> None:
self.ground_object = ground_object
self.country = country
self.game = game
self.m = mission
self.unit_map = unit_map
def generate(self) -> None:
if self.game.position_culled(self.ground_object.position):
@@ -89,9 +92,10 @@ class GenericGroundObjectGenerator:
self.enable_eplrs(vg, unit_type)
self.set_alarm_state(vg)
self._register_unit_group(group, vg)
@staticmethod
def enable_eplrs(group: Group, unit_type: UnitType) -> None:
def enable_eplrs(group: Group, unit_type: Type[UnitType]) -> None:
if hasattr(unit_type, 'eplrs'):
if unit_type.eplrs:
group.points[0].tasks.append(EPLRS(group.id))
@@ -102,6 +106,63 @@ class GenericGroundObjectGenerator:
else:
group.points[0].tasks.append(OptAlarmState(1))
def _register_unit_group(self, persistence_group: Group,
miz_group: Group) -> None:
self.unit_map.add_ground_object_units(self.ground_object,
persistence_group, miz_group)
class MissileSiteGenerator(GenericGroundObjectGenerator):
def generate(self) -> None:
super(MissileSiteGenerator, self).generate()
# Note : Only the SCUD missiles group can fire (V1 site cannot fire in game right now)
# TODO : Should be pre-planned ?
# TODO : Add delay to task to spread fire task over mission duration ?
for group in self.ground_object.groups:
vg = self.m.find_group(group.name)
if vg is not None:
targets = self.possible_missile_targets(vg)
if targets:
target = random.choice(targets)
real_target = target.point_from_heading(random.randint(0, 360), random.randint(0, 2500))
vg.points[0].add_task(FireAtPoint(real_target))
logging.info("Set up fire task for missile group.")
else:
logging.info("Couldn't setup missile site to fire, no valid target in range.")
else:
logging.info("Couldn't setup missile site to fire, group was not generated.")
def possible_missile_targets(self, vg: Group) -> List[Point]:
"""
Find enemy control points in range
:param vg: Vehicle group we are searching a target for (There is always only oe group right now)
:return: List of possible missile targets
"""
targets: List[Point] = []
for cp in self.game.theater.controlpoints:
if cp.captured != self.ground_object.control_point.captured:
distance = cp.position.distance_to_point(vg.position)
if distance < self.missile_site_range:
targets.append(cp.position)
return targets
@property
def missile_site_range(self) -> int:
"""
Get the missile site range
:return: Missile site range
"""
site_range = 0
for group in self.ground_object.groups:
vg = self.m.find_group(group.name)
if vg is not None:
for u in vg.units:
if u.type in vehicle_map:
if vehicle_map[u.type].threat_range > site_range:
site_range = vehicle_map[u.type].threat_range
return site_range
class BuildingSiteGenerator(GenericGroundObjectGenerator):
"""Generator for building sites.
@@ -133,16 +194,17 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
def generate_vehicle_group(self, unit_type: UnitType) -> None:
if not self.ground_object.is_dead:
self.m.vehicle_group(
group = self.m.vehicle_group(
country=self.country,
name=self.ground_object.group_name,
_type=unit_type,
position=self.ground_object.position,
heading=self.ground_object.heading,
)
self._register_fortification(group)
def generate_static(self, static_type: StaticType) -> None:
self.m.static_group(
group = self.m.static_group(
country=self.country,
name=self.ground_object.group_name,
_type=static_type,
@@ -150,6 +212,15 @@ class BuildingSiteGenerator(GenericGroundObjectGenerator):
heading=self.ground_object.heading,
dead=self.ground_object.is_dead,
)
self._register_building(group)
def _register_fortification(self, fortification: VehicleGroup) -> None:
assert isinstance(self.ground_object, BuildingGroundObject)
self.unit_map.add_fortification(self.ground_object, fortification)
def _register_building(self, building: StaticGroup) -> None:
assert isinstance(self.ground_object, BuildingGroundObject)
self.unit_map.add_building(self.ground_object, building)
class GenericCarrierGenerator(GenericGroundObjectGenerator):
@@ -161,8 +232,8 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
control_point: ControlPoint, country: Country, game: Game,
mission: Mission, radio_registry: RadioRegistry,
tacan_registry: TacanRegistry, icls_alloc: Iterator[int],
runways: Dict[str, RunwayData]) -> None:
super().__init__(ground_object, country, game, mission)
runways: Dict[str, RunwayData], unit_map: UnitMap) -> None:
super().__init__(ground_object, country, game, mission, unit_map)
self.ground_object = ground_object
self.control_point = control_point
self.radio_registry = radio_registry
@@ -187,11 +258,16 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
tacan_callsign = self.tacan_callsign()
icls = next(self.icls_alloc)
# Always steam into the wind, even if the carrier is being moved.
# There are multiple unsimulated hours between turns, so we can
# count those as the time the carrier uses to move and the mission
# time as the recovery window.
brc = self.steam_into_wind(ship_group)
self.activate_beacons(ship_group, tacan, tacan_callsign, icls)
self.add_runway_data(brc or 0, atc, tacan, tacan_callsign, icls)
self._register_unit_group(group, ship_group)
def get_carrier_type(self, group: Group) -> UnitType:
def get_carrier_type(self, group: Group) -> Type[UnitType]:
unit_type = unit_type_from_name(group.units[0].type)
if unit_type is None:
raise RuntimeError(
@@ -221,12 +297,16 @@ class GenericCarrierGenerator(GenericGroundObjectGenerator):
return ship
def steam_into_wind(self, group: ShipGroup) -> Optional[int]:
brc = self.m.weather.wind_at_ground.direction + 180
wind = self.game.conditions.weather.wind.at_0m
brc = wind.direction + 180
# Aim for 25kts over the deck.
carrier_speed = knots_to_kph(25) - mps_to_kph(wind.speed)
for attempt in range(5):
point = group.points[0].position.point_from_heading(
brc, 100000 - attempt * 20000)
if self.game.theater.is_in_sea(point):
group.add_waypoint(point)
group.points[0].speed = kph_to_mps(carrier_speed)
group.add_waypoint(point, carrier_speed)
return brc
return None
@@ -328,8 +408,9 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
self.generate_group(group, unit_type)
def generate_group(self, group_def: Group, unit_type: UnitType):
group = self.m.ship_group(self.country, group_def.name, unit_type,
def generate_group(self, group_def: Group,
first_unit_type: Type[UnitType]) -> None:
group = self.m.ship_group(self.country, group_def.name, first_unit_type,
position=group_def.position,
heading=group_def.units[0].heading)
group.units[0].name = self.m.string(group_def.units[0].name)
@@ -343,6 +424,7 @@ class ShipObjectGenerator(GenericGroundObjectGenerator):
ship.heading = unit.heading
group.add_unit(ship)
self.set_alarm_state(group)
self._register_unit_group(group_def, group)
class GroundObjectsGenerator:
@@ -353,40 +435,18 @@ class GroundObjectsGenerator:
locations for spawning ground objects, determining their types, and creating
the appropriate generators.
"""
FARP_CAPACITY = 4
def __init__(self, mission: Mission, conflict: Conflict, game,
radio_registry: RadioRegistry, tacan_registry: TacanRegistry):
def __init__(self, mission: Mission, game: Game,
radio_registry: RadioRegistry, tacan_registry: TacanRegistry,
unit_map: UnitMap) -> None:
self.m = mission
self.conflict = conflict
self.game = game
self.radio_registry = radio_registry
self.tacan_registry = tacan_registry
self.unit_map = unit_map
self.icls_alloc = iter(range(1, 21))
self.runways: Dict[str, RunwayData] = {}
def generate_farps(self, number_of_units=1) -> Iterator[StaticGroup]:
if self.conflict.is_vector:
center = self.conflict.center
heading = self.conflict.heading - 90
else:
center, heading = self.conflict.frontline_position(self.conflict.theater, self.conflict.from_cp, self.conflict.to_cp)
heading -= 90
initial_position = center.point_from_heading(heading, FARP_FRONTLINE_DISTANCE)
position = self.conflict.find_ground_position(initial_position, heading)
if not position:
position = initial_position
for i, _ in enumerate(range(0, number_of_units, self.FARP_CAPACITY)):
position = position.point_from_heading(0, i * 275)
yield self.m.farp(
country=self.m.country(self.game.player_country),
name="FARP",
position=position,
)
def generate(self):
for cp in self.game.theater.controlpoints:
if cp.captured:
@@ -397,25 +457,29 @@ class GroundObjectsGenerator:
for ground_object in cp.ground_objects:
if isinstance(ground_object, BuildingGroundObject):
generator = BuildingSiteGenerator(ground_object, country,
self.game, self.m)
generator = BuildingSiteGenerator(
ground_object, country, self.game, self.m,
self.unit_map)
elif isinstance(ground_object, CarrierGroundObject):
generator = CarrierGenerator(ground_object, cp, country,
self.game, self.m,
self.radio_registry,
self.tacan_registry,
self.icls_alloc, self.runways)
generator = CarrierGenerator(
ground_object, cp, country, self.game, self.m,
self.radio_registry, self.tacan_registry,
self.icls_alloc, self.runways, self.unit_map)
elif isinstance(ground_object, LhaGroundObject):
generator = CarrierGenerator(ground_object, cp, country,
self.game, self.m,
self.radio_registry,
self.tacan_registry,
self.icls_alloc, self.runways)
generator = CarrierGenerator(
ground_object, cp, country, self.game, self.m,
self.radio_registry, self.tacan_registry,
self.icls_alloc, self.runways, self.unit_map)
elif isinstance(ground_object, ShipGroundObject):
generator = ShipObjectGenerator(ground_object, country,
self.game, self.m)
generator = ShipObjectGenerator(
ground_object, country, self.game, self.m,
self.unit_map)
elif isinstance(ground_object, MissileSiteGroundObject):
generator = MissileSiteGenerator(
ground_object, country, self.game, self.m,
self.unit_map)
else:
generator = GenericGroundObjectGenerator(ground_object,
country, self.game,
self.m)
generator = GenericGroundObjectGenerator(
ground_object, country, self.game, self.m,
self.unit_map)
generator.generate()

