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2 Commits

Author SHA1 Message Date
Dan Albert
8c1f3e8116 Use python, not py.
py is a shortcut that launches the *latest* version of Python on the
machine. https://stackoverflow.com/a/50896577/632035

The build machines were updated to include python 3.9, so we were
doing everything with 3.9 instead of 3.8. pyproj doesn't have a binary
wheel for 3.9 on pypi yet, so we were falling back to building it from
source, which we aren't able to do, breaking the build.
2020-10-28 00:06:56 -07:00
Dan Albert
df00059d3f Fix initial frequencies for support aircraft.
Vaicom (a mod that adds voice control for the communications menus)
isn't able to follow the waypoint frequency change that normally sets
the radio channel for the AWACS/tanker flights. Set the group's
frequency correctly to start so it works.

(cherry picked from commit 4abf806837)
2020-10-17 15:56:48 -07:00
582 changed files with 12785 additions and 38046 deletions

View File

@@ -27,20 +27,6 @@ jobs:
# For some reason the shiboken2.abi3.dll is not found properly, so I copy it instead
Copy-Item .\venv\Lib\site-packages\shiboken2\shiboken2.abi3.dll .\venv\Lib\site-packages\PySide2\ -Force
- name: mypy game
run: |
./venv/scripts/activate
mypy game
- name: mypy gen
run: |
./venv/scripts/activate
mypy gen
- name: update build number
run: |
[IO.File]::WriteAllLines($pwd.path + "\resources\buildnumber", $env:GITHUB_RUN_NUMBER)
- name: Build binaries
run: |
./venv/scripts/activate

View File

@@ -29,20 +29,6 @@ jobs:
# For some reason the shiboken2.abi3.dll is not found properly, so I copy it instead
Copy-Item .\venv\Lib\site-packages\shiboken2\shiboken2.abi3.dll .\venv\Lib\site-packages\PySide2\ -Force
- name: Finalize version
run: |
New-Item -ItemType file resources\final
- name: mypy game
run: |
./venv/scripts/activate
mypy game
- name: mypy gen
run: |
./venv/scripts/activate
mypy gen
- name: Build binaries
run: |
./venv/scripts/activate
@@ -53,6 +39,11 @@ 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
@@ -95,7 +86,15 @@ 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:

4
.gitignore vendored
View File

@@ -8,6 +8,7 @@ logs.txt
dist/**
a.py
resources/tools/a.miz
tests/**
# User-specific stuff
.idea/
@@ -15,8 +16,9 @@ resources/tools/a.miz
/liberation_preferences.json
/state.json
logs/
logs/liberation.log
qt_ui/logs/liberation.log
*.psd
resources/scripts/plugins/*

4
.vscode/settings.json vendored Normal file
View File

@@ -0,0 +1,4 @@
{
"python.pythonPath": "g:\\python\\dcs_liberation\\venv\\Scripts\\python.exe",
"vsintellicode.python.completionsEnabled": true
}

View File

@@ -12,10 +12,10 @@
![GitHub stars](https://img.shields.io/github/stars/khopa/dcs_liberation?style=social)
## About DCS Liberation
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player or co-op dynamic campaign.
DCS Liberation is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player semi dynamic campaign.
It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
![Logo](https://i.imgur.com/4hq0rLq.png)
![Logo](https://imgur.com/B6tvlBJ.png)
## Downloads
@@ -31,10 +31,6 @@ First, a big thanks to shdwp, for starting the original DCS Liberation project.
Then, DCS Liberation uses [pydcs](http://github.com/pydcs/dcs) for mission generation, and nothing would be possible without this.
It also uses the popular [Mist](https://github.com/mrSkortch/MissionScriptingTools) lua framework for mission scripting.
Excellent lua scripts DCS Liberation uses as plugins:
* For the JTAC feature, DCS Liberation embeds Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
* Walder's [Skynet-IADS](https://github.com/walder/Skynet-IADS) is used for Integrated Air Defense System.
And for the JTAC feature, DCS Liberation embed Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
Please also show some support to these projects !

View File

@@ -1,111 +1,3 @@
# 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 proucurement 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
* **[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.
* **[UI]** Mission start screen now informs players about delayed flights.
* **[Units]** Added support for F-14A-135-GR
* **[Modding]** Possible to setup liveries overrides in factions definition files
## Fixes :
* **[Flight Planner]** Hold, join, and split points are planned cautiously near enemy airfields. Ascend/descend points are no longer planned.
* **[Flight Planner]** Custom waypoints are usable again. Not that in most cases custom flight plans will revert to the 2.1 flight planning behavior.
* **[Flight Planner]** Fixed UI bug that made it possible to create empty flights which would throw an error.
* **[Flight Planner]** Player flights from carriers will now be delayed correctly according to the player's settings.
* **[Misc]** Spitfire variant with clipped wings was not seen as flyable by DCS Liberation (hence could not be setup as client/player slot)
* **[Misc]** Updated Syria terrain parking slots database, the out-of-date database could end up generating aircraft in wrong slots (We are still experiencing issues with somes airbases, such as Khalkhalah though)
# 2.2.0
## Features/Improvements :
* **[Campaign Generator]** Added early warning radar generation
* **[Campaign Generator]** Added scud launcher sites
* **[Cheat Menu]** Added ability to capture base from mission planner
* **[Cheat Menu]** Added ability to show red ATO
* **[Factions]** Added WW2 factions that do not depend on WW2 asset pack
* **[Factions]** Cold War / Middle eastern factions will use Flak sites
* **[Flight Planner]** Flight planner overhaul, with package and TOT system
* **[Flight Planner]** Pick runways and ascent/descent based on headwind
* **[Map]** Added polygon debug mode display
* **[Map]** Highlight the selected flight path on the map
* **[Map]** Improved SAM display settings
* **[Map]** Improved flight plan display settings
* **[Map]** Caucasus and The Channel map use a new system to generate SAM and strike target location to reduce probability of targets generated in the middle of a forests
* **[Misc]** Flexible Dedicated Hosting Options for Mission Files via environment variables
* **[Moddability]** Custom campaigns can be designed through json files
* **[Moddability]** LUA plugins can now be injected into Liberation missions.
* **[Moddability]** Optional Skynet IADS lua plugin now included
* **[New Game]** Starting budget can be freely selected
* **[New Game]** Exanded information for faction and campaign selection in the new game wizard
* **[UI]** Add double and right click actions to many UI elements.
* **[UI]** Add polygon drawing mode for map background
* **[UI]** Added a warning if you press takeoff with no player enabled flights
* **[UI]** Packages and flights now visible in the main window sidebar
* **[Units/Factions]** Added bombers to some coalitions
* **[Units/Factions]** Added support for SU-57 mod by Cubanace
* **[Units]** Added Freya EWR sites to german WW2 factions
* **[Units]** Added support for many bombers (B-52H, B-1B, Tu-22, Tu-142)
* **[Units]** Added support for new P-47 variants
## Fixes :
* **[Campaign Generator]** Big airbases could end up without any airbase defense.
* **[Campaign generator]** Ship group and offshore buildings should not be generated on land anymore
* **[Flight Planner]** Fix waypoint alitudes for helicopters
* **[Flight Planner]** Fixed CAS aircraft wandering away from frontline
* **[Maps]** Incirlik airbase was missing exclusions zones, so SAMS could end up being generated on the runway
* **[Mission Generator]** Fixed player/client confusion when a flight had only one player slot.
* **[Radios]** Fix A-10C radio
* **[UI]** Many missing unit icons were added
* **[UI]** Missing TER weapons in custom payload now selectable.
# 2.1.5
## Features/Improvements :
@@ -118,7 +10,9 @@
# 2.1.4
## Fixes :
* **[UI]** Fixed an issue that prevented generating the mission (take off button no working) on old savegames.
* **[UI]** Fixed an issue that prevent generating the mission (take off button no working) on old savegames.
# 2.1.3
## Features/Improvements :
* **[Units/Factions]** Added A-10C_2 to USA 2005 and Bluefor modern factions
@@ -382,4 +276,4 @@ Sorry :(
* **[Mission Generator]** Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units.
* **[Campaign Generator]** Base defenses would not be generated on Normandy map and in some rare cases on others maps as well
* **[Mission Planning]** CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)

View File

@@ -1,3 +1,2 @@
from .game import Game
from . import db
from .version import VERSION
from . import db

View File

@@ -1,11 +1,10 @@
import inspect
import dcs
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick', 'aa']
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']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'aa']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'aa']
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

@@ -1,24 +1,4 @@
from dcs.planes import (
Bf_109K_4,
C_101CC,
FW_190A8,
FW_190D9,
F_5E_3,
F_86F_Sabre,
I_16,
L_39ZA,
MiG_15bis,
MiG_19P,
MiG_21Bis,
P_47D_30,
P_47D_30bl1,
P_47D_40,
P_51D,
P_51D_30_NA,
SpitfireLFMkIX,
SpitfireLFMkIXCW
)
from dcs.planes import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
"""
@@ -43,8 +23,6 @@ GUNFIGHTERS = [
P_51D_30_NA,
P_51D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,

View File

@@ -1,124 +1,95 @@
from dataclasses import dataclass
from datetime import timedelta
from game.utils import nm_to_meter, feet_to_meter
MODERN_DOCTRINE = {
@dataclass(frozen=True)
class Doctrine:
cas: bool
cap: bool
sead: bool
strike: bool
antiship: bool
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": True,
"STRIKE": True,
"ANTISHIP": True,
},
strike_max_range: int
sead_max_range: int
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
rendezvous_altitude: int
hold_distance: int
push_distance: int
join_distance: int
split_distance: int
ingress_egress_distance: int
ingress_altitude: int
egress_altitude: int
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
min_patrol_altitude: int
max_patrol_altitude: int
pattern_altitude: int
"INGRESS_EGRESS_DISTANCE": nm_to_meter(45),
"INGRESS_ALT": feet_to_meter(20000),
"EGRESS_ALT": feet_to_meter(20000),
"PATROL_ALT_RANGE": (feet_to_meter(15000), feet_to_meter(33000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
cap_duration: timedelta
cap_min_track_length: int
cap_max_track_length: int
cap_min_distance_from_cp: int
cap_max_distance_from_cp: int
"CAP_PATTERN_LENGTH": (nm_to_meter(15), nm_to_meter(40)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(6), nm_to_meter(15)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(10), nm_to_meter(40)),
cas_duration: timedelta
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}
sweep_distance: int
COLDWAR_DOCTRINE = {
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": True,
"STRIKE": True,
"ANTISHIP": True,
},
MODERN_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=True,
strike=True,
antiship=True,
strike_max_range=1500000,
sead_max_range=1500000,
rendezvous_altitude=feet_to_meter(25000),
hold_distance=nm_to_meter(15),
push_distance=nm_to_meter(20),
join_distance=nm_to_meter(20),
split_distance=nm_to_meter(20),
ingress_egress_distance=nm_to_meter(45),
ingress_altitude=feet_to_meter(20000),
egress_altitude=feet_to_meter(20000),
min_patrol_altitude=feet_to_meter(15000),
max_patrol_altitude=feet_to_meter(33000),
pattern_altitude=feet_to_meter(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nm_to_meter(15),
cap_max_track_length=nm_to_meter(40),
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),
)
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
COLDWAR_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=True,
strike=True,
antiship=True,
strike_max_range=1500000,
sead_max_range=1500000,
rendezvous_altitude=feet_to_meter(22000),
hold_distance=nm_to_meter(10),
push_distance=nm_to_meter(10),
join_distance=nm_to_meter(10),
split_distance=nm_to_meter(10),
ingress_egress_distance=nm_to_meter(30),
ingress_altitude=feet_to_meter(18000),
egress_altitude=feet_to_meter(18000),
min_patrol_altitude=feet_to_meter(10000),
max_patrol_altitude=feet_to_meter(24000),
pattern_altitude=feet_to_meter(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nm_to_meter(12),
cap_max_track_length=nm_to_meter(24),
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),
)
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
WWII_DOCTRINE = Doctrine(
cap=True,
cas=True,
sead=False,
strike=True,
antiship=True,
strike_max_range=1500000,
sead_max_range=1500000,
hold_distance=nm_to_meter(5),
push_distance=nm_to_meter(5),
join_distance=nm_to_meter(5),
split_distance=nm_to_meter(5),
rendezvous_altitude=feet_to_meter(10000),
ingress_egress_distance=nm_to_meter(7),
ingress_altitude=feet_to_meter(8000),
egress_altitude=feet_to_meter(8000),
min_patrol_altitude=feet_to_meter(4000),
max_patrol_altitude=feet_to_meter(15000),
pattern_altitude=feet_to_meter(5000),
cap_duration=timedelta(minutes=30),
cap_min_track_length=nm_to_meter(8),
cap_max_track_length=nm_to_meter(18),
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),
)
"INGRESS_EGRESS_DISTANCE": nm_to_meter(30),
"INGRESS_ALT": feet_to_meter(18000),
"EGRESS_ALT": feet_to_meter(18000),
"PATROL_ALT_RANGE": (feet_to_meter(10000), feet_to_meter(24000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
"CAP_PATTERN_LENGTH": (nm_to_meter(12), nm_to_meter(24)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(2), nm_to_meter(8)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(8), nm_to_meter(25)),
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}
WWII_DOCTRINE = {
"GENERATORS": {
"CAS": True,
"CAP": True,
"SEAD": False,
"STRIKE": True,
"ANTISHIP": True,
},
"STRIKE_MAX_RANGE": 1500000,
"SEAD_MAX_RANGE": 1500000,
"CAP_EVERY_X_MINUTES": 20,
"CAS_EVERY_X_MINUTES": 30,
"SEAD_EVERY_X_MINUTES": 40,
"STRIKE_EVERY_X_MINUTES": 40,
"INGRESS_EGRESS_DISTANCE": nm_to_meter(7),
"INGRESS_ALT": feet_to_meter(8000),
"EGRESS_ALT": feet_to_meter(8000),
"PATROL_ALT_RANGE": (feet_to_meter(4000), feet_to_meter(15000)),
"PATTERN_ALTITUDE": feet_to_meter(5000),
"CAP_PATTERN_LENGTH": (nm_to_meter(8), nm_to_meter(18)),
"FRONTLINE_CAP_DISTANCE_FROM_FRONTLINE": (nm_to_meter(1), nm_to_meter(6)),
"CAP_DISTANCE_FROM_CP": (nm_to_meter(0), nm_to_meter(5)),
"MAX_NUMBER_OF_INTERCEPTION_GROUP": 3,
}