View File

@@ -26,7 +26,7 @@ import datetime
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Dict, List, Optional, Tuple, TYPE_CHECKING
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple
from PIL import Image, ImageDraw, ImageFont
from dcs.mission import Mission
@@ -44,6 +44,8 @@ from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
class KneeboardPageWriter:
"""Creates kneeboard images."""
@@ -191,7 +193,15 @@ class FlightPlanBuilder:
waypoint.position
))
duration = (waypoint.tot - last_time).total_seconds() / 3600
return f"{int(distance / duration)} kt"
try:
return f"{int(distance / duration)} kt"
except ZeroDivisionError:
# TODO: Improve resolution of unit conversions.
# When waypoints are very close to each other they can end up with
# identical TOTs because our unit conversion functions truncate to
# int. When waypoints have the same TOT the duration will be zero.
# https://github.com/Khopa/dcs_liberation/issues/557
return "-"
def build(self) -> List[List[str]]:
return self.rows
@@ -230,28 +240,37 @@ class BriefingPage(KneeboardPage):
"#", "Action", "Alt", "Dist", "GSPD", "Time", "Departure"
])
writer.heading("Comm Ladder")
comms = []
flight_plan_builder
writer.table([
["{}lbs".format(self.flight.bingo_fuel), "{}lbs".format(self.flight.joker_fuel)]
], ['Bingo', 'Joker'])
# Package Section
writer.heading("Comm ladder")
comm_ladder = []
for comm in self.comms:
comms.append([comm.name, self.format_frequency(comm.freq)])
writer.table(comms, headers=["Name", "UHF"])
comm_ladder.append([comm.name, '', '', '', self.format_frequency(comm.freq)])
writer.heading("AWACS")
awacs = []
for a in self.awacs:
awacs.append([a.callsign, self.format_frequency(a.freq)])
writer.table(awacs, headers=["Callsign", "UHF"])
writer.heading("Tankers")
tankers = []
comm_ladder.append([
a.callsign,
'AWACS',
'',
'',
self.format_frequency(a.freq)
])
for tanker in self.tankers:
tankers.append([
comm_ladder.append([
tanker.callsign,
"Tanker",
tanker.variant,
str(tanker.tacan),
self.format_frequency(tanker.freq),
])
writer.table(tankers, headers=["Callsign", "Type", "TACAN", "UHF"])
])
writer.table(comm_ladder, headers=["Callsign","Task", "Type", "TACAN", "FREQ"])
writer.heading("JTAC")
jtacs = []

View File

@@ -8,7 +8,7 @@ from gen.locations.preset_control_point_locations import PresetControlPointLocat
from gen.locations.preset_locations import PresetLocation
class PresetLocationFinder:
class MizDataLocationFinder:
@staticmethod
def compute_possible_locations(terrain_name: str, cp_name: str) -> PresetControlPointLocations:

View File

@@ -1,5 +1,6 @@
"""Radio frequency types and allocators."""
import itertools
import logging
from dataclasses import dataclass
from typing import Dict, Iterator, List, Set
@@ -71,12 +72,9 @@ class Radio:
self.minimum.hertz, self.maximum.hertz, self.step.hertz
))
class OutOfChannelsError(RuntimeError):
"""Raised when all channels usable by this radio have been allocated."""
def __init__(self, radio: Radio) -> None:
super().__init__(f"No available channels for {radio}")
@property
def last_channel(self) -> RadioFrequency:
return RadioFrequency(self.maximum.hertz - self.step.hertz)
class ChannelInUseError(RuntimeError):
@@ -134,7 +132,7 @@ RADIOS: List[Radio] = [
Radio("RSIU-4V", MHz(100), MHz(150), step=MHz(1)),
# MiG-21bis
Radio("RSIU-5V", MHz(100), MHz(150), step=MHz(1)),
Radio("RSIU-5V", MHz(118), MHz(140), step=MHz(1)),
# Ka-50
# Note: Also capable of 100MHz-150MHz, but we can't model gaps.
@@ -215,7 +213,13 @@ class RadioRegistry:
self.reserve(channel)
return channel
except StopIteration:
raise OutOfChannelsError(radio)
# In the event of too many channel users, fail gracefully by reusing
# the last channel.
# https://github.com/Khopa/dcs_liberation/issues/598
channel = radio.last_channel
logging.warning(
f"No more free channels for {radio.name}. Reusing {channel}.")
return channel
def alloc_uhf(self) -> RadioFrequency:
"""Allocates a UHF radio channel suitable for inter-flight comms.

View File

@@ -8,7 +8,6 @@ from typing import Iterator, Optional
from dcs.terrain.terrain import Airport
from game.weather import Conditions
from theater import ControlPoint, ControlPointType
from .airfields import AIRFIELD_DATA
from .radios import RadioFrequency
from .tacan import TacanChannel
@@ -117,23 +116,3 @@ class RunwayAssigner:
# Otherwise the only difference between the two is the distance from
# parking, which we don't know, so just pick the first one.
return best_runways[0]
def takeoff_heading(self, departure: ControlPoint) -> int:
if departure.cptype == ControlPointType.AIRBASE:
return self.get_preferred_runway(departure.airport).runway_heading
elif departure.is_fleet:
# The carrier will be angled into the wind automatically.
return (self.conditions.weather.wind.at_0m.direction + 180) % 360
logging.warning(
f"Unhandled departure control point: {departure.cptype}")
return 0
def landing_heading(self, arrival: ControlPoint) -> int:
if arrival.cptype == ControlPointType.AIRBASE:
return self.get_preferred_runway(arrival.airport).runway_heading
elif arrival.is_fleet:
# The carrier will be angled into the wind automatically.
return (self.conditions.weather.wind.at_0m.direction + 180) % 360
logging.warning(
f"Unhandled departure control point: {arrival.cptype}")
return 0

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class BoforsGenerator(GroupGenerator):
class BoforsGenerator(AirDefenseGroupGenerator):
"""
This generate a Bofors flak artillery group
"""
@@ -25,4 +28,8 @@ class BoforsGenerator(GroupGenerator):
index = index+1
self.add_unit(AirDefence.AAA_Bofors_40mm, "AAA#" + str(index),
self.position.x + spacing*i,
self.position.y + spacing*j, self.heading)
self.position.y + spacing*j, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,11 +2,22 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
GFLAK = [AirDefence.AAA_Flak_Vierling_38, AirDefence.AAA_8_8cm_Flak_18, AirDefence.AAA_8_8cm_Flak_36, AirDefence.AAA_8_8cm_Flak_37, AirDefence.AAA_8_8cm_Flak_41, AirDefence.AAA_Flak_38]
GFLAK = [
AirDefence.AAA_Flak_Vierling_38,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Flak_38,
]
class FlakGenerator(GroupGenerator):
class FlakGenerator(AirDefenseGroupGenerator):
"""
This generate a German flak artillery group
"""
@@ -18,7 +29,7 @@ class FlakGenerator(GroupGenerator):
grid_x = random.randint(2, 3)
grid_y = random.randint(2, 3)
spacing = random.randint(30, 60)
spacing = random.randint(20, 35)
index = 0
mixed = random.choice([True, False])
@@ -35,7 +46,7 @@ class FlakGenerator(GroupGenerator):
unit_type = random.choice(GFLAK)
# Search lights
search_pos = self.get_circular_position(random.randint(2,3), 90)
search_pos = self.get_circular_position(random.randint(2,3), 80)
for index, pos in enumerate(search_pos):
self.add_unit(AirDefence.Flak_Searchlight_37, "SearchLight#" + str(index), pos[0], pos[1], self.heading)
@@ -51,6 +62,10 @@ class FlakGenerator(GroupGenerator):
# Some Opel Blitz trucks
for i in range(int(max(1,grid_x/2))):
for j in range(int(max(1,grid_x/2))):
self.add_unit(Unarmed.Blitz_3_6_6700A, "AAA#" + str(index),
self.position.x + 200 + 15*i + random.randint(1,5),
self.position.y + 15*j + random.randint(1,5), 90)
self.add_unit(Unarmed.Blitz_3_6_6700A, "BLITZ#" + str(index),
self.position.x + 125 + 15*i + random.randint(1,5),
self.position.y + 15*j + random.randint(1,5), 75)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class Flak18Generator(GroupGenerator):
class Flak18Generator(AirDefenseGroupGenerator):
"""
This generate a German flak artillery group using only free units, thus not requiring the WW2 asset pack
"""
@@ -27,3 +30,7 @@ class Flak18Generator(GroupGenerator):
# Add a commander truck
self.add_unit(Unarmed.Blitz_3_6_6700A, "Blitz#", self.position.x - 35, self.position.y - 20, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,11 +1,14 @@
import random
from dcs.vehicles import AirDefence, Unarmed, Armor
from dcs.vehicles import AirDefence, Armor, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class AllyWW2FlakGenerator(GroupGenerator):
class AllyWW2FlakGenerator(AirDefenseGroupGenerator):
"""
This generate an ally flak artillery group
"""
@@ -15,15 +18,15 @@ class AllyWW2FlakGenerator(GroupGenerator):
def generate(self):
positions = self.get_circular_position(4, launcher_distance=50, coverage=360)
positions = self.get_circular_position(4, launcher_distance=30, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AA_gun_QF_3_7, "AA#" + str(i), position[0], position[1], position[2])
positions = self.get_circular_position(8, launcher_distance=100, coverage=360)
positions = self.get_circular_position(8, launcher_distance=60, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_M1_37mm, "AA#" + str(4 + i), position[0], position[1], position[2])
positions = self.get_circular_position(8, launcher_distance=150, coverage=360)
positions = self.get_circular_position(8, launcher_distance=90, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_M45_Quadmount, "AA#" + str(12 + i), position[0], position[1], position[2])
@@ -32,3 +35,7 @@ class AllyWW2FlakGenerator(GroupGenerator):
self.add_unit(Armor.M30_Cargo_Carrier, "LOG#1", self.position.x, self.position.y + 20, random.randint(0, 360))
self.add_unit(Armor.M4_Tractor, "LOG#2", self.position.x + 20, self.position.y, random.randint(0, 360))
self.add_unit(Unarmed.Bedford_MWD, "LOG#3", self.position.x - 20, self.position.y, random.randint(0, 360))
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