View File

@@ -1,26 +1,5 @@
from dcs.ships import (
CGN_1144_2_Pyotr_Velikiy,
CG_1164_Moskva,
CVN_70_Carl_Vinson,
CVN_71_Theodore_Roosevelt,
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
FFG_11540_Neustrashimy,
FFL_1124_4_Grisha,
FF_1135M_Rezky,
FSG_1241_1MP_Molniya,
LHA_1_Tarawa,
Oliver_Hazzard_Perry_class,
Ticonderoga_class,
Type_052B_Destroyer,
Type_052C_Destroyer,
Type_054A_Frigate,
USS_Arleigh_Burke_IIa,
)
from dcs.vehicles import AirDefence
from dcs.ships import *
UNITS_WITH_RADAR = [

View File

@@ -1,178 +1,77 @@
import typing
import enum
from datetime import datetime
from enum import Enum
from typing import Dict, List, Optional, Tuple, Type, Union
from dcs.countries import country_dict
from dcs.helicopters import (
AH_1W,
AH_64A,
AH_64D,
HelicopterType,
Ka_50,
Mi_24V,
Mi_28N,
Mi_8MT,
OH_58D,
SA342L,
SA342M,
SA342Minigun,
SA342Mistral,
UH_1H,
UH_60A,
helicopter_map,
)
from dcs.mapping import Point
# mypy can't resolve these if they're wildcard imports for some reason.
from dcs.planes import (
AJS37,
AV8BNA,
A_10A,
A_10C,
A_10C_2,
A_20G,
A_50,
An_26B,
An_30M,
B_17G,
B_1B,
B_52H,
Bf_109K_4,
C_101CC,
C_130,
E_3A,
FA_18C_hornet,
FW_190A8,
FW_190D9,
F_117A,
F_14A_135_GR,
F_14B,
F_15C,
F_15E,
F_16A,
F_16C_50,
F_4E,
F_5E_3,
F_86F_Sabre,
F_A_18C,
IL_76MD,
IL_78M,
JF_17,
J_11A,
Ju_88A4,
KC130,
KC_135,
KJ_2000,
L_39C,
L_39ZA,
MQ_9_Reaper,
M_2000C,
MiG_15bis,
MiG_19P,
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_27K,
MiG_29A,
MiG_29G,
MiG_29S,
MiG_31,
Mirage_2000_5,
P_47D_30,
P_47D_30bl1,
P_47D_40,
P_51D,
P_51D_30_NA,
PlaneType,
RQ_1A_Predator,
S_3B_Tanker,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_17M4,
Su_24M,
Su_24MR,
Su_25,
Su_25T,
Su_25TM,
Su_27,
Su_30,
Su_33,
Su_34,
Tornado_GR4,
Tornado_IDS,
Tu_160,
Tu_22M3,
Tu_95MS,
WingLoong_I,
Yak_40,
plane_map,
I_16
)
from dcs.ships import (
Armed_speedboat,
Bulk_cargo_ship_Yakushev,
CVN_71_Theodore_Roosevelt,
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,
LHA_1_Tarawa,
Tanker_Elnya_160,
ship_map,
)
from dcs.task import (
AWACS,
AntishipStrike,
CAP,
CAS,
CargoTransportation,
Embarking,
Escort,
GroundAttack,
Intercept,
MainTask,
Nothing,
PinpointStrike,
Reconnaissance,
Refueling,
SEAD,
Task,
Transport,
RunwayAttack,
)
from dcs.terrain.terrain import Airport
from dcs.unit import Ship, Unit, Vehicle
from dcs.unitgroup import ShipGroup, StaticGroup
from dcs.unittype import FlyingType, ShipType, UnitType, VehicleType
from dcs.vehicles import (
AirDefence,
Armor,
Artillery,
Carriage,
Infantry,
Unarmed,
vehicle_map,
)
from dcs.countries import get_by_id, country_dict
from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
from dcs.task import *
from dcs.unit import *
from dcs.unittype import *
from dcs.unitgroup import *
from game.factions.australia_2005 import Australia_2005
from game.factions.bluefor_coldwar import BLUEFOR_COLDWAR
from game.factions.bluefor_coldwar_a4 import BLUEFOR_COLDWAR_A4
from game.factions.bluefor_coldwar_mods import BLUEFOR_COLDWAR_MODS
from game.factions.canada_2005 import Canada_2005
from game.factions.china_2010 import China_2010
from game.factions.france_1995 import France_1995
from game.factions.france_2005 import France_2005
from game.factions.france_modded import France_2005_Modded
from game.factions.germany_1944_easy import Germany_1944_Easy
from game.factions.germany_1990 import Germany_1990
from game.factions.insurgent import Insurgent
from game.factions.insurgent_modded import Insurgent_modded
from game.factions.iran_2015 import Iran_2015
from game.factions.israel_1948 import Israel_1948
from game.factions.israel_1973 import Israel_1973, Israel_1973_NO_WW2_UNITS, Israel_1982
from game.factions.israel_2000 import Israel_2000
from game.factions.italy_1990 import Italy_1990
from game.factions.italy_1990_mb339 import Italy_1990_MB339
from game.factions.japan_2005 import Japan_2005
from game.factions.libya_2011 import Libya_2011
from game.factions.netherlands_1990 import Netherlands_1990
from game.factions.north_korea_2000 import NorthKorea_2000
from game.factions.pakistan_2015 import Pakistan_2015
from game.factions.private_miltary_companies import PMC_WESTERN_B, PMC_RUSSIAN, PMC_WESTERN_A
from game.factions.russia_1975 import Russia_1975
from game.factions.germany_1944 import Germany_1944
from game.factions.india_2010 import India_2010
from game.factions.russia_1955 import Russia_1955
from game.factions.russia_1965 import Russia_1965
from game.factions.russia_1990 import Russia_1990
from game.factions.russia_2010 import Russia_2010
from game.factions.spain_1990 import Spain_1990
from game.factions.sweden_1990 import Sweden_1990
from game.factions.syria import Syria_2011, Syria_1967, Syria_1967_WW2_Weapons, Syria_1973, Arab_Armies_1948, Syria_1982
from game.factions.turkey_2005 import Turkey_2005
from game.factions.uae_2005 import UAE_2005
from game.factions.uk_1944 import UK_1944
from game.factions.uk_1990 import UnitedKingdom_1990
from game.factions.ukraine_2010 import Ukraine_2010
from game.factions.us_aggressors import US_Aggressors
from game.factions.usa_1944 import USA_1944, ALLIES_1944
from game.factions.usa_1955 import USA_1955
from game.factions.usa_1960 import USA_1960
from game.factions.usa_1965 import USA_1965
from game.factions.usa_1990 import USA_1990
from game.factions.usa_2005 import USA_2005
from game.factions.bluefor_modern import BLUEFOR_MODERN
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, Rafale_B
from pydcs_extensions.su57.su57 import Su_57
import pydcs_extensions.frenchpack.frenchpack as frenchpack
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
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
@@ -209,6 +108,7 @@ vehicle_map["Toyota_vert"] = frenchpack.DIM__TOYOTA_GREEN
vehicle_map["Toyota_desert"] = frenchpack.DIM__TOYOTA_DESERT
vehicle_map["Kamikaze"] = frenchpack.DIM__KAMIKAZE
"""
---------- BEGINNING OF CONFIGURATION SECTION
"""
@@ -230,11 +130,6 @@ 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)
@@ -253,11 +148,9 @@ PRICES = {
J_11A: 26,
JF_17: 20,
Su_30: 24,
Su_57: 40,
SpitfireLFMkIX: 14,
SpitfireLFMkIXCW: 14,
I_16: 10,
Bf_109K_4: 14,
FW_190D9: 16,
FW_190A8: 14,
@@ -283,9 +176,7 @@ PRICES = {
F_15E: 24,
F_16C_50: 20,
F_16A: 14,
F_14A_135_GR: 20,
F_14B: 24,
F_22A: 40,
Tornado_IDS: 20,
Tornado_GR4: 20,
@@ -321,10 +212,6 @@ PRICES = {
# Bombers
B_52H: 35,
B_1B: 50,
F_117A: 100,
Tu_160: 50,
Tu_22M3: 40,
Tu_95MS: 35,
# special
IL_76MD: 30,
@@ -340,7 +227,6 @@ PRICES = {
KJ_2000: 50,
E_3A: 50,
C_130: 25,
Hercules: 25,
# WW2
P_51D_30_NA: 18,
@@ -358,7 +244,6 @@ PRICES = {
# Modded
Rafale_M: 26,
Rafale_A_S: 26,
Rafale_B: 26,
# armor
Armor.APC_MTLB: 4,
@@ -415,30 +300,27 @@ PRICES = {
Unarmed.Transport_M818: 3,
# WW2
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G: 24,
Armor.MT_Pz_Kpfw_IV_Ausf_H: 16,
Armor.HT_Pz_Kpfw_VI_Tiger_I: 24,
Armor.HT_Pz_Kpfw_VI_Ausf__B_Tiger_II: 26,
Armor.MT_Pz_Kpfw_V_Panther_Ausf_G:24,
Armor.MT_Pz_Kpfw_IV_Ausf_H:16,
Armor.HT_Pz_Kpfw_VI_Tiger_I:24,
Armor.HT_Pz_Kpfw_VI_Ausf__B__Tiger_II:26,
Armor.TD_Jagdpanther_G1: 18,
Armor.TD_Jagdpanzer_IV: 11,
Armor.Sd_Kfz_184_Elefant: 18,
Armor.APC_Sd_Kfz_251: 4,
Armor.AC_Sd_Kfz_234_2_Puma: 8,
Armor.MT_M4_Sherman: 12,
Armor.MT_M4A4_Sherman_Firefly: 16,
Armor.CT_Cromwell_IV: 12,
Armor.M30_Cargo_Carrier: 2,
Armor.APC_M2A1: 4,
Armor.CT_Centaur_IV: 10,
Armor.APC_Sd_Kfz_251:4,
Armor.IFV_Sd_Kfz_234_2_Puma:8,
Armor.MT_M4_Sherman:12,
Armor.MT_M4A4_Sherman_Firefly:16,
Armor.CT_Cromwell_IV:12,
Armor.M30_Cargo_Carrier:2,
Armor.APC_M2A1:4,
Armor.ST_Centaur_IV: 10,
Armor.HIT_Churchill_VII: 16,
Armor.LAC_M8_Greyhound: 8,
Armor.TD_M10_GMC: 14,
Armor.StuG_III_Ausf__G: 12,
Artillery.M12_GMC: 10,
Artillery.Sturmpanzer_IV_Brummbär: 10,
Armor.Daimler_Armoured_Car: 8,
Armor.LT_Mk_VII_Tetrarch: 8,
Armor.M4_Tractor: 2,
# ship
CV_1143_5_Admiral_Kuznetsov: 100,
@@ -517,16 +399,12 @@ PRICES = {
AirDefence.AAA_Flak_38: 6,
AirDefence.AAA_8_8cm_Flak_36: 8,
AirDefence.AAA_8_8cm_Flak_37: 9,
AirDefence.AAA_Flak_Vierling_38: 5,
AirDefence.AAA_Flak_Vierling_38:6,
AirDefence.AAA_Kdo_G_40: 8,
AirDefence.Flak_Searchlight_37: 4,
AirDefence.Maschinensatz_33: 10,
AirDefence.AAA_8_8cm_Flak_41: 10,
AirDefence.EWR_FuMG_401_Freya_LZ: 25,
AirDefence.AAA_Bofors_40mm: 8,
AirDefence.AAA_M1_37mm: 7,
AirDefence.AAA_M45_Quadmount: 4,
AirDefence.AA_gun_QF_3_7: 10,
# FRENCH PACK MOD
frenchpack.AMX_10RCR: 10,
@@ -581,7 +459,6 @@ UNIT_BY_TASK = {
F_5E_3,
Su_27,
Su_33,
Su_57,
MiG_19P,
MiG_21Bis,
MiG_23MLD,
@@ -591,8 +468,6 @@ UNIT_BY_TASK = {
MiG_31,
FA_18C_hornet,
F_15C,
F_22A,
F_14A_135_GR,
F_14B,
F_16A,
F_16C_50,
@@ -606,7 +481,6 @@ UNIT_BY_TASK = {
JF_17,
F_4E,
C_101CC,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
@@ -617,62 +491,57 @@ UNIT_BY_TASK = {
SA342Mistral
],
CAS: [
AH_1W,
AH_64A,
AH_64D,
AJS37,
F_15E,
F_86F_Sabre,
MiG_15bis,
L_39ZA,
AV8BNA,
AJS37,
A_10A,
A_10C,
A_10C_2,
A_20G,
B_17G,
B_1B,
B_52H,
F_117A,
F_15E,
F_86F_Sabre,
Ju_88A4,
Ka_50,
L_39ZA,
MB_339PAN,
MQ_9_Reaper,
MiG_15bis,
MiG_27K,
Mi_24V,
Mi_28N,
Mi_8MT,
OH_58D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
RQ_1A_Predator,
Rafale_A_S,
Rafale_B,
SA342L,
SA342M,
SA342Minigun,
Su_17M4,
Su_24M,
Su_24MR,
Su_25,
Su_25T,
Su_34,
Tornado_GR4,
Ka_50,
SA342M,
SA342L,
SA342Minigun,
Su_24M,
Su_24MR,
AH_64A,
AH_64D,
OH_58D,
B_52H,
B_1B,
Tornado_IDS,
Tu_160,
Tu_22M3,
Tu_95MS,
Tornado_GR4,
UH_1H,
Mi_8MT,
Mi_28N,
Mi_24V,
MiG_27K,
A_20G,
P_47D_30,
P_47D_30bl1,
P_47D_40,
Ju_88A4,
B_17G,
MB_339PAN,
Rafale_A_S,
WingLoong_I,
Hercules
MQ_9_Reaper,
RQ_1A_Predator,
AH_1W
],
Transport: [
IL_76MD,
An_26B,
An_30M,
Yak_40,
C_130
C_130,
],
Refueling: [
IL_78M,
@@ -711,7 +580,6 @@ 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,
@@ -771,13 +639,13 @@ UNIT_BY_TASK = {
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.HT_Pz_Kpfw_VI_Ausf__B__Tiger_II,
Armor.APC_Sd_Kfz_251,
Armor.APC_Sd_Kfz_251,
Armor.APC_Sd_Kfz_251,
Armor.APC_Sd_Kfz_251,
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.CT_Cromwell_IV,
@@ -790,12 +658,12 @@ UNIT_BY_TASK = {
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.HT_Pz_Kpfw_VI_Ausf__B__Tiger_II,
Armor.TD_Jagdpanther_G1,
Armor.TD_Jagdpanzer_IV,
Armor.Sd_Kfz_184_Elefant,
Armor.APC_Sd_Kfz_251,
Armor.AC_Sd_Kfz_234_2_Puma,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.CT_Cromwell_IV,
@@ -804,8 +672,8 @@ UNIT_BY_TASK = {
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.APC_M2A1,
Armor.CT_Centaur_IV,
Armor.CT_Centaur_IV,
Armor.ST_Centaur_IV,
Armor.ST_Centaur_IV,
Armor.HIT_Churchill_VII,
Armor.LAC_M8_Greyhound,
Armor.LAC_M8_Greyhound,
@@ -814,8 +682,6 @@ UNIT_BY_TASK = {
Armor.StuG_III_Ausf__G,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
Armor.Daimler_Armoured_Car,
Armor.LT_Mk_VII_Tetrarch,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
@@ -923,28 +789,119 @@ SAM_CONVERT = {
}
}
"""
Units that will always be spawned in the air
"""
TAKEOFF_BAN: List[Type[FlyingType]] = [
TAKEOFF_BAN = [
]
"""
Units that will be always spawned in the air if launched from the carrier
"""
CARRIER_TAKEOFF_BAN: List[Type[FlyingType]] = [
Su_33, # Kuznecow is bugged in a way that only 2 aircraft could be spawned
CARRIER_TAKEOFF_BAN = [
Su_33, # Kuznecow is bugged in a way that only 2 aircraft could be spawned
]
"""
Units separated by country.
country : DCS Country name
"""
FACTIONS = FactionLoader()
FACTIONS = {
"Bluefor Modern": BLUEFOR_MODERN,
"Bluefor Cold War 1970s": BLUEFOR_COLDWAR,
"Bluefor Cold War (with A-4)": BLUEFOR_COLDWAR_A4,
"Bluefor Cold War (with A-4 and MB339)": BLUEFOR_COLDWAR_MODS,
"USA 1955 (WW2 Pack)": USA_1955,
"USA 1960": USA_1960,
"USA 1965": USA_1965,
"USA 1990": USA_1990,
"USA 2005": USA_2005,
"USA Aggressors 2005": US_Aggressors,
"Russia 1955": Russia_1955,
"Russia 1965": Russia_1965,
"Russia 1975": Russia_1975,
"Russia 1990": Russia_1990,
"Russia 2010": Russia_2010,
"France 1995": France_1995,
"France 2005": France_2005,
"France 2005 (Modded)": France_2005_Modded,
"Germany 1990": Germany_1990,
"Netherlands 1990": Netherlands_1990,
"United Kingdom 1990": UnitedKingdom_1990,
"Spain 1990": Spain_1990,
"Italy 1990": Italy_1990,
"Italy 1990 (With MB339)": Italy_1990_MB339,
"Israel 2000": Israel_2000,
"Israel 1982": Israel_1982,
"Israel 1973 (WW2 Pack)": Israel_1973,
"Israel 1973": Israel_1973_NO_WW2_UNITS,
"Israel 1948": Israel_1948,
"Arab Armies 1982": Syria_1982,
"Arab Armies 1973": Syria_1973,
"Arab Armies 1967 (WW2 Pack)": Syria_1967_WW2_Weapons,
"Arab Armies 1967": Syria_1967,
"Arab League 1948": Arab_Armies_1948,
"China 2010": China_2010,
"Sweden 1990": Sweden_1990,
"Australia 2005": Australia_2005,
"Canada 2005": Canada_2005,
"Japan 2005": Japan_2005,
"Turkey 2005": Turkey_2005,
"United Arab Emirates 2005": UAE_2005,
"Ukraine 2010": Ukraine_2010,
"India 2010": India_2010,
"Libya 2011": Libya_2011,
"Syria 2011": Syria_2011,
"Pakistan 2015": Pakistan_2015,
"Iran 2015": Iran_2015,
"North Korea 2000": NorthKorea_2000,
"Insurgent": Insurgent,
"Insurgent (Modded)": Insurgent_modded,
"PMC (American)": PMC_WESTERN_A,
"PMC (American) - MB339": PMC_WESTERN_B,
"PMC (Russian)": PMC_RUSSIAN,
"Allies 1944 (WW2 Pack)": USA_1944,
"USA 1944 (WW2 Pack)": ALLIES_1944,
"UK 1944 (WW2 Pack)": UK_1944,
"Germany 1944 (WW2 Pack)": Germany_1944,
"Germany 1944 Easy (WW2 Pack)": Germany_1944_Easy,
}
CARRIER_TYPE_BY_PLANE = {
FA_18C_hornet: CVN_74_John_C__Stennis,
F_14A_135_GR: CVN_74_John_C__Stennis,
F_14B: CVN_74_John_C__Stennis,
Ka_50: LHA_1_Tarawa,
SA342M: LHA_1_Tarawa,
@@ -977,17 +934,11 @@ COMMON_OVERRIDE = {
PinpointStrike: "STRIKE",
SEAD: "SEAD",
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP",
RunwayAttack: "RUNWAY_ATTACK"
GroundAttack: "STRIKE"
}
PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
PLANE_PAYLOAD_OVERRIDES = {
B_1B: COMMON_OVERRIDE,
B_52H: COMMON_OVERRIDE,
F_117A: COMMON_OVERRIDE,
F_15E: COMMON_OVERRIDE,
FA_18C_hornet: {
CAP: "CAP HEAVY",
Intercept: "CAP HEAVY",
@@ -995,8 +946,7 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
PinpointStrike: "STRIKE",
SEAD: "SEAD",
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP HEAVY",
GroundAttack: "STRIKE"
},
F_A_18C: {
CAP: "CAP HEAVY",
@@ -1005,24 +955,17 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
PinpointStrike: "STRIKE",
SEAD: "SEAD",
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP HEAVY",
GroundAttack: "STRIKE"
},
Tu_160: {
PinpointStrike: "Kh-65*12",
},
Tu_22M3: COMMON_OVERRIDE,
Tu_95MS: COMMON_OVERRIDE,
A_10A: COMMON_OVERRIDE,
A_10C: COMMON_OVERRIDE,
A_10C_2: COMMON_OVERRIDE,
AV8BNA: COMMON_OVERRIDE,
C_101CC: COMMON_OVERRIDE,
F_5E_3: COMMON_OVERRIDE,
F_14A_135_GR: COMMON_OVERRIDE,
F_14B: COMMON_OVERRIDE,
F_15C: COMMON_OVERRIDE,
F_22A: COMMON_OVERRIDE,
F_15E: COMMON_OVERRIDE,
F_16C_50: COMMON_OVERRIDE,
JF_17: COMMON_OVERRIDE,
M_2000C: COMMON_OVERRIDE,
@@ -1030,44 +973,42 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
MiG_19P: COMMON_OVERRIDE,
MiG_21Bis: COMMON_OVERRIDE,
AJS37: COMMON_OVERRIDE,
Su_25T: COMMON_OVERRIDE,
Su_25: COMMON_OVERRIDE,
Su_27: COMMON_OVERRIDE,
Su_33: COMMON_OVERRIDE,
MiG_29A: COMMON_OVERRIDE,
MiG_29G: COMMON_OVERRIDE,
MiG_29S: COMMON_OVERRIDE,
Su_24M: COMMON_OVERRIDE,
Su_25T:COMMON_OVERRIDE,
Su_25:COMMON_OVERRIDE,
Su_27:COMMON_OVERRIDE,
Su_33:COMMON_OVERRIDE,
MiG_29A:COMMON_OVERRIDE,
MiG_29G:COMMON_OVERRIDE,
MiG_29S:COMMON_OVERRIDE,
Su_24M:COMMON_OVERRIDE,
Su_30: COMMON_OVERRIDE,
Su_34: COMMON_OVERRIDE,
Su_57: COMMON_OVERRIDE,
MiG_23MLD: COMMON_OVERRIDE,
MiG_27K: COMMON_OVERRIDE,
Tornado_GR4: COMMON_OVERRIDE,
Tornado_IDS: COMMON_OVERRIDE,
Mirage_2000_5: COMMON_OVERRIDE,
MiG_31: COMMON_OVERRIDE,
SA342M: COMMON_OVERRIDE,
SA342L: COMMON_OVERRIDE,
SA342Mistral: COMMON_OVERRIDE,
Mi_8MT: COMMON_OVERRIDE,
Mi_24V: COMMON_OVERRIDE,
Mi_28N: COMMON_OVERRIDE,
Ka_50: COMMON_OVERRIDE,
L_39ZA: COMMON_OVERRIDE,
L_39C: COMMON_OVERRIDE,
MiG_31:COMMON_OVERRIDE,
SA342M:COMMON_OVERRIDE,
SA342L:COMMON_OVERRIDE,
SA342Mistral:COMMON_OVERRIDE,
Mi_8MT:COMMON_OVERRIDE,
Mi_24V:COMMON_OVERRIDE,
Mi_28N:COMMON_OVERRIDE,
Ka_50:COMMON_OVERRIDE,
L_39ZA:COMMON_OVERRIDE,
L_39C:COMMON_OVERRIDE,
Su_17M4: COMMON_OVERRIDE,
F_4E: COMMON_OVERRIDE,
P_47D_30: COMMON_OVERRIDE,
P_47D_30bl1: COMMON_OVERRIDE,
P_47D_40: COMMON_OVERRIDE,
P_47D_30:COMMON_OVERRIDE,
P_47D_30bl1:COMMON_OVERRIDE,
P_47D_40:COMMON_OVERRIDE,
B_17G: COMMON_OVERRIDE,
P_51D: COMMON_OVERRIDE,
P_51D_30_NA: COMMON_OVERRIDE,
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,
@@ -1075,7 +1016,6 @@ 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,
@@ -1084,7 +1024,6 @@ 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",
@@ -1146,7 +1085,7 @@ TIME_PERIODS = {
}
REWARDS = {
"power": 4, "warehouse": 2, "ware": 2, "fuel": 2, "ammo": 2,
"power": 4, "warehouse": 2, "fuel": 2, "ammo": 2,
"farp": 1, "fob": 1, "factory": 10, "comms": 10, "oil": 10,
"derrick": 8
}
@@ -1156,12 +1095,10 @@ PLAYER_BUDGET_BASE = 20
CARRIER_CAPABLE = [
FA_18C_hornet,
F_14A_135_GR,
F_14B,
AV8BNA,
Su_33,
A_4E_C,
Rafale_M,
UH_1H,
Mi_8MT,
@@ -1192,21 +1129,22 @@ LHA_CAPABLE = [
SA342Mistral
]
"""
---------- END OF CONFIGURATION SECTION
"""
UnitsDict = Dict[UnitType, int]
PlaneDict = Dict[FlyingType, int]
HeliDict = Dict[HelicopterType, int]
ArmorDict = Dict[VehicleType, int]
ShipDict = Dict[ShipType, int]
AirDefenseDict = Dict[AirDefence, int]
UnitsDict = typing.Dict[UnitType, int]
PlaneDict = typing.Dict[FlyingType, int]
HeliDict = typing.Dict[HelicopterType, int]
ArmorDict = typing.Dict[VehicleType, int]
ShipDict = typing.Dict[ShipType, int]
AirDefenseDict = typing.Dict[AirDefence, int]
AssignedUnitsDict = Dict[Type[UnitType], Tuple[int, int]]
TaskForceDict = Dict[Type[MainTask], AssignedUnitsDict]
AssignedUnitsDict = typing.Dict[typing.Type[UnitType], typing.Tuple[int, int]]
TaskForceDict = typing.Dict[typing.Type[Task], AssignedUnitsDict]
StartingPosition = Union[ShipGroup, StaticGroup, Airport, Point]
StartingPosition = typing.Optional[typing.Union[ShipGroup, StaticGroup, Airport, Point]]
def upgrade_to_supercarrier(unit, name: str):
@@ -1217,8 +1155,6 @@ 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:
@@ -1226,8 +1162,7 @@ def upgrade_to_supercarrier(unit, name: str):
else:
return unit
def unit_task(unit: UnitType) -> Optional[Task]:
def unit_task(unit: UnitType) -> Task:
for task, units in UNIT_BY_TASK.items():
if unit in units:
return task
@@ -1238,58 +1173,33 @@ def unit_task(unit: UnitType) -> Optional[Task]:
print(unit.name + " cause issue")
return None
def find_unittype(for_task: Task, country_name: str) -> typing.List[UnitType]:
return [x for x in UNIT_BY_TASK[for_task] if x in FACTIONS[country_name]["units"]]
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]
MANPADS: List[VehicleType] = [
AirDefence.SAM_SA_18_Igla_MANPADS,
AirDefence.SAM_SA_18_Igla_S_MANPADS,
AirDefence.Stinger_MANPADS
]
INFANTRY: List[VehicleType] = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
def find_manpad(country_name: str) -> List[VehicleType]:
return [x for x in MANPADS if x in FACTIONS[country_name].infantry_units]
def find_infantry(country_name: str, allow_manpad: bool = False) -> List[VehicleType]:
if allow_manpad:
inf = INFANTRY + MANPADS
else:
inf = INFANTRY
return [x for x in inf if x in FACTIONS[country_name].infantry_units]
def find_infantry(country_name: str) -> typing.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
]
return [x for x in inf if x in FACTIONS[country_name]["units"]]
def unit_type_name(unit_type) -> str:
return unit_type.id and unit_type.id or unit_type.name
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[Type[UnitType]]:
def unit_type_from_name(name: str) -> UnitType:
if name in vehicle_map:
return vehicle_map[name]
elif name in plane_map:
@@ -1322,7 +1232,7 @@ def task_name(task) -> str:
return task.name
def choose_units(for_task: Task, factor: float, count: int, country: str) -> List[UnitType]:
def choose_units(for_task: Task, factor: float, count: int, country: str) -> typing.Collection[UnitType]:
suitable_unittypes = find_unittype(for_task, country)
suitable_unittypes = [x for x in suitable_unittypes if x not in helicopter_map.values()]
suitable_unittypes.sort(key=lambda x: PRICES[x])
@@ -1348,7 +1258,7 @@ def unitdict_merge(a: UnitsDict, b: UnitsDict) -> UnitsDict:
def unitdict_split(unit_dict: UnitsDict, count: int):
buffer_dict: Dict[UnitType, int] = {}
buffer_dict = {}
for unit_type, unit_count in unit_dict.items():
for _ in range(unit_count):
unitdict_append(buffer_dict, unit_type, 1)
@@ -1371,7 +1281,7 @@ def unitdict_restrict_count(unit_dict: UnitsDict, total_count: int) -> UnitsDict
return {}
def assigned_units_split(fd: AssignedUnitsDict) -> Tuple[PlaneDict, PlaneDict]:
def assigned_units_split(fd: AssignedUnitsDict) -> typing.Tuple[PlaneDict, PlaneDict]:
return {k: v1 for k, (v1, v2) in fd.items()}, {k: v2 for k, (v1, v2) in fd.items()},
@@ -1380,7 +1290,7 @@ def assigned_units_from(d: PlaneDict) -> AssignedUnitsDict:
def assignedunits_split_to_count(dict: AssignedUnitsDict, count: int):
buffer_dict: Dict[Type[UnitType], Tuple[int, int]] = {}
buffer_dict = {}
for unit_type, (unit_count, client_count) in dict.items():
for _ in range(unit_count):
new_count, new_client_count = buffer_dict.get(unit_type, (0, 0))
@@ -1405,7 +1315,7 @@ def unitdict_from(fd: AssignedUnitsDict) -> Dict:
def country_id_from_name(name):
for k, v in country_dict.items():
for k,v in country_dict.items():
if v.name == name:
return k
return -1
@@ -1423,17 +1333,14 @@ def _validate_db():
for unit_type in total_set:
assert unit_type in PRICES, "{} not in prices".format(unit_type)
_validate_db()
class DefaultLiveries:
class Default(Enum):
af_standard = ""
OH_58D.Liveries = DefaultLiveries
F_16C_50.Liveries = DefaultLiveries
P_51D_30_NA.Liveries = DefaultLiveries
Ju_88A4.Liveries = DefaultLiveries
B_17G.Liveries = DefaultLiveries
B_17G.Liveries = DefaultLiveries