25
gen/sam/aaa_zsu57.py Normal file
View File

@@ -0,0 +1,25 @@
from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZSU57Generator(AirDefenseGroupGenerator):
"""
This generate a Zsu 57 group
"""
name = "ZSU-57-2 Group"
price = 60
def generate(self):
num_launchers = 5
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_ZSU_57_2, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZU23InsurgentGenerator(GroupGenerator):
class ZU23InsurgentGenerator(AirDefenseGroupGenerator):
"""
This generate a ZU23 insurgent flak artillery group
"""
@@ -25,4 +28,8 @@ class ZU23InsurgentGenerator(GroupGenerator):
index = index+1
self.add_unit(AirDefence.AAA_ZU_23_Insurgent_Closed, "AAA#" + str(index),
self.position.x + spacing*i,
self.position.y + spacing*j, self.heading)
self.position.y + spacing*j, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -0,0 +1,27 @@
from abc import ABC, abstractmethod
from enum import Enum
from game import Game
from gen.sam.group_generator import GroupGenerator
from game.theater.theatergroundobject import SamGroundObject
class AirDefenseRange(Enum):
Short = "short"
Medium = "medium"
Long = "long"
class AirDefenseGroupGenerator(GroupGenerator, ABC):
"""
This is the base for all SAM group generators
"""
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
ground_object.skynet_capable = True
super().__init__(game, ground_object)
@classmethod
@abstractmethod
def range(cls) -> AirDefenseRange:
...

View File

@@ -2,10 +2,14 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from gen.sam.group_generator import GroupGenerator
class EarlyColdWarFlakGenerator(GroupGenerator):
class EarlyColdWarFlakGenerator(AirDefenseGroupGenerator):
"""
This generator attempt to mimic an early cold-war era flak AAA site.
The Flak 18 88mm is used as the main long range gun and 2 Bofors 40mm guns provide short range protection.
@@ -32,14 +36,18 @@ class EarlyColdWarFlakGenerator(GroupGenerator):
# Short range guns
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#1",
self.position.x - 40, self.position.y - 40, self.heading + 180),
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#1",
self.add_unit(AirDefence.AAA_Bofors_40mm, "SHO#2",
self.position.x + spacing * 2 + 40, self.position.y + spacing + 40, self.heading),
# Add a truck
self.add_unit(Unarmed.Transport_KAMAZ_43101, "Truck#", self.position.x - 60, self.position.y - 20, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short
class ColdWarFlakGenerator(GroupGenerator):
class ColdWarFlakGenerator(AirDefenseGroupGenerator):
"""
This generator attempt to mimic a cold-war era flak AAA site.
The Flak 18 88mm is used as the main long range gun while 2 Zu-23 guns provide short range protection.
@@ -65,8 +73,12 @@ class ColdWarFlakGenerator(GroupGenerator):
# Short range guns
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#1",
self.position.x - 40, self.position.y - 40, self.heading + 180),
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#1",
self.add_unit(AirDefence.AAA_ZU_23_Closed, "SHO#2",
self.position.x + spacing * 2 + 40, self.position.y + spacing + 40, self.heading),
# Add a P19 Radar for EWR
self.add_unit(AirDefence.SAM_SR_P_19, "SR#0", self.position.x - 60, self.position.y - 20, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,11 +1,12 @@
import random
from dcs.vehicles import AirDefence, Infantry, Unarmed
from dcs.vehicles import AirDefence, Unarmed, Infantry
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class FreyaGenerator(GroupGenerator):
class FreyaGenerator(AirDefenseGroupGenerator):
"""
This generate a German flak artillery group using only free units, thus not requiring the WW2 asset pack
"""
@@ -36,4 +37,8 @@ class FreyaGenerator(GroupGenerator):
self.add_unit(AirDefence.AAA_Kdo_G_40, "Telemeter#1", self.position.x + 20, self.position.y - 10, self.heading)
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#1", self.position.x + 20, self.position.y - 14, self.heading)
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#2", self.position.x + 20, self.position.y - 22, self.heading)
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#3", self.position.x + 20, self.position.y - 24, self.heading + 45)
self.add_unit(Infantry.Infantry_Mauser_98, "Inf#3", self.position.x + 20, self.position.y - 24, self.heading + 45)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,15 +0,0 @@
from abc import ABC
from game import Game
from gen.sam.group_generator import GroupGenerator
from theater.theatergroundobject import SamGroundObject
class GenericSamGroupGenerator(GroupGenerator, ABC):
"""
This is the base for all SAM group generators
"""
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
ground_object.skynet_capable = True
super().__init__(game, ground_object)

View File

@@ -1,7 +1,7 @@
from __future__ import annotations
import math
import random
from typing import TYPE_CHECKING, Optional
from typing import TYPE_CHECKING, Type
from dcs import unitgroup
from dcs.point import PointAction
@@ -9,7 +9,7 @@ from dcs.unit import Vehicle, Ship
from dcs.unittype import VehicleType
from game.factions.faction import Faction
from theater.theatergroundobject import TheaterGroundObject
from game.theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
@@ -38,7 +38,7 @@ class GroupGenerator:
def get_generated_group(self) -> unitgroup.VehicleGroup:
return self.vg
def add_unit(self, unit_type: VehicleType, name: str, pos_x: float,
def add_unit(self, unit_type: Type[VehicleType], name: str, pos_x: float,
pos_y: float, heading: int) -> Vehicle:
unit = Vehicle(self.game.next_unit_id(),
f"{self.go.group_name}|{name}", unit_type.id)

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class AvengerGenerator(GroupGenerator):
class AvengerGenerator(AirDefenseGroupGenerator):
"""
This generate an Avenger group
"""
@@ -20,3 +23,7 @@ class AvengerGenerator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_Avenger_M1097, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ChaparralGenerator(GroupGenerator):
class ChaparralGenerator(AirDefenseGroupGenerator):
"""
This generate a Chaparral group
"""
@@ -20,3 +23,7 @@ class ChaparralGenerator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_Chaparral_M48, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class GepardGenerator(GroupGenerator):
class GepardGenerator(AirDefenseGroupGenerator):
"""
This generate a Gepard group
"""
@@ -19,3 +22,6 @@ class GepardGenerator(GroupGenerator):
self.add_unit(AirDefence.SPAAA_Gepard, "SPAAA2", self.position.x, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_M818, "TRUCK", self.position.x + 80, self.position.y, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,18 +1,27 @@
import random
from typing import List, Optional, Type
from typing import Dict, Iterable, List, Optional, Sequence, Set, Type
from dcs.vehicles import AirDefence
from dcs.unitgroup import VehicleGroup
from dcs.vehicles import AirDefence
from game import Game, db
from game import Game
from game.factions.faction import Faction
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import SamGroundObject
from gen.sam.aaa_bofors import BoforsGenerator
from gen.sam.aaa_flak import FlakGenerator
from gen.sam.aaa_flak18 import Flak18Generator
from gen.sam.aaa_ww2_ally_flak import AllyWW2FlakGenerator
from gen.sam.aaa_zsu57 import ZSU57Generator
from gen.sam.aaa_zu23_insurgent import ZU23InsurgentGenerator
from gen.sam.cold_war_flak import EarlyColdWarFlakGenerator, ColdWarFlakGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseGroupGenerator,
AirDefenseRange,
)
from gen.sam.cold_war_flak import (
ColdWarFlakGenerator,
EarlyColdWarFlakGenerator,
)
from gen.sam.ewrs import (
BigBirdGenerator,
BoxSpringGenerator,
@@ -25,6 +34,7 @@ from gen.sam.ewrs import (
StraightFlushGenerator,
TallRackGenerator,
)
from gen.sam.freya_ewr import FreyaGenerator
from gen.sam.group_generator import GroupGenerator
from gen.sam.sam_avenger import AvengerGenerator
from gen.sam.sam_chaparral import ChaparralGenerator
@@ -35,7 +45,11 @@ from gen.sam.sam_linebacker import LinebackerGenerator
from gen.sam.sam_patriot import PatriotGenerator
from gen.sam.sam_rapier import RapierGenerator
from gen.sam.sam_roland import RolandGenerator
from gen.sam.sam_sa10 import SA10Generator
from gen.sam.sam_sa10 import (
SA10Generator,
Tier2SA10Generator,
Tier3SA10Generator,
)
from gen.sam.sam_sa11 import SA11Generator
from gen.sam.sam_sa13 import SA13Generator
from gen.sam.sam_sa15 import SA15Generator
@@ -50,11 +64,8 @@ from gen.sam.sam_zsu23 import ZSU23Generator
from gen.sam.sam_zu23 import ZU23Generator
from gen.sam.sam_zu23_ural import ZU23UralGenerator
from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
from gen.sam.freya_ewr import FreyaGenerator
from theater import TheaterGroundObject
from theater.theatergroundobject import SamGroundObject
SAM_MAP = {
SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
"HawkGenerator": HawkGenerator,
"ZU23Generator": ZU23Generator,
"ZU23UralGenerator": ZU23UralGenerator,
@@ -77,6 +88,8 @@ SAM_MAP = {
"SA8Generator": SA8Generator,
"SA9Generator": SA9Generator,
"SA10Generator": SA10Generator,
"Tier2SA10Generator": Tier2SA10Generator,
"Tier3SA10Generator": Tier3SA10Generator,
"SA11Generator": SA11Generator,
"SA13Generator": SA13Generator,
"SA15Generator": SA15Generator,
@@ -86,9 +99,11 @@ SAM_MAP = {
"ColdWarFlakGenerator": ColdWarFlakGenerator,
"EarlyColdWarFlakGenerator": EarlyColdWarFlakGenerator,
"FreyaGenerator": FreyaGenerator,
"AllyWW2FlakGenerator": AllyWW2FlakGenerator
"AllyWW2FlakGenerator": AllyWW2FlakGenerator,
"ZSU57Generator": ZSU57Generator
}
SAM_PRICES = {
AirDefence.SAM_Hawk_PCP: 35,
AirDefence.AAA_ZU_23_Emplacement: 10,
@@ -137,42 +152,75 @@ EWR_MAP = {
}
def get_faction_possible_sams_generator(faction: str) -> List[Type[GroupGenerator]]:
def get_faction_possible_sams_generator(
faction: Faction) -> List[Type[AirDefenseGroupGenerator]]:
"""
Return the list of possible SAM generator for the given faction
:param faction: Faction name to search units for
"""
return [SAM_MAP[s] for s in db.FACTIONS[faction].sams if s in SAM_MAP]
return [SAM_MAP[s] for s in faction.air_defenses]
def get_faction_possible_ewrs_generator(faction: str) -> List[Type[GroupGenerator]]:
def get_faction_possible_ewrs_generator(faction: Faction) -> List[Type[GroupGenerator]]:
"""
Return the list of possible SAM generator for the given faction
:param faction: Faction name to search units for
"""
return [EWR_MAP[s] for s in db.FACTIONS[faction].ewrs if s in EWR_MAP]
return [EWR_MAP[s] for s in faction.ewrs]
def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
faction: str) -> Optional[VehicleGroup]:
def _generate_anti_air_from(
generators: Sequence[Type[AirDefenseGroupGenerator]], game: Game,
ground_object: SamGroundObject) -> Optional[VehicleGroup]:
if not generators:
return None
sam_generator_class = random.choice(generators)
generator = sam_generator_class(game, ground_object)
generator.generate()
return generator.get_generated_group()
def generate_anti_air_group(
game: Game, ground_object: SamGroundObject, faction: Faction,
ranges: Optional[Iterable[Set[AirDefenseRange]]] = None
) -> Optional[VehicleGroup]:
"""
This generate a SAM group
:param game: The Game.
:param ground_object: The ground object which will own the sam group.
:param faction: Owner faction.
:param ranges: Optional list of preferred ranges of the air defense to
create. If None, any generator may be used. Otherwise generators
matching the given ranges will be used in order of preference. For
example, when given `[{Long, Medium}, {Short}]`, long and medium range
air defenses will be tried first with no bias, and short range air
defenses will be used if no long or medium range generators are
available to the faction. If instead `[{Long}, {Medium}, {Short}]` had
been used, long range systems would take precedence over medium range
systems. If instead `[{Long, Medium, Short}]` had been used, all types
would be considered with equal preference.
:return: The generated group, or None if one could not be generated.
"""
possible_sams_generators = get_faction_possible_sams_generator(faction)
if len(possible_sams_generators) > 0:
sam_generator_class = random.choice(possible_sams_generators)
generator = sam_generator_class(game, ground_object)
generator.generate()
return generator.get_generated_group()
generators = get_faction_possible_sams_generator(faction)
if ranges is None:
ranges = [{
AirDefenseRange.Long,
AirDefenseRange.Medium,
AirDefenseRange.Short,
}]
for range_options in ranges:
generators_for_range = [g for g in generators if
g.range() in range_options]
group = _generate_anti_air_from(generators_for_range, game,
ground_object)
if group is not None:
return group
return None
def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
faction: str) -> Optional[VehicleGroup]:
faction: Faction) -> Optional[VehicleGroup]:
"""Generates an early warning radar group.
:param game: The Game.
@@ -187,16 +235,3 @@ def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
generator.generate()
return generator.get_generated_group()
return None
def generate_shorad_group(game: Game, ground_object: SamGroundObject,
faction_name: str) -> Optional[VehicleGroup]:
faction = db.FACTIONS[faction_name]
if len(faction.shorads) > 0:
sam = random.choice(faction.shorads)
generator = SAM_MAP[sam](game, ground_object)
generator.generate()
return generator.get_generated_group()
else:
return generate_anti_air_group(game, ground_object, faction_name)