View File

@@ -1,272 +0,0 @@
from __future__ import annotations
import itertools
import json
import logging
import os
import threading
import time
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"
@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"]
)
class Debriefing:
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.air_losses = self.dead_aircraft()
self.ground_losses = self.dead_ground_units()
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
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:
losses.enemy_front_line.append(front_line_unit)
continue
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
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
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
# 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.")
return losses
@property
def base_capture_events(self):
"""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 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]
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: 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()
def stopped(self):
return self._stop_event.is_set()
def run(self):
if os.path.isfile("state.json"):
last_modified = os.path.getmtime("state.json")
else:
last_modified = 0
while not self.stopped():
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, self.unit_map)
self.callback(debriefing)
break
time.sleep(5)
def wait_for_debriefing(callback: Callable[[Debriefing], None],
game: Game, unit_map) -> PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game, unit_map)
thread.start()
return thread

View File

@@ -1,14 +0,0 @@
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

@@ -1,25 +1,24 @@
from __future__ import annotations
import typing
import logging
import math
from typing import Dict, List, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.action import Coalition
from dcs.unittype import UnitType
from dcs.task import *
from dcs.vehicles import AirDefence
from dcs.unittype import UnitType
from game import persistency
from game.debriefing import AirLosses, Debriefing
from game import *
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 ..unitmap import UnitMap
from theater import *
from gen.environmentgen import EnvironmentSettings
from gen.conflictgen import Conflict
from game.db import assigned_units_from, unitdict_from
from theater.start_generator import generate_airbase_defense_group
if TYPE_CHECKING:
from ..game import Game
from userdata.debriefing import Debriefing
from userdata import persistency
import game.db as db
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
@@ -29,20 +28,26 @@ MINOR_DEFEAT_INFLUENCE = 0.1
DEFEAT_INFLUENCE = 0.3
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
departure_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
environment_settings = None # type: EnvironmentSettings
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 = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
@@ -54,129 +59,138 @@ class Event:
return self.attacker_name == self.game.player_name
@property
def tasks(self) -> List[Type[Task]]:
def enemy_cp(self) -> ControlPoint:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def tasks(self) -> typing.Collection[typing.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 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 is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
@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
def player_attacking(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
# 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
def player_defending(self, cp: ControlPoint, flights: db.TaskForceDict):
if self.is_player_attacking:
self.departure_cp = cp
else:
self.to_cp = cp
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
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
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
flight.departure.base.aircraft[aircraft] -= transfer_count
if aircraft not in flight.arrival.base.aircraft:
# TODO: Should use defaultdict.
flight.arrival.base.aircraft[aircraft] = 0
flight.arrival.base.aircraft[aircraft] += transfer_count
def complete_aircraft_transfers(self, debriefing: Debriefing) -> None:
self._transfer_aircraft(self.game.blue_ato, debriefing.air_losses,
for_player=True)
self._transfer_aircraft(self.game.red_ato, debriefing.air_losses,
for_player=False)
@staticmethod
def commit_air_losses(debriefing: Debriefing) -> None:
for loss in debriefing.air_losses.losses:
aircraft = loss.unit_type
cp = loss.departure
available = cp.base.total_units_of_type(aircraft)
if available <= 0:
logging.error(
f"Found killed {aircraft} from {cp} but that airbase has "
"none available.")
continue
logging.info(f"{aircraft} destroyed from {cp}")
cp.base.aircraft[aircraft] -= 1
@staticmethod
def commit_front_line_losses(debriefing: Debriefing) -> None:
for loss in debriefing.front_line_losses:
unit_type = loss.unit_type
control_point = loss.origin
available = control_point.base.total_units_of_type(unit_type)
if available <= 0:
logging.error(
f"Found killed {unit_type} from {control_point} but that "
"airbase has none available.")
continue
logging.info(f"{unit_type} destroyed from {control_point}")
control_point.base.armor[unit_type] -= 1
@staticmethod
def commit_ground_object_losses(debriefing: Debriefing) -> None:
for loss in debriefing.ground_object_losses:
# TODO: This should be stored in the TGO, not in the pydcs Group.
if not hasattr(loss.group, "units_losts"):
loss.group.units_losts = []
loss.group.units.remove(loss.unit)
loss.group.units_losts.append(loss.unit)
if not loss.ground_object.alive_unit_count:
loss.ground_object.is_dead = True
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
loss.ground_object.is_dead = True
self.game.informations.append(Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}", self.game.turn
))
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
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("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)
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:
continue
# -- Static ground objects
for i, ground_object in enumerate(cp.ground_objects):
if ground_object.is_dead:
continue
if ground_object.matches_string_identifier(destroyed_ground_unit_name):
logging.info("cp {} killing ground object {}".format(cp, ground_object.string_identifier))
cp.ground_objects[i].is_dead = True
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)
# -- 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"]:
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)
# ------------------------------
# Captured bases
@@ -195,31 +209,41 @@ class Event:
if cp.id == id:
if cp.captured and new_owner_coalition != coalition:
for_player = False
cp.captured = False
info = Information(cp.name + " lost !", "The ennemy took control of " + cp.name + "\nShame on us !", self.game.turn)
self.game.informations.append(info)
pname = self.game.enemy_name
captured_cps.append(cp)
elif not(cp.captured) and new_owner_coalition == coalition:
for_player = True
cp.captured = True
info = Information(cp.name + " captured !", "We took control of " + cp.name + "! Great job !", self.game.turn)
self.game.informations.append(info)
pname = self.game.player_name
captured_cps.append(cp)
else:
continue
cp.capture(self.game, for_player)
cp.base.aircraft = {}
cp.base.armor = {}
airbase_def_id = 0
for g in cp.ground_objects:
g.groups = []
if g.airbase_group and pname != "":
generate_airbase_defense_group(airbase_def_id, g, pname, self.game, cp)
airbase_def_id = airbase_def_id + 1
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}")
self.complete_aircraft_transfers(debriefing)
except Exception as e:
print(e)
# Destroyed units carcass
# -------------------------
for destroyed_unit in debriefing.state_data.destroyed_statics:
for destroyed_unit in debriefing.destroyed_units:
self.game.add_destroyed_units(destroyed_unit)
# -----------------------------------
@@ -229,10 +253,10 @@ class Event:
for enemy_cp in enemy_cps:
print("Compute frontline progression for : " + cp.name + " to " + enemy_cp.name)
delta = 0.0
delta = 0
player_won = True
ally_casualties = debriefing.casualty_count(cp)
enemy_casualties = debriefing.casualty_count(enemy_cp)
ally_casualties = killed_unit_count_by_cp[cp.id]
enemy_casualties = killed_unit_count_by_cp[enemy_cp.id]
ally_units_alive = cp.base.total_armor
enemy_units_alive = enemy_cp.base.total_armor
@@ -349,13 +373,12 @@ class Event:
logging.info(info.text)
class UnitsDeliveryEvent(Event):
informational = True
units = None # type: typing.Dict[UnitType, int]
def __init__(self, attacker_name: str, defender_name: str,
from_cp: ControlPoint, to_cp: ControlPoint,
game: Game) -> None:
def __init__(self, attacker_name: str, defender_name: str, from_cp: ControlPoint, to_cp: ControlPoint, game):
super(UnitsDeliveryEvent, self).__init__(game=game,
location=to_cp.position,
from_cp=from_cp,
@@ -363,22 +386,19 @@ class UnitsDeliveryEvent(Event):
attacker_name=attacker_name,
defender_name=defender_name)
self.units: Dict[Type[UnitType], int] = {}
self.units = {}
def __str__(self) -> str:
def __str__(self):
return "Pending delivery to {}".format(self.to_cp)
def deliver(self, units: Dict[Type[UnitType], int]) -> None:
def deliver(self, units: typing.Dict[UnitType, int]):
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def skip(self) -> None:
def skip(self):
for k, v in self.units.items():
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}")
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
self.game.informations.append(info)
self.to_cp.base.commision_units(self.units)

View File

@@ -1,11 +1,53 @@
from .event import Event
from game.event import *
from game.operation.frontlineattack import FrontlineAttackOperation
from userdata.debriefing import Debriefing
class FrontlineAttackEvent(Event):
"""
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
"""
@property
def tasks(self) -> typing.Collection[typing.Type[Task]]:
if self.is_player_attacking:
return [CAS, CAP]
else:
return [CAP]
@property
def global_cp_available(self) -> bool:
return True
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):
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
def player_defending(self, flights: db.TaskForceDict):
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

@@ -0,0 +1,50 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Australia_2005 = {
"country": "Australia",
"side": "blue",
"units": [
FA_18C_hornet,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_1A3,
Armor.APC_M113,
Armor.IFV_LAV_25,
Armor.IFV_MCV_80,
UH_1H,
AH_1W, # Standing as EC Tiger
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.Rapier_FSA_Launcher,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.Rapier_FSA_Launcher,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"HMAS Canberra",
"HMAS Adelaide"
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

View File

@@ -0,0 +1,58 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
BLUEFOR_COLDWAR = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "has_jtac": True
}

View File

@@ -0,0 +1,65 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
BLUEFOR_COLDWAR_A4 = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "has_jtac": True
}

View File

@@ -0,0 +1,68 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.mb339.mb339 import MB_339PAN
BLUEFOR_COLDWAR_MODS = {
"country": "USA",
"side": "blue",
"units": [
F_14B,
F_4E,
F_5E_3,
A_10A,
AJS37,
A_4E_C,
MB_339PAN,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.AAA_Vulcan_M163,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat": [
], "requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "has_jtac": True
}