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class HawkGenerator(GenericSamGroupGenerator):
class HawkGenerator(AirDefenseGroupGenerator):
"""
This generate an HAWK group
"""
@@ -25,4 +28,8 @@ class HawkGenerator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class HQ7Generator(GenericSamGroupGenerator):
class HQ7Generator(AirDefenseGroupGenerator):
"""
This generate an HQ7 group
"""
@@ -25,4 +28,8 @@ class HQ7Generator(GenericSamGroupGenerator):
if num_launchers > 0:
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class LinebackerGenerator(GroupGenerator):
class LinebackerGenerator(AirDefenseGroupGenerator):
"""
This generate an m6 linebacker group
"""
@@ -20,3 +23,7 @@ class LinebackerGenerator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=110, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_Linebacker_M6, "M6#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class PatriotGenerator(GenericSamGroupGenerator):
class PatriotGenerator(AirDefenseGroupGenerator):
"""
This generate a Patriot group
"""
@@ -15,7 +18,7 @@ class PatriotGenerator(GenericSamGroupGenerator):
def generate(self):
# Command Post
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "ICC", self.position.x + 30, self.position.y + 30, self.heading)
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "STR", self.position.x + 30, self.position.y + 30, self.heading)
self.add_unit(AirDefence.SAM_Patriot_AMG_AN_MRC_137, "MRC", self.position.x, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_Patriot_ECS_AN_MSQ_104, "MSQ", self.position.x + 30, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_Patriot_ICC, "ICC", self.position.x + 60, self.position.y, self.heading)
@@ -30,4 +33,8 @@ class PatriotGenerator(GenericSamGroupGenerator):
num_launchers = random.randint(3, 4)
positions = self.get_circular_position(num_launchers, launcher_distance=200, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_Vulcan_M163, "SPAAA#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.AAA_Vulcan_M163, "SPAAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Long

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class RapierGenerator(GenericSamGroupGenerator):
class RapierGenerator(AirDefenseGroupGenerator):
"""
This generate a Rapier Group
"""
@@ -21,4 +24,8 @@ class RapierGenerator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=80, coverage=240)
for i, position in enumerate(positions):
self.add_unit(AirDefence.Rapier_FSA_Launcher, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.Rapier_FSA_Launcher, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,9 +1,12 @@
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class RolandGenerator(GenericSamGroupGenerator):
class RolandGenerator(AirDefenseGroupGenerator):
"""
This generate a Roland group
"""
@@ -16,3 +19,6 @@ class RolandGenerator(GenericSamGroupGenerator):
self.add_unit(AirDefence.SAM_Roland_ADS, "ADS", self.position.x, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_M818, "TRUCK", self.position.x + 80, self.position.y, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,16 +2,19 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA10Generator(GenericSamGroupGenerator):
class SA10Generator(AirDefenseGroupGenerator):
"""
This generate a SA-10 group
"""
name = "SA-10/S-300PS Battery"
price = 450
price = 550
def generate(self):
# Search Radar
@@ -38,15 +41,55 @@ class SA10Generator(GenericSamGroupGenerator):
else:
self.add_unit(AirDefence.SAM_SA_10_S_300PS_LN_5P85D, "LN#" + str(i), position[0], position[1], position[2])
# Then let's add short range protection to this high value site
# Sa-13 Strela are great for that
num_launchers = random.randint(2, 4)
positions = self.get_circular_position(num_launchers, launcher_distance=140, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "IR#" + str(i), position[0], position[1], position[2])
self.generate_defensive_groups()
# And even some AA
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Long
def generate_defensive_groups(self) -> None:
# AAA for defending against close targets.
num_launchers = random.randint(6, 8)
positions = self.get_circular_position(num_launchers, launcher_distance=210, coverage=360)
positions = self.get_circular_position(
num_launchers, launcher_distance=210, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "AA#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "AA#" + str(i),
position[0], position[1], position[2])
class Tier2SA10Generator(SA10Generator):
def generate_defensive_groups(self) -> None:
# SA-15 for both shorter range targets and point defense.
num_launchers = random.randint(2, 4)
positions = self.get_circular_position(
num_launchers, launcher_distance=140, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_15_Tor_9A331, "PD#" + str(i),
position[0], position[1], position[2])
# AAA for defending against close targets.
num_launchers = random.randint(6, 8)
positions = self.get_circular_position(
num_launchers, launcher_distance=210, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "AA#" + str(i),
position[0], position[1], position[2])
class Tier3SA10Generator(SA10Generator):
def generate_defensive_groups(self) -> None:
# SA-15 for both shorter range targets and point defense.
num_launchers = random.randint(2, 4)
positions = self.get_circular_position(
num_launchers, launcher_distance=140, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_15_Tor_9A331, "PD#" + str(i),
position[0], position[1], position[2])
# AAA for defending against close targets.
num_launchers = random.randint(6, 8)
positions = self.get_circular_position(
num_launchers, launcher_distance=210, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_19_Tunguska_2S6, "AA#" + str(i),
position[0], position[1], position[2])