View File

@@ -0,0 +1,83 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
BLUEFOR_MODERN = {
"country": "Combined Joint Task Forces Blue",
"side": "blue",
"units": [
F_15C,
F_14B,
FA_18C_hornet,
F_16C_50,
JF_17,
M_2000C,
F_5E_3,
Su_27,
Su_25T,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
AJS37,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Ka_50,
SA342M,
SA342L,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_2,
Armor.ATGM_M1134_Stryker,
Armor.IFV_M2A2_Bradley,
Armor.IFV_Marder,
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

View File

@@ -0,0 +1,43 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Canada_2005 = {
"country": "Canada",
"side": "blue",
"units": [
FA_18C_hornet,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leopard_2,
Armor.IFV_LAV_25,
Armor.APC_M113,
Armor.IFV_MCV_80,
UH_1H,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

View File

@@ -0,0 +1,80 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
China_2010 = {
"country": "China",
"side": "red",
"units": [
MiG_21Bis, # Standing as J-7
Su_30,
Su_33,
J_11A,
JF_17,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
KJ_2000,
Mi_8MT,
Mi_28N,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C, # Standing as HQ-9+
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
Armor.ZTZ_96B,
Armor.MBT_T_55,
Armor.ZBD_04A,
Armor.IFV_BMP_1,
Artillery.MLRS_9A52_Smerch,
Artillery.SPH_2S9_Nona,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.Rapier_FSA_Launcher, # Standing as PL-9C Shorad
AirDefence.HQ_7_Self_Propelled_LN
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
Type_052B_Destroyer,
Type_052C_Destroyer
], "cruiser": [
Type_054A_Frigate,
], "helicopter_carrier": [
Type_071_Amphibious_Transport_Dock,
], "lhanames": [
"Kunlun Shan",
"Jinggang Shan",
"Changbai Shan",
"Yimeng Shan",
"Longhu Shan",
"Wuzhi Shan",
"Wudang Shan"
], "carrier_names": [
"001 Liaoning",
"002 Shandong",
], "boat":[
"Type54GroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

View File

@@ -1,284 +0,0 @@
from __future__ import annotations
import logging
from dataclasses import dataclass, field
from typing import Optional, Dict, Type, List, Any, cast
import dcs
from dcs.countries import country_dict
from dcs.planes import plane_map
from dcs.unittype import FlyingType, ShipType, VehicleType, UnitType
from dcs.vehicles import Armor, Unarmed, Infantry, Artillery, AirDefence
from game.data.building_data import WW2_ALLIES_BUILDINGS, DEFAULT_AVAILABLE_BUILDINGS, WW2_GERMANY_BUILDINGS, WW2_FREE
from game.data.doctrine import Doctrine, MODERN_DOCTRINE, COLDWAR_DOCTRINE, WWII_DOCTRINE
from pydcs_extensions.mod_units import MODDED_VEHICLES, MODDED_AIRPLANES
@dataclass
class Faction:
# Country used by this faction
country: str = field(default="")
# Nice name of the faction
name: str = field(default="")
# List of faction file authors
authors: str = field(default="")
# A description of the faction
description: str = field(default="")
# Available aircraft
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
# Available awacs aircraft
awacs: List[Type[FlyingType]] = field(default_factory=list)
# Available tanker aircraft
tankers: List[Type[FlyingType]] = field(default_factory=list)
# Available frontline units
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
# Available artillery units
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
# Infantry units used
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
# Logistics units used
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
# Possible EWR generators for this faction.
ewrs: List[str] = field(default_factory=list)
# Possible Missile site generators for this faction
missiles: List[str] = field(default_factory=list)
# Required mods or asset packs
requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units
aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
# possible helicopter carrier units
helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
# Possible helicopter carrier names
helicopter_carrier_names: List[str] = field(default_factory=list)
# Navy group generators
navy_generators: List[str] = field(default_factory=list)
# Available destroyers
destroyers: List[Type[ShipType]] = field(default_factory=list)
# Available cruisers
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)
# How many missiles group should we try to generate per CP on startup for this faction
missiles_group_count: int = field(default=1)
# Whether this faction has JTAC access
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
# List of available buildings for this faction
building_set: List[str] = field(default_factory=list)
# List of default livery overrides
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:
faction = Faction()
faction.country = json.get("country", "/")
if faction.country not in [c.name for c in country_dict.values()]:
raise AssertionError("Faction's country (\"{}\") is not a valid DCS country ID".format(faction.country))
faction.name = json.get("name", "")
if not faction.name:
raise AssertionError("Faction has no valid name")
faction.authors = json.get("authors", "")
faction.description = json.get("description", "")
faction.aircrafts = load_all_aircraft(json.get("aircrafts", []))
faction.awacs = load_all_aircraft(json.get("awacs", []))
faction.tankers = load_all_aircraft(json.get("tankers", []))
faction.frontline_units = load_all_vehicles(
json.get("frontline_units", []))
faction.artillery_units = load_all_vehicles(
json.get("artillery_units", []))
faction.infantry_units = load_all_vehicles(
json.get("infantry_units", []))
faction.logistics_units = load_all_vehicles(
json.get("logistics_units", []))
faction.ewrs = json.get("ewrs", [])
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", {})
faction.carrier_names = json.get("carrier_names", [])
faction.helicopter_carrier_names = json.get(
"helicopter_carrier_names", [])
faction.navy_generators = json.get("navy_generators", [])
faction.aircraft_carrier = load_all_ships(
json.get("aircraft_carrier", []))
faction.helicopter_carrier = load_all_ships(
json.get("helicopter_carrier", []))
faction.destroyers = load_all_ships(json.get("destroyers", []))
faction.cruisers = load_all_ships(json.get("cruisers", []))
faction.has_jtac = json.get("has_jtac", False)
jtac_name = json.get("jtac_unit", None)
if jtac_name is not None:
faction.jtac_unit = load_aircraft(jtac_name)
else:
faction.jtac_unit = None
faction.navy_group_count = int(json.get("navy_group_count", 1))
faction.missiles_group_count = int(json.get("missiles_group_count", 0))
# Load doctrine
doctrine = json.get("doctrine", "modern")
if doctrine == "modern":
faction.doctrine = MODERN_DOCTRINE
elif doctrine == "coldwar":
faction.doctrine = COLDWAR_DOCTRINE
elif doctrine == "ww2":
faction.doctrine = WWII_DOCTRINE
else:
faction.doctrine = MODERN_DOCTRINE
# Load the building set
building_set = json.get("building_set", "default")
if building_set == "default":
faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
elif building_set == "ww2free":
faction.building_set = WW2_FREE
elif building_set == "ww2ally":
faction.building_set = WW2_ALLIES_BUILDINGS
elif building_set == "ww2germany":
faction.building_set = WW2_GERMANY_BUILDINGS
else:
faction.building_set = DEFAULT_AVAILABLE_BUILDINGS
# Load liveries override
faction.liveries_overrides = {}
liveries_overrides = json.get("liveries_overrides", {})
for k, v in liveries_overrides.items():
k = load_aircraft(k)
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[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[Type[UnitType]]:
"""
Find unit by name
:param unit: Unit name as string
:param class_repository: Repository of classes (Either a module, a class, or a list of classes)
:return: The unit as a PyDCS type
"""
if unit is None:
return None
elif unit in plane_map.keys():
return plane_map[unit]
else:
for mother_class in class_repository:
if getattr(mother_class, unit, None) is not None:
return getattr(mother_class, unit)
if type(mother_class) is list:
for m in mother_class:
if m.__name__ == unit:
return m
logging.error(f"FACTION ERROR : Unable to find {unit} in pydcs")
return None
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[Type[FlyingType]]:
items = []
for name in data:
item = load_aircraft(name)
if item is not None:
items.append(item)
return items
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[Type[VehicleType]]:
items = []
for name in data:
item = load_vehicle(name)
if item is not None:
items.append(item)
return items
def load_ship(name: str) -> Optional[Type[ShipType]]:
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
def load_all_ships(data) -> List[Type[ShipType]]:
items = []
for name in data:
item = load_ship(name)
if item is not None:
items.append(item)
return items

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from __future__ import annotations
import json
import logging
from pathlib import Path
from typing import Dict, Iterator, Optional, Type
from game.factions.faction import Faction
FACTION_DIRECTORY = Path("./resources/factions/")
class FactionLoader:
def __init__(self) -> None:
self._factions: Optional[Dict[str, Faction]] = None
@property
def factions(self) -> Dict[str, Faction]:
self.initialize()
assert self._factions is not None
return self._factions
def initialize(self) -> None:
if self._factions is None:
self._factions = self.load_factions()
@classmethod
def load_factions(cls: Type[FactionLoader]) -> Dict[str, Faction]:
files = [f for f in FACTION_DIRECTORY.glob("*.json") if f.is_file()]
factions = {}
for f in files:
try:
with f.open("r", encoding="utf-8") as fdata:
data = json.load(fdata, encoding="utf-8")
factions[data["name"]] = Faction.from_json(data)
logging.info("Loaded faction : " + str(f))
except Exception:
logging.exception(f"Unable to load faction : {f}")
return factions
def __getitem__(self, name: str) -> Faction:
return self.factions[name]
def __iter__(self) -> Iterator[str]:
return iter(self.factions.keys())

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
France_1995 = {
"country": "France",
"side": "blue",
"units": [
M_2000C,
Mirage_2000_5,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Armor.TPz_Fuchs, # Standing as VAB
Armor.APC_Cobra, # Standing as VBL
Armor.ATGM_M1134_Stryker, # Standing as VAB Mephisto
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
France_2005 = {
"country": "France",
"side": "blue",
"units":[
M_2000C,
Mirage_2000_5,
FA_18C_hornet, # Standing as Rafale M
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Armor.TPz_Fuchs, # Standing as VAB
Armor.APC_Cobra, # Standing as VBL
Armor.ATGM_M1134_Stryker, # Standing as VAB Mephisto
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as CDG Aircraft Carrier
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Mistral Class
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"PA Charles de Gaulle",
], "lhanames": [
"L9013 Mistral",
"L9014 Tonerre",
"L9015 Dixmude"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
import pydcs_extensions.frenchpack.frenchpack as frenchpack
from pydcs_extensions.rafale.rafale import Rafale_M, Rafale_A_S
France_2005_Modded = {
"country": "France",
"side": "blue",
"units": [
M_2000C,
Mirage_2000_5,
Rafale_M,
Rafale_A_S,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
SA342L,
SA342Mistral,
Armor.MBT_Leclerc,
Artillery.SPH_M109_Paladin, # Standing as AMX30 AuF1
Artillery.MLRS_M270,
frenchpack.AMX_10RCR,
frenchpack.AMX_10RCR_SEPAR,
frenchpack.ERC_90,
frenchpack.TRM_2000_PAMELA,
frenchpack.VAB__50,
frenchpack.VAB_MEPHISTO,
frenchpack.VAB_T20_13,
frenchpack.VBL__50,
frenchpack.VBL_AANF1,
frenchpack.VBAE_CRAB,
frenchpack.VBAE_CRAB_MMP,
frenchpack.AMX_30B2,
frenchpack.Leclerc_Serie_XXI,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
AirDefence.HQ_7_Self_Propelled_LN, # Standing as Crotale
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_Roland_ADS
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as CDG Aircraft Carrier
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Mistral Class
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"PA Charles de Gaulle",
], "lhanames": [
"L9013 Mistral",
"L9014 Tonerre",
"L9015 Dixmude"
], "boat": [
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "requirements": {
"frenchpack V3.5": "https://forums.eagle.ru/showthread.php?t=279974",
"RAFALE 2.5.5": "https://www.digitalcombatsimulator.com/fr/files/3307478/",
}, "has_jtac": True
}

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from dcs.planes import *
from dcs.vehicles import *
from game.data.building_data import WW2_GERMANY_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
Germany_1944 = {
"country": "Third Reich",
"side": "red",
"units": [
FW_190A8,
FW_190D9,
Bf_109K_4,
Ju_88A4,
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.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Armor.Sd_Kfz_184_Elefant,
Armor.TD_Jagdpanther_G1,
Armor.TD_Jagdpanzer_IV,
Artillery.Sturmpanzer_IV_Brummbär,
Unarmed.Sd_Kfz_2,
Unarmed.Sd_Kfz_7,
Unarmed.Kübelwagen_82,
Infantry.Infantry_Mauser_98,
AirDefence.AAA_8_8cm_Flak_36,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_8_8cm_Flak_36,
],
"objects": WW2_GERMANY_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["UBoatGroupGenerator", "SchnellbootGroupGenerator"],
"boat_count": 2,
"missiles": ["V1GroupGenerator"],
"missiles_count": 1
}

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from dcs.planes import *
from dcs.vehicles import *
from game.data.building_data import WW2_GERMANY_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
Germany_1944_Easy = {
"country": "Third Reich",
"side": "red",
"units": [
FW_190A8,
FW_190D9,
Bf_109K_4,
Ju_88A4,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Artillery.Sturmpanzer_IV_Brummbär,
Unarmed.Sd_Kfz_2,
Unarmed.Sd_Kfz_7,
Unarmed.Kübelwagen_82,
Infantry.Infantry_Mauser_98,
AirDefence.AAA_8_8cm_Flak_36,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad":[
AirDefence.AAA_8_8cm_Flak_36,
],
"objects": WW2_GERMANY_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["UBoatGroupGenerator", "SchnellbootGroupGenerator"],
"boat_count": 1,
"missiles": ["V1GroupGenerator"],
"missiles_count": 1
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Germany_1990 = {
"country": "Germany",
"side": "blue",
"units":[
MiG_29G,
Tornado_IDS,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
SA342M,
SA342L,
Armor.TPz_Fuchs,
Armor.MBT_Leopard_1A3,
Armor.MBT_Leopard_2,
Armor.IFV_Marder,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Roland_ADS,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.SPAAA_Gepard,
AirDefence.SAM_Roland_ADS,
], "boat":[
"OliverHazardPerryGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
India_2010 = {
"country": "India",
"side": "blue",
"units": [
Mirage_2000_5,
M_2000C,
MiG_27K,
MiG_21Bis,
MiG_29S,
Su_30,
KC_135,
KC130,
C_130,
E_3A,
AH_64A,
Mi_8MT,
Armor.MBT_T_90,
Armor.MBT_T_72B,
Armor.IFV_BMP_2,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FSG_1241_1MP_Molniya,
], "carrier_names": [
"INS Vikramaditya"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator", "MolniyaGroupGenerator"
], "has_jtac": True
}

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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
Insurgent = {
"country": "Insurgents",
"side": "red",
"units": [
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
Armor.APC_Cobra,
Armor.APC_MTLB,
Armor.ARV_BRDM_2,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Infantry_Soldier_Insurgents,
Infantry.Soldier_RPG,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
]
}

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from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.frenchpack.frenchpack import DIM__TOYOTA_BLUE, DIM__TOYOTA_DESERT, DIM__TOYOTA_GREEN, \
DIM__KAMIKAZE
Insurgent_modded = {
"country": "Insurgents",
"side": "red",
"units": [
AirDefence.AAA_ZU_23_Insurgent_Closed,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
DIM__TOYOTA_BLUE,
DIM__TOYOTA_DESERT,
DIM__TOYOTA_GREEN,
DIM__KAMIKAZE,
Armor.ARV_BRDM_2,
Armor.APC_Cobra,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
Infantry.Infantry_Soldier_Insurgents,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
], "requirements": {
"frenchpack V3.5": "https://forums.eagle.ru/showthread.php?t=279974",
}
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Iran_2015 = {
"country": "Iran",
"side": "red",
"units": [
MiG_29A,
F_4E,
F_14B,
F_5E_3,
MiG_21Bis,
Su_24M,
Su_25,
Su_17M4,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_28N,
Mi_24V,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
Armor.APC_M113,
Armor.APC_BTR_80,
Armor.MBT_M60A3_Patton,
Armor.MBT_T_72B,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_ZU_23_Insurgent_Closed
], "boat":[
"GrishaGroupGenerator", "MolniyaGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Israel_1948 = {
"country": "Israel",
"side": "blue",
"units":[
SpitfireLFMkIXCW,
SpitfireLFMkIX,
P_51D,
P_51D_30_NA,
Bf_109K_4, # Standing as Avia S-199
B_17G,
Armor.MT_M4A4_Sherman_Firefly,
Armor.APC_M2A1,
Armor.MT_M4_Sherman,
Armor.LAC_M8_Greyhound,
Unarmed.Transport_M818,
Infantry.Infantry_SMLE_No_4_Mk_1,
AirDefence.AAA_Bofors_40mm,
Armed_speedboat,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_Bofors_40mm
], "boat": [
], "has_jtac": False
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.a4ec.a4ec import A_4E_C
Israel_1973 = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MT_M4A4_Sherman_Firefly,
Armor.APC_M2A1,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.AAA_Bofors_40mm,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
AirDefence.AAA_Bofors_40mm
], "boat": [
], "has_jtac": True
}
Israel_1973_NO_WW2_UNITS = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
], "boat": [
], "has_jtac": True
}
Israel_1982 = {
"country": "Israel",
"side": "blue",
"units":[
F_4E,
A_4E_C,
F_15C,
F_16A,
F_16C_50,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_1W,
Armor.APC_M113,
Armor.MBT_M60A3_Patton,
Armor.MBT_Merkava_Mk__4,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Chaparral_M48,
Armed_speedboat,
], "requirements": {
"Community A-4E": "https://heclak.github.io/community-a4e-c/",
}, "shorad": [
AirDefence.SAM_Chaparral_M48,
], "boat": [
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Israel_2000 = {
"country": "Israel",
"side": "blue",
"units":[
F_16C_50,
F_15C,
F_15E,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
AH_1W,
AH_64D,
Armor.MBT_Merkava_Mk__4,
Armor.APC_M113,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Artillery.SPH_M109_Paladin,
Artillery.MLRS_M270,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "boat": [
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Italy_1990 = {
"country": "Italy",
"side": "blue",
"units": [
Tornado_IDS,
AV8BNA,
# MB339,
KC_135,
S_3B_Tanker,
C_130,
E_3A,
AH_1W,
UH_1H,
Armor.MBT_Leopard_1A3, # OF-40 MBT
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Giuseppe Garibaldi",
"Cavour",
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.mb339.mb339 import MB_339PAN
Italy_1990_MB339 = {
"country": "Italy",
"side": "blue",
"units": [
Tornado_IDS,
AV8BNA,
MB_339PAN,
KC_135,
S_3B_Tanker,
C_130,
E_3A,
AH_1W,
UH_1H,
Armor.MBT_Leopard_1A3, # OF-40 MBT
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Giuseppe Garibaldi",
"Cavour",
], "boat": [
"OliverHazardPerryGroupGenerator"
], "requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
}, "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Japan_2005 = {
"country": "Japan",
"side": "blue",
"units": [
F_15C, # F-15J/DJ
F_16C_50, # F-2A/B
F_4E, # F-4EJ
KC_135,
KC130,
C_130,
E_3A,
AH_1W,
AH_64D,
Armor.MBT_Merkava_Mk__4, # Standing as Type 10 MBT
Armor.MBT_M1A2_Abrams, # Standing as Type 90 MBT
Armor.IFV_Marder, # Standing as Type 89 IFV
Armor.TPz_Fuchs, # Standing as Type 96 APC
Armor.IFV_LAV_25, # Standing as Type 16 or Type 87
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin, # Standing as Type 99 SPH
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
LHA_1_Tarawa,
], "shorad": [
AirDefence.SPAAA_Gepard, # Type 87 SPAG
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Hyuga-class helicopter carrier
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"Hyuga",
"Ise",
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.vehicles import *
Libya_2011 = {
"country": "Libya",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
Su_24M,
Su_17M4,
Mi_24V,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.HQ_7_Self_Propelled_LN,
Armor.IFV_BMP_1,
Armor.FDDM_Grad,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Infantry_Soldier_Insurgents
],
"shorad":[
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.SAM_SA_8_Osa_9A33,
], "boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Netherlands_1990 = {
"country": "The Netherlands",
"side": "blue",
"units": [
F_16C_50,
F_5E_3,
KC_135,
KC130,
C_130,
E_3A,
AH_64A,
Armor.APC_M113,
Armor.MBT_Leopard_1A3,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "boat": [
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
NorthKorea_2000 = {
"country": "North Korea",
"side": "red",
"units":[
MiG_29A,
Su_25,
MiG_15bis,
MiG_21Bis,
MiG_23MLD,
MiG_19P,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_80U,
Armor.IFV_BMP_1,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Unarmed.Transport_M818,
Infantry.Soldier_AK,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160
],
"shorad":[
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
],
"boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Pakistan_2015 = {
"country": "Pakistan",
"side": "blue",
"units": [
JF_17,
F_16C_50,
MiG_21Bis, # Standing as J-7
MiG_19P, # Standing as J-6
IL_78M,
E_3A,
UH_1H,
AH_1W,
Armor.MBT_T_80U,
Armor.MBT_T_55, # Standing as Al-Zarrar / Type 59 MBT
Armor.ZBD_04A,
Armor.APC_BTR_80,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_SA_2_LN_SM_90, # Standing as HQ-2
AirDefence.SAM_SA_10_S_300PS_LN_5P85C, # Standing as HQ-9
Armed_speedboat,
], "shorad": [
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZU_23_Closed
], "boat": [
"Type54GroupGenerator", "OliverHazardPerryGroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from pydcs_extensions.mb339.mb339 import MB_339PAN
PMC_WESTERN_A = {
"country": "USA",
"side": "blue",
"units": [
C_101CC,
UH_1H,
Mi_8MT,
OH_58D,
SA342M,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_MCV_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "has_jtac": True
}
PMC_WESTERN_B = {
"country": "USA",
"side": "blue",
"units": [
MB_339PAN,
C_101CC,
UH_1H,
Mi_8MT,
OH_58D,
SA342M,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_MCV_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Avenger_M1097,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "has_jtac": True,
"requirements": {
"MB-339A": "http://www.freccetricolorivirtuali.net/",
}
}
PMC_RUSSIAN = {
"country": "Russia",
"side": "blue",
"units": [
L_39C,
L_39ZA,
Mi_8MT,
Mi_24V,
Ka_50,
Armor.APC_Cobra,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Unarmed.Transport_Ural_375,
Infantry.Paratrooper_AKS,
Infantry.Paratrooper_RPG_16,
AirDefence.AAA_ZU_23_on_Ural_375,
Armed_speedboat,
], "shorad":[
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Closed,
], "has_jtac": True
}

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from dcs.planes import MiG_15bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1955 = {
"country": "Russia",
"side": "red",
"units": [
MiG_15bis,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.AAA_ZU_23_Closed,
AirDefence.AAA_ZU_23_on_Ural_375,
Armor.ARV_BRDM_2,
Armor.FDDM_Grad,
Armor.APC_MTLB,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
]
}

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from dcs.helicopters import Mi_8MT
from dcs.planes import MiG_15bis, MiG_19P, MiG_21Bis, IL_76MD, IL_78M, An_26B, An_30M, Yak_40, A_50
from dcs.ships import CV_1143_5_Admiral_Kuznetsov, Bulk_cargo_ship_Yakushev, Dry_cargo_ship_Ivanov, Tanker_Elnya_160
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1965 = {
"country": "Russia",
"side": "red",
"units": [
MiG_15bis,
MiG_19P,
MiG_21Bis,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.ARV_BTR_RD,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.AAA_ZU_23_Closed
], "boat": [
"GrishaGroupGenerator"
]
}

View File

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from dcs.helicopters import Mi_8MT, Mi_24V
from dcs.planes import MiG_21Bis, MiG_23MLD, MiG_25PD, MiG_29A, Su_17M4, Su_24M, Su_25, IL_76MD, IL_78M, An_26B, An_30M, \
Yak_40, A_50
from dcs.ships import *
from dcs.vehicles import AirDefence, Armor, Unarmed, Infantry, Artillery
Russia_1975 = {
"country": "Russia",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29A,
Su_17M4,
Su_24M,
Su_25,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.SPH_2S9_Nona,
Artillery.SPH_2S1_Gvozdika,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad": [
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
CGN_1144_2_Pyotr_Velikiy,
], "boat": [
"RussianNavyGroupGenerator", "KiloSubGroupGenerator", "MolniyaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Russia_1990 = {
"country": "Russia",
"side": "red",
"units": [
MiG_23MLD,
MiG_25PD,
MiG_29A,
MiG_29S,
MiG_31,
Su_27,
Su_24M,
Su_25,
Ka_50,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
Armor.ARV_BRDM_2,
Armor.APC_BTR_80,
Armor.IFV_BMD_1,
Armor.IFV_BMP_1,
Armor.MBT_T_55,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "carrier_names": [
"Admiral Kuznetov",
"Admiral Gorshkov"
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
], "boat":[
"RussianNavyGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Russia_2010 = {
"country": "Russia",
"side": "red",
"units": [
Su_27,
Su_30,
Su_33,
MiG_29S,
MiG_31,
Su_25,
Su_25T,
Su_34,
Su_24M,
L_39ZA,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Ka_50,
Mi_8MT,
Mi_24V,
Mi_28N,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.APC_BTR_80,
Armor.MBT_T_90,
Armor.MBT_T_80U,
Armor.MBT_T_72B,
Armor.IFV_BMP_1,
Armor.IFV_BMP_2,
Armor.IFV_BMP_3,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S19_Msta,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
# Infantry squad
Infantry.Paratrooper_AKS,
Infantry.Infantry_Soldier_Rus,
Infantry.Paratrooper_RPG_16,
],
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3
], "aircraft_carrier": [
CV_1143_5_Admiral_Kuznetsov,
], "carrier_names": [
"Admiral Kuznetov"
], "destroyer": [
FF_1135M_Rezky,
], "cruiser": [
FSG_1241_1MP_Molniya,
], "boat": [
"RussianNavyGroupGenerator", "KiloSubGroupGenerator"
]
}

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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Spain_1990 = {
"country": "Spain",
"side": "blue",
"units": [
FA_18C_hornet,
AV8BNA,
F_5E_3,
C_101CC,
KC_135,
KC130,
C_130,
E_3A,
Armor.MBT_M60A3_Patton,
Armor.MBT_Leopard_2,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis, # Standing as Principe de Asturias
], "helicopter_carrier": [
LHA_1_Tarawa, # Standing as Juan Carlos
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"Principe de Asturias",
], "lhanames": [
"Juan Carlos I",
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
Sweden_1990 = {
"country": "Sweden",
"side": "blue",
"units": [
AJS37,
UH_1H,
AirDefence.SAM_Hawk_PCP,
Armor.IFV_MCV_80, # Standing as Strf 90
Armor.MBT_Leopard_2,
Armor.APC_M1126_Stryker_ICV, # Closest thing available
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
],
"shorad": [
AirDefence.SAM_Avenger_M1097
], "has_jtac": True
}