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA11Generator(GenericSamGroupGenerator):
class SA11Generator(AirDefenseGroupGenerator):
"""
This generate a SA-11 group
"""
@@ -21,4 +24,8 @@ class SA11Generator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=140, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_11_Buk_LN_9A310M1, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_11_Buk_LN_9A310M1, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA13Generator(GroupGenerator):
class SA13Generator(AirDefenseGroupGenerator):
"""
This generate a SA-13 group
"""
@@ -20,4 +23,8 @@ class SA13Generator(GroupGenerator):
num_launchers = random.randint(2, 3)
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,9 +1,12 @@
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA15Generator(GroupGenerator):
class SA15Generator(AirDefenseGroupGenerator):
"""
This generate a SA-15 group
"""
@@ -14,4 +17,8 @@ class SA15Generator(GroupGenerator):
def generate(self):
self.add_unit(AirDefence.SAM_SA_15_Tor_9A331, "ADS", self.position.x, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_UAZ_469, "EWR", self.position.x + 40, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_KAMAZ_43101, "TRUCK", self.position.x + 80, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_KAMAZ_43101, "TRUCK", self.position.x + 80, self.position.y, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA19Generator(GroupGenerator):
class SA19Generator(AirDefenseGroupGenerator):
"""
This generate a SA-19 group
"""
@@ -22,3 +25,7 @@ class SA19Generator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_19_Tunguska_2S6, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA2Generator(GenericSamGroupGenerator):
class SA2Generator(AirDefenseGroupGenerator):
"""
This generate a SA-2 group
"""
@@ -21,4 +24,8 @@ class SA2Generator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_2_LN_SM_90, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_2_LN_SM_90, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA3Generator(GenericSamGroupGenerator):
class SA3Generator(AirDefenseGroupGenerator):
"""
This generate a SA-3 group
"""
@@ -21,4 +24,8 @@ class SA3Generator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_3_S_125_LN_5P73, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_3_S_125_LN_5P73, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA6Generator(GenericSamGroupGenerator):
class SA6Generator(AirDefenseGroupGenerator):
"""
This generate a SA-6 group
"""
@@ -20,4 +23,8 @@ class SA6Generator(GenericSamGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_6_Kub_LN_2P25, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_6_Kub_LN_2P25, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -1,11 +1,12 @@
import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA8Generator(GroupGenerator):
class SA8Generator(AirDefenseGroupGenerator):
"""
This generate a SA-8 group
"""
@@ -16,3 +17,7 @@ class SA8Generator(GroupGenerator):
def generate(self):
self.add_unit(AirDefence.SAM_SA_8_Osa_9A33, "OSA", self.position.x, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_SA_8_Osa_LD_9T217, "LD", self.position.x + 20, self.position.y, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class SA9Generator(GroupGenerator):
class SA9Generator(AirDefenseGroupGenerator):
"""
This generate a SA-9 group
"""
@@ -20,4 +23,8 @@ class SA9Generator(GroupGenerator):
num_launchers = random.randint(2, 3)
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_9_Strela_1_9P31, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_9_Strela_1_9P31, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence, Unarmed
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class VulcanGenerator(GroupGenerator):
class VulcanGenerator(AirDefenseGroupGenerator):
"""
This generate a Vulcan group
"""
@@ -19,3 +22,7 @@ class VulcanGenerator(GroupGenerator):
self.add_unit(AirDefence.AAA_Vulcan_M163, "SPAAA2", self.position.x, self.position.y, self.heading)
self.add_unit(Unarmed.Transport_M818, "TRUCK", self.position.x + 80, self.position.y, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZSU23Generator(GroupGenerator):
class ZSU23Generator(AirDefenseGroupGenerator):
"""
This generate a ZSU 23 group
"""
@@ -19,3 +22,7 @@ class ZSU23Generator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZU23Generator(GroupGenerator):
class ZU23Generator(AirDefenseGroupGenerator):
"""
This generate a ZU23 flak artillery group
"""
@@ -25,4 +28,8 @@ class ZU23Generator(GroupGenerator):
index = index+1
self.add_unit(AirDefence.AAA_ZU_23_Closed, "AAA#" + str(index),
self.position.x + spacing*i,
self.position.y + spacing*j, self.heading)
self.position.y + spacing*j, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZU23UralGenerator(GroupGenerator):
class ZU23UralGenerator(AirDefenseGroupGenerator):
"""
This generate a Zu23 Ural group
"""
@@ -19,3 +22,7 @@ class ZU23UralGenerator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=80, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_ZU_23_on_Ural_375, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -2,10 +2,13 @@ import random
from dcs.vehicles import AirDefence
from gen.sam.group_generator import GroupGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
class ZU23UralInsurgentGenerator(GroupGenerator):
class ZU23UralInsurgentGenerator(AirDefenseGroupGenerator):
"""
This generate a Zu23 Ural group
"""
@@ -19,3 +22,8 @@ class ZU23UralInsurgentGenerator(GroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=80, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_ZU_23_Insurgent_on_Ural_375, "SPAA#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

@@ -1,12 +1,38 @@
from dcs.action import MarkToAll
from dcs.condition import TimeAfter
from __future__ import annotations
from typing import TYPE_CHECKING
from dcs.action import (
MarkToAll,
SetFlag,
DoScript,
ClearFlag
)
from dcs.condition import (
TimeAfter,
AllOfCoalitionOutsideZone,
PartOfCoalitionInZone,
FlagIsFalse,
FlagIsTrue
)
from dcs.unitgroup import FlyingGroup
from dcs.mission import Mission
from dcs.task import Option
from dcs.translation import String
from dcs.triggers import Event, TriggerOnce
from dcs.triggers import (
Event,
TriggerOnce,
TriggerZone,
TriggerCondition,
)
from dcs.unit import Skill
from .conflictgen import Conflict
from game.theater import Airfield
from game.theater.controlpoint import Fob
if TYPE_CHECKING:
from game.game import Game
PUSH_TRIGGER_SIZE = 3000
PUSH_TRIGGER_ACTIVATION_AGL = 25
@@ -30,9 +56,11 @@ class Silence(Option):
class TriggersGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
capture_zone_types = (Fob, )
capture_zone_flag = 600
def __init__(self, mission: Mission, game: Game):
self.mission = mission
self.conflict = conflict
self.game = game
def _set_allegiances(self, player_coalition: str, enemy_coalition: str):
@@ -54,11 +82,16 @@ class TriggersGenerator:
airport.operating_level_air = 0
airport.operating_level_equipment = 0
airport.operating_level_fuel = 0
for airport in self.mission.terrain.airport_list():
if airport.id not in cp_ids:
airport.unlimited_fuel = True
airport.unlimited_munitions = True
airport.unlimited_aircrafts = True
for cp in self.game.theater.controlpoints:
if cp.is_global:
continue
self.mission.terrain.airport_by_id(cp.at.id).set_coalition(cp.captured and player_coalition or enemy_coalition)
if isinstance(cp, Airfield):
self.mission.terrain.airport_by_id(cp.at.id).set_coalition(cp.captured and player_coalition or enemy_coalition)
def _set_skill(self, player_coalition: str, enemy_coalition: str):
"""
@@ -73,8 +106,9 @@ class TriggersGenerator:
continue
for country in coalition.countries.values():
for plane_group in country.plane_group:
for plane_unit in plane_group.units:
flying_groups = country.plane_group + country.helicopter_group # type: FlyingGroup
for flying_group in flying_groups:
for plane_unit in flying_group.units:
if plane_unit.skill != Skill.Client and plane_unit.skill != Skill.Player:
plane_unit.skill = Skill(skill_level[0])
@@ -103,16 +137,71 @@ class TriggersGenerator:
added.append(ground_object.obj_name)
self.mission.triggerrules.triggers.append(mark_trigger)
def _generate_capture_triggers(self, player_coalition: str, enemy_coalition: str) -> None:
"""Creates a pair of triggers for each control point of `cls.capture_zone_types`.
One for the initial capture of a control point, and one if it is recaptured.
Directly appends to the global `base_capture_events` var declared by `dcs_libaration.lua`
"""
for cp in self.game.theater.controlpoints:
if isinstance(cp, self.capture_zone_types):
if cp.captured:
attacking_coalition = enemy_coalition
attack_coalition_int = 1 # 1 is the Event int for Red
defending_coalition = player_coalition
defend_coalition_int = 2 # 2 is the Event int for Blue
else:
attacking_coalition = player_coalition
attack_coalition_int = 2
defending_coalition = enemy_coalition
defend_coalition_int = 1
trigger_zone = self.mission.triggers.add_triggerzone(cp.position, radius=3000, hidden=False, name="CAPTURE")
flag = self.get_capture_zone_flag()
capture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
capture_trigger.add_condition(AllOfCoalitionOutsideZone(defending_coalition, trigger_zone.id))
capture_trigger.add_condition(PartOfCoalitionInZone(attacking_coalition, trigger_zone.id, unit_type="GROUND"))
capture_trigger.add_condition(FlagIsFalse(flag=flag))
script_string = String(
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{attack_coalition_int}||{cp.full_name}"'
)
capture_trigger.add_action(DoScript(
script_string
)
)
capture_trigger.add_action(SetFlag(flag=flag))
self.mission.triggerrules.triggers.append(capture_trigger)
recapture_trigger = TriggerCondition(Event.NoEvent, "Capture Trigger")
recapture_trigger.add_condition(AllOfCoalitionOutsideZone(attacking_coalition, trigger_zone.id))
recapture_trigger.add_condition(PartOfCoalitionInZone(defending_coalition, trigger_zone.id, unit_type="GROUND"))
recapture_trigger.add_condition(FlagIsTrue(flag=flag))
script_string = String(
f'base_capture_events[#base_capture_events + 1] = "{cp.id}||{defend_coalition_int}||{cp.full_name}"'
)
recapture_trigger.add_action(DoScript(
script_string
)
)
recapture_trigger.add_action(ClearFlag(flag=flag))
self.mission.triggerrules.triggers.append(recapture_trigger)
def generate(self):
player_coalition = "blue"
enemy_coalition = "red"
self.mission.coalition["blue"].bullseye = {"x": self.conflict.position.x,
"y": self.conflict.position.y}
self.mission.coalition["red"].bullseye = {"x": self.conflict.position.x,
"y": self.conflict.position.y}
player_cp, enemy_cp = self.game.theater.closest_opposing_control_points()
self.mission.coalition["blue"].bullseye = {"x": enemy_cp.position.x,
"y": enemy_cp.position.y}
self.mission.coalition["red"].bullseye = {"x": player_cp.position.x,
"y": player_cp.position.y}
self._set_skill(player_coalition, enemy_coalition)
self._set_allegiances(player_coalition, enemy_coalition)
self._gen_markers()
self._generate_capture_triggers(player_coalition, enemy_coalition)
@classmethod
def get_capture_zone_flag(cls):
flag = cls.capture_zone_flag
cls.capture_zone_flag += 1
return flag

View File

@@ -92,9 +92,8 @@ def turn_heading(heading, fac):
class VisualGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game: Game):
def __init__(self, mission: Mission, game: Game):
self.mission = mission
self.conflict = conflict
self.game = game
def _generate_frontline_smokes(self):
@@ -104,15 +103,12 @@ class VisualGenerator:
if from_cp.is_global or to_cp.is_global:
continue
frontline = Conflict.frontline_position(self.game.theater, from_cp, to_cp)
if not frontline:
plane_start, heading, distance = Conflict.frontline_vector(from_cp, to_cp, self.game.theater)
if not plane_start:
continue
point, heading = frontline
plane_start = point.point_from_heading(turn_heading(heading, 90), FRONTLINE_LENGTH / 2)
for offset in range(0, FRONTLINE_LENGTH, FRONT_SMOKE_SPACING):
position = plane_start.point_from_heading(turn_heading(heading, - 90), offset)
for offset in range(0, distance, FRONT_SMOKE_SPACING):
position = plane_start.point_from_heading(heading, offset)
for k, v in FRONT_SMOKE_TYPE_CHANCES.items():
if random.randint(0, 100) <= k:

View File

@@ -9,4 +9,7 @@ ignore_missing_imports = True
ignore_missing_imports = True
[mypy-winreg.*]
ignore_missing_imports = True
[mypy-shapely.*]
ignore_missing_imports = True

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