267
game/factions/syria.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.vehicles import *
Syria_2011 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29S,
Su_17M4,
Su_24M,
L_39ZA,
Mi_24V,
Mi_8MT,
SA342M,
SA342L,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.IFV_BMP_1,
Armor.IFV_BMP_2,
Armor.APC_BTR_80,
Armor.ARV_BRDM_2,
Armor.APC_MTLB,
Armor.APC_Cobra,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_90,
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.SPH_2S1_Gvozdika,
Artillery.SPH_2S9_Nona,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator", "MolniyaGroupGenerator"
]
}
Syria_1973 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.IFV_BMP_1,
Armor.APC_MTLB,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1982 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_19P,
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.IFV_BMP_1,
Armor.APC_MTLB,
Armor.MBT_T_55,
Armor.MBT_T_72B,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1967 = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Paratrooper_RPG_16,
Infantry.Soldier_AK
],
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Syria_1967_WW2_Weapons = {
"country": "Syria",
"side": "red",
"units": [
MiG_21Bis,
MiG_19P,
MiG_15bis, # Standing as Mig-17
Su_17M4, # Standing as Su-7
Mi_8MT,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.ARV_BRDM_2,
Armor.MBT_T_55,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.StuG_III_Ausf__G,
Armor.TD_Jagdpanzer_IV,
Artillery.MLRS_BM_21_Grad,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_RPG,
Infantry.Soldier_AK
], "requirements": {
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_ZU_23_on_Ural_375,
], "boat": [
"GrishaGroupGenerator"
]
}
Arab_Armies_1948 = {
"country": "Syria",
"side": "red",
"units": [
SpitfireLFMkIX,
SpitfireLFMkIXCW,
AirDefence.SAM_SA_2_LN_SM_90,
Armor.MT_M4_Sherman,
Armor.MT_Pz_Kpfw_IV_Ausf_H,
Armor.APC_Sd_Kfz_251,
Armor.IFV_Sd_Kfz_234_2_Puma,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Infantry_SMLE_No_4_Mk_1,
AirDefence.AAA_8_8cm_Flak_36,
], "requirements": {
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"shorad": [
AirDefence.AAA_8_8cm_Flak_36,
], "boat": [
"GrishaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Turkey_2005 = {
"country": "Turkey",
"side": "blue",
"units":[
F_16C_50,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_1W,
Armor.MBT_Leopard_2,
Armor.MBT_Leopard_1A3,
Armor.MBT_M60A3_Patton,
Armor.APC_Cobra,
Armor.APC_BTR_80,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.SAM_Avenger_M1097,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.AAA_ZU_23_Emplacement,
AirDefence.SPAAA_ZSU_23_4_Shilka
], "boat":[
"OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

38
game/factions/uae_2005.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
UAE_2005 = {
"country": "United Arab Emirates",
"side": "blue",
"units":[
M_2000C,
Mirage_2000_5,
F_16C_50,
KC_135,
KC130,
C_130,
E_3A,
AH_64D,
Armor.MBT_Leclerc,
Armor.IFV_BMP_3,
Armor.TPz_Fuchs,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.Rapier_FSA_Launcher,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "boat":[
"OliverHazardPerryGroupGenerator"
],
"has_jtac": True,
"jtac_unit": WingLoong_I
}

44
game/factions/uk_1944.py Normal file
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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from game.data.building_data import WW2_ALLIES_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
UK_1944 = {
"country": "UK",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
A_20G,
B_17G,
Armor.MT_M4A4_Sherman_Firefly,
Armor.MT_M4_Sherman,
Armor.APC_M2A1,
Armor.CT_Cromwell_IV,
Armor.ST_Centaur_IV,
Armor.HIT_Churchill_VII,
Infantry.Infantry_SMLE_No_4_Mk_1,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 1
}

52
game/factions/uk_1990.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
UnitedKingdom_1990 = {
"country": "UK",
"side": "blue",
"units":[
AV8BNA, # Standing as BAE Harrier 2
Tornado_GR4,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
SA342M,
AH_64A,
Armor.MBT_Challenger_II,
Armor.IFV_MCV_80,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.Rapier_FSA_Launcher,
AirDefence.SAM_Avenger_M1097, # Standing as Starstreak
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
], "cruiser": [
Ticonderoga_class,
], "lhanames": [
"HMS Invincible",
"HMS Illustrious",
"HMS Ark Royal",
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
Ukraine_2010 = {
"country": "Ukraine",
"side": "blue",
"units": [
Su_25,
Su_25T,
Su_24M,
Su_27,
MiG_29S,
L_39ZA,
IL_76MD,
IL_78M,
An_26B,
An_30M,
Yak_40,
A_50,
Mi_8MT,
Mi_24V,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C,
Armor.APC_M1043_HMMWV_Armament,
Armor.IFV_BMP_3,
Armor.IFV_BMP_2,
Armor.APC_BTR_80,
Armor.MBT_T_80U,
Armor.MBT_T_72B,
Unarmed.Transport_Ural_375,
Unarmed.Transport_UAZ_469,
Infantry.Soldier_AK,
CV_1143_5_Admiral_Kuznetsov,
Bulk_cargo_ship_Yakushev,
Dry_cargo_ship_Ivanov,
Tanker_Elnya_160,
],
"shorad":[
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.AAA_ZU_23_on_Ural_375
], "boat":[
"GrishaGroupGenerator"
]
}

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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
US_Aggressors = {
"country": "USAF Aggressors",
"side": "red",
"units": [
F_15C,
F_5E_3,
FA_18C_hornet,
F_16C_50,
Su_27,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Ka_50,
SA342M,
SA342L,
Armor.MBT_M1A2_Abrams,
Armor.MBT_Leopard_2,
Armor.ATGM_M1134_Stryker,
Armor.IFV_M2A2_Bradley,
Armor.APC_M1043_HMMWV_Armament,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
]
}

86
game/factions/usa_1944.py Normal file
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from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
from game.data.building_data import WW2_ALLIES_BUILDINGS
from game.data.doctrine import WWII_DOCTRINE
USA_1944 = {
"country": "USA",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
A_20G,
B_17G,
Armor.MT_M4_Sherman,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.LAC_M8_Greyhound,
Armor.TD_M10_GMC,
Artillery.M12_GMC,
Infantry.Infantry_M1_Garand,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 2
}
ALLIES_1944 = {
"country": "USA",
"side": "blue",
"units": [
P_51D,
P_51D_30_NA,
P_47D_30,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
A_20G,
B_17G,
Armor.MT_M4_Sherman,
Armor.MT_M4A4_Sherman_Firefly,
Armor.CT_Cromwell_IV,
Armor.M30_Cargo_Carrier,
Armor.APC_M2A1,
Armor.CT_Cromwell_IV,
Armor.ST_Centaur_IV,
Armor.HIT_Churchill_VII,
Armor.LAC_M8_Greyhound,
Armor.TD_M10_GMC,
Artillery.M12_GMC,
Infantry.Infantry_M1_Garand,
Infantry.Infantry_SMLE_No_4_Mk_1,
LS_Samuel_Chase,
LST_Mk_II,
LCVP__Higgins_boat,
Unarmed.CCKW_353,
AirDefence.AAA_Bofors_40mm,
], "shorad":[
AirDefence.AAA_Bofors_40mm,
],"requirements":{
"WW2 Asset Pack": "https://www.digitalcombatsimulator.com/en/products/other/wwii_assets_pack/",
},
"objects": WW2_ALLIES_BUILDINGS,
"doctrine": WWII_DOCTRINE,
"boat": ["WW2LSTGroupGenerator"],
"boat_count": 2
}

33
game/factions/usa_1955.py Normal file
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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
USA_1955 = {
"country": "USA",
"side": "blue",
"units": [
F_86F_Sabre,
P_51D,
KC_135,
KC130,
C_130,
E_3A,
Armor.MT_M4A4_Sherman_Firefly,
Armor.MT_M4_Sherman,
Armor.MBT_M60A3_Patton,
Armor.APC_M2A1,
Armor.M30_Cargo_Carrier,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
AirDefence.AAA_Bofors_40mm,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
]
}

36
game/factions/usa_1960.py Normal file
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from dcs.vehicles import *
from dcs.ships import *
from dcs.planes import *
from dcs.helicopters import *
USA_1960 = {
"country": "USA",
"side": "blue",
"units": [
F_86F_Sabre,
P_51D,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.AAA_Vulcan_M163,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.AAA_Vulcan_M163
]
}

41
game/factions/usa_1965.py Normal file
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from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_1965 = {
"country": "USA",
"side": "blue",
"units": [
F_5E_3,
F_4E,
KC_135,
KC130,
C_130,
E_3A,
B_52H,
UH_1H,
Armor.MBT_M60A3_Patton,
Armor.APC_M113,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
],
"shorad":[
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Chaparral_M48
], "boat":[
]
}

65
game/factions/usa_1990.py Normal file
View File

@@ -0,0 +1,65 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_1990 = {
"country": "USA",
"side": "blue",
"units": [
F_15C,
F_15E,
F_14B,
FA_18C_hornet,
F_16C_50,
A_10A,
AV8BNA,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64A,
Armor.MBT_M1A2_Abrams,
Armor.IFV_LAV_25,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Armor.ATGM_M1134_Stryker,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad":[
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
Oliver_Hazzard_Perry_class,
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-72 Abraham Lincoln",
"CVN-73 Georges Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator", "OliverHazardPerryGroupGenerator"
], "has_jtac": True
}

73
game/factions/usa_2005.py Normal file
View File

@@ -0,0 +1,73 @@
from dcs.helicopters import *
from dcs.planes import *
from dcs.ships import *
from dcs.vehicles import *
USA_2005 = {
"country": "USA",
"side": "blue",
"units": [
F_15C,
F_15E,
F_14B,
FA_18C_hornet,
F_16C_50,
A_10C,
A_10C_2,
AV8BNA,
MQ_9_Reaper,
KC_135,
KC130,
C_130,
E_3A,
UH_1H,
AH_64D,
Armor.MBT_M1A2_Abrams,
Armor.ATGM_M1134_Stryker,
Armor.APC_M1126_Stryker_ICV,
Armor.IFV_M2A2_Bradley,
Armor.IFV_LAV_25,
Armor.APC_M1043_HMMWV_Armament,
Armor.ATGM_M1045_HMMWV_TOW,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
Unarmed.Transport_M818,
Infantry.Infantry_M4,
Infantry.Soldier_M249,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_Patriot_EPP_III,
CVN_74_John_C__Stennis,
LHA_1_Tarawa,
Armed_speedboat,
], "shorad": [
AirDefence.SAM_Avenger_M1097,
], "aircraft_carrier": [
CVN_74_John_C__Stennis,
], "helicopter_carrier": [
LHA_1_Tarawa,
], "destroyer": [
USS_Arleigh_Burke_IIa,
], "cruiser": [
Ticonderoga_class,
], "carrier_names": [
"CVN-71 Theodore Roosevelt",
"CVN-72 Abraham Lincoln",
"CVN-73 George Washington",
"CVN-74 John C. Stennis",
], "lhanames": [
"LHA-1 Tarawa",
"LHA-2 Saipan",
"LHA-3 Belleau Wood",
"LHA-4 Nassau",
"LHA-5 Peleliu"
], "boat":[
"ArleighBurkeGroupGenerator"
], "has_jtac": True
}

View File

@@ -1,36 +1,11 @@
import logging
import random
import sys
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Dict, List
from datetime import datetime, timedelta
from dcs.action import Coalition
from dcs.mapping import Point
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.db import REWARDS, PLAYER_BUDGET_BASE, sys
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
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.ai_flight_planner import FlightPlanner
from gen.ground_forces.ai_ground_planner import GroundPlanner
from . import persistency
from .debriefing import Debriefing
from .event.event import Event, UnitsDeliveryEvent
from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .infos.information import Information
from .procurement import ProcurementAi
from .event import *
from .settings import Settings
from .theater import ConflictTheater, ControlPoint
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
COMMISION_UNIT_VARIETY = 4
COMMISION_LIMITS_SCALE = 1.5
@@ -62,71 +37,49 @@ 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, player_budget: int,
enemy_budget: int) -> None:
settings = None # type: Settings
budget = PLAYER_BUDGET_INITIAL
events = None # type: typing.List[Event]
pending_transfers = None # type: typing.Dict[]
ignored_cps = None # type: typing.Collection[ControlPoint]
turn = 0
game_stats: GameStats = None
current_unit_id = 0
current_group_id = 0
def __init__(self, player_name: str, enemy_name: str, theater: ConflictTheater, start_date: datetime, settings):
self.settings = settings
self.events: List[Event] = []
self.events = []
self.theater = theater
self.player_name = player_name
self.player_country = db.FACTIONS[player_name].country
self.player_country = db.FACTIONS[player_name]["country"]
self.enemy_name = enemy_name
self.enemy_country = db.FACTIONS[enemy_name].country
self.enemy_country = db.FACTIONS[enemy_name]["country"]
self.turn = 0
self.date = date(start_date.year, start_date.month, start_date.day)
self.date = datetime(start_date.year, start_date.month, start_date.day)
self.game_stats = GameStats()
self.game_stats.update(self)
self.ground_planners: Dict[int, GroundPlanner] = {}
self.planners = {}
self.ground_planners = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
self.__culling_points: List[Point] = []
self.__destroyed_units: List[str] = []
self.__culling_points = self.compute_conflicts_position()
self.__frontlineData = []
self.__destroyed_units = []
self.jtacs = []
self.savepath = ""
self.budget = player_budget
self.enemy_budget = enemy_budget
self.current_unit_id = 0
self.current_group_id = 0
self.conditions = self.generate_conditions()
self.blue_ato = AirTaskingOrder()
self.red_ato = AirTaskingOrder()
self.aircraft_inventory = GlobalAircraftInventory(
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)
def sanitize_sides(self):
"""
@@ -142,11 +95,11 @@ class Game:
self.enemy_country = "Russia"
@property
def player_faction(self) -> Faction:
def player_faction(self):
return db.FACTIONS[self.player_name]
@property
def enemy_faction(self) -> Faction:
def enemy_faction(self):
return db.FACTIONS[self.enemy_name]
def _roll(self, prob, mult):
@@ -160,35 +113,51 @@ class Game:
self.events.append(event_class(self, player_cp, enemy_cp, enemy_cp.position, self.player_name, self.enemy_name))
def _generate_events(self):
for front_line in self.theater.conflicts(True):
self._generate_player_event(FrontlineAttackEvent,
front_line.control_point_a,
front_line.control_point_b)
for player_cp, enemy_cp in self.theater.conflicts(True):
self._generate_player_event(FrontlineAttackEvent, player_cp, enemy_cp)
def commision_unit_types(self, cp: ControlPoint, for_task: Task) -> typing.Collection[UnitType]:
importance_factor = (cp.importance - IMPORTANCE_LOW) / (IMPORTANCE_HIGH - IMPORTANCE_LOW)
if for_task == AirDefence and not self.settings.sams:
return [x for x in db.find_unittype(AirDefence, self.enemy_name) if x not in db.SAM_BAN]
else:
return db.choose_units(for_task, importance_factor, COMMISION_UNIT_VARIETY, self.enemy_name)
def _commision_units(self, cp: ControlPoint):
for for_task in [CAS, CAP, AirDefence]:
limit = COMMISION_LIMITS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_LIMITS_SCALE) * self.settings.multiplier
missing_units = limit - cp.base.total_units(for_task)
if missing_units > 0:
awarded_points = COMMISION_AMOUNTS_FACTORS[for_task] * math.pow(cp.importance,
COMMISION_AMOUNTS_SCALE) * self.settings.multiplier
points_to_spend = cp.base.append_commision_points(for_task, awarded_points)
if points_to_spend > 0:
unittypes = self.commision_unit_types(cp, for_task)
if len(unittypes) > 0:
d = {random.choice(unittypes): points_to_spend}
logging.info("Commision {}: {}".format(cp, d))
cp.base.commision_units(d)
@property
def budget_reward_amount(self) -> int:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
reward += REWARDS[g.category]
return int(reward * self.settings.player_income_multiplier)
def budget_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):
def _budget_player(self):
self.budget += self.budget_reward_amount
def process_enemy_income(self):
# TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
production = production + REWARDS[g.category]
self.enemy_budget += production * self.settings.enemy_income_multiplier
def awacs_expense_commit(self):
self.budget -= AWACS_BUDGET_COST
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
@@ -199,16 +168,20 @@ class Game:
self.events.append(event)
return event
def initiate_event(self, event: Event) -> UnitMap:
def units_delivery_remove(self, event: Event):
if event in self.events:
self.events.remove(event)
def initiate_event(self, event: Event):
#assert event in self.events
logging.info("Generating {} (regular)".format(event))
return event.generate()
event.generate()
def finish_event(self, event: Event, debriefing: Debriefing):
logging.info("Finishing event {}".format(event))
event.commit(debriefing)
self.budget += int(event.bonus() *
self.settings.player_income_multiplier)
if event.is_successfull(debriefing):
self.budget += event.bonus()
if event in self.events:
self.events.remove(event)
@@ -219,17 +192,13 @@ class Game:
if isinstance(event, Event):
return event and event.attacker_name and event.attacker_name == self.player_name
else:
raise RuntimeError(f"{event} was passed when an Event type was expected")
return event and event.name and event.name == self.player_name
def on_load(self) -> None:
LuaPluginManager.load_settings(self.settings)
ObjectiveDistanceCache.set_theater(self.theater)
self.compute_conflicts_position()
def pass_turn(self, no_action=False, ignored_cps: typing.Collection[ControlPoint] = None):
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn += 1
self.turn = self.turn + 1
for event in self.events:
if self.settings.version == "dev":
@@ -239,12 +208,8 @@ class Game:
else:
event.skip()
for control_point in self.theater.controlpoints:
control_point.process_turn()
self.process_enemy_income()
self.process_player_income()
self._enemy_reinforcement()
self._budget_player()
if not no_action and self.turn > 1:
for cp in self.theater.player_points():
@@ -254,87 +219,111 @@ class Game:
if not cp.is_carrier and not cp.is_lha:
cp.base.affect_strength(-PLAYER_BASE_STRENGTH_RECOVERY)
self.conditions = self.generate_conditions()
self.ignored_cps = []
if ignored_cps:
self.ignored_cps = ignored_cps
self.initialize_turn()
# 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.events = [] # type: typing.List[Event]
self._generate_events()
# Update statistics
self.game_stats.update(self)
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.compute_conflicts_position()
self.__culling_points = self.compute_conflicts_position()
self.planners = {}
self.ground_planners = {}
self.blue_ato.clear()
self.red_ato.clear()
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_runway():
planner = FlightPlanner(cp, self)
planner.plan_flights()
self.planners[cp.id] = planner
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement(blue_planner, red_planner)
# Autosave progress
persistency.autosave(self)
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)
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases
"""
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)
MAX_ARMOR = 30 * self.settings.multiplier
MAX_AIRCRAFT = 25 * self.settings.multiplier
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
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]
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 = [u for u in db.FACTIONS[self.enemy_name]["units"] if u in db.UNIT_BY_TASK[PinpointStrike]]
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]["units"] 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)
@property
def current_turn_time_of_day(self) -> TimeOfDay:
return list(TimeOfDay)[self.turn % 4]
def current_turn_daytime(self):
return ["dawn", "day", "dusk", "night"][self.turn % 4]
@property
def current_day(self) -> date:
def current_day(self):
return self.date + timedelta(days=self.turn // 4)
def next_unit_id(self):
@@ -359,19 +348,10 @@ class Game:
points = []
# By default, use the existing frontline conflict position
for front_line in self.theater.conflicts():
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)
for conflict in self.theater.conflicts():
points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
points.append(conflict[0].position)
points.append(conflict[1].position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
@@ -391,17 +371,12 @@ class Game:
if cpoint is not None:
points.append(cpoint)
for package in self.blue_ato.packages:
points.append(package.target.position)
for package in self.red_ato.packages:
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))
self.__culling_points = points
return points
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
@@ -425,13 +400,6 @@ class Game:
return False
return True
def get_culling_points(self):
"""
Check culling points
:return: List of culling points
"""
return self.__culling_points
# 1 = red, 2 = blue
def get_player_coalition_id(self):
return 2
@@ -440,19 +408,13 @@ class Game:
return 1
def get_player_coalition(self):
return Coalition.Blue
return dcs.action.Coalition.Blue
def get_enemy_coalition(self):
return Coalition.Red
return dcs.action.Coalition.Red
def get_player_color(self):
return "blue"
def get_enemy_color(self):
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.")
return "red"

View File

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

View File

@@ -1,129 +0,0 @@
"""Inventory management APIs."""
from __future__ import annotations
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
if TYPE_CHECKING:
from game.theater import ControlPoint
class ControlPointAircraftInventory:
"""Aircraft inventory for a single control point."""
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
self.inventory: Dict[Type[FlyingType], int] = defaultdict(int)
def add_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Adds aircraft to the inventory.
Args:
aircraft: The type of aircraft to add.
count: The number of aircraft to add.
"""
self.inventory[aircraft] += count
def remove_aircraft(self, aircraft: Type[FlyingType], count: int) -> None:
"""Removes aircraft from the inventory.
Args:
aircraft: The type of aircraft to remove.
count: The number of aircraft to remove.
Raises:
ValueError: The control point cannot fulfill the requested number of
aircraft.
"""
available = self.inventory[aircraft]
if available < count:
raise ValueError(
f"Cannot remove {count} {aircraft.id} from "
f"{self.control_point.name}. Only have {available}."
)
self.inventory[aircraft] -= count
def available(self, aircraft: Type[FlyingType]) -> int:
"""Returns the number of available aircraft of the given type.
Args:
aircraft: The type of aircraft to query.
"""
try:
return self.inventory[aircraft]
except KeyError:
return 0
@property
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[Type[FlyingType], int]]:
"""Iterates over all available aircraft types, including amounts."""
for aircraft, count in self.inventory.items():
if count > 0:
yield aircraft, count
def clear(self) -> None:
"""Clears all aircraft from the inventory."""
self.inventory.clear()
class GlobalAircraftInventory:
"""Game-wide aircraft inventory."""
def __init__(self, control_points: Iterable[ControlPoint]) -> None:
self.inventories: Dict[ControlPoint, ControlPointAircraftInventory] = {
cp: ControlPointAircraftInventory(cp) for cp in control_points
}
def reset(self) -> None:
"""Clears all control points and their inventories."""
for inventory in self.inventories.values():
inventory.clear()
def set_from_control_point(self, control_point: ControlPoint) -> None:
"""Set the control point's aircraft inventory.
If the inventory for the given control point has already been set for
the turn, it will be overwritten.
"""
inventory = self.inventories[control_point]
for aircraft, count in control_point.base.aircraft.items():
inventory.add_aircraft(aircraft, count)
def for_control_point(
self,
control_point: ControlPoint) -> ControlPointAircraftInventory:
"""Returns the inventory specific to the given control point."""
return self.inventories[control_point]
@property
def available_types_for_player(self) -> Iterator[Type[FlyingType]]:
"""Iterates over all aircraft types available to the player."""
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
def claim_for_flight(self, flight: Flight) -> None:
"""Removes aircraft from the inventory for the given flight."""
inventory = self.for_control_point(flight.from_cp)
inventory.remove_aircraft(flight.unit_type, flight.count)
def return_from_flight(self, flight: Flight) -> None:
"""Returns a flight's aircraft to the inventory."""
inventory = self.for_control_point(flight.from_cp)
inventory.add_aircraft(flight.unit_type, flight.count)

View File

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

View File

@@ -1,5 +1,3 @@
from typing import List
class FactionTurnMetadata:
"""
Store metadata about a faction
@@ -33,8 +31,10 @@ class GameStats:
Store statistics for the current game
"""
data_per_turn: [GameTurnMetadata] = []
def __init__(self):
self.data_per_turn: List[GameTurnMetadata] = []
self.data_per_turn = []
def update(self, game):
"""

View File

@@ -0,0 +1,39 @@
from game.db import assigned_units_split
from .operation import *
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):
self.briefinggen.title = "Frontline CAS"
self.briefinggen.description = "Provide CAS for the ground forces attacking enemy lines. Operation will be considered successful if total number of enemy units will be lower than your own by a factor of 1.5 (i.e. with 12 units from both sides, enemy forces need to be reduced to at least 8), meaning that you (and, probably, your wingmans) should concentrate on destroying the enemy units. Target base strength will be lowered as a result. Be advised that your flight will not attack anything until you explicitly tell them so by comms menu."
super(FrontlineAttackOperation, self).generate()

View File

@@ -1,219 +1,371 @@
from __future__ import annotations
from game.theater.theatergroundobject import TheaterGroundObject
from typing import Set
import logging
import os
from pathlib import Path
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
from dcs.coalition import Coalition
from gen import *
from gen.airfields import AIRFIELD_DATA
from gen.beacons import load_beacons_for_terrain
from gen.radios import RadioRegistry
from gen.tacan import TacanRegistry
from dcs.countries import country_dict
from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.translation import String
from dcs.triggers import TriggerStart
from game.plugins import LuaPluginManager
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
from gen.airfields import AIRFIELD_DATA
from gen.airsupportgen import AirSupport, AirSupportConflictGenerator
from gen.armor import GroundConflictGenerator, JtacInfo
from gen.beacons import load_beacons_for_terrain
from gen.briefinggen import BriefingGenerator, MissionInfoGenerator
from gen.environmentgen import EnvironmentGenerator
from gen.forcedoptionsgen import ForcedOptionsGenerator
from gen.groundobjectsgen import GroundObjectsGenerator
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 .. import db
from ..debriefing import Debriefing
from ..theater import Airfield
from ..unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
from dcs.terrain.terrain import Terrain
from userdata.debriefing import *
class Operation:
"""Static class for managing the final Mission generation"""
current_mission = None # type: Mission
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
current_mission = None # type: dcs.Mission
regular_mission = None # type: dcs.Mission
quick_mission = None # type: dcs.Mission
conflict = None # type: Conflict
armorgen = None # type: ArmorConflictGenerator
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
visualgen = None # type: VisualGenerator
envgen = None # type: EnvironmentGenerator
groundobjectgen = None # type: GroundObjectsGenerator
briefinggen = None # type: BriefingGenerator
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
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] = []
is_awacs_enabled = False
ca_slots = 0
@classmethod
def prepare(cls, game: Game):
def __init__(self,
game,
attacker_name: str,
defender_name: str,
from_cp: ControlPoint,
departure_cp: ControlPoint,
to_cp: ControlPoint = None):
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
def units_of(self, country_name: str) -> typing.Collection[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.conflict, self.game)
def prepare(self, terrain: Terrain, is_quick: bool):
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)
@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
)
self.current_mission = dcs.Mission(terrain)
@classmethod
def _set_mission(cls, mission: Mission) -> None:
cls.current_mission = mission
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 _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition("blue")
cls.current_mission.coalition["red"] = Coalition("red")
# Setup coalition :
self.current_mission.coalition["blue"] = Coalition("blue")
self.current_mission.coalition["red"] = Coalition("red")
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)]())
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)]())
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
cls.current_mission.triggerrules.triggers.append(trigger)
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
print([c for c in self.current_mission.coalition["red"].countries.keys()])
@classmethod
def bypass_plugin_script(cls, mnemonic: str) -> None:
cls.plugin_scripts.append(mnemonic)
@classmethod
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
script_mnemonic: str) -> None:
if script_mnemonic in cls.plugin_scripts:
logging.debug(
f"Skipping already loaded {script} for {plugin_mnemonic}"
)
if is_quick:
self.quick_mission = self.current_mission
else:
cls.plugin_scripts.append(script_mnemonic)
self.regular_mission = self.current_mission
plugin_path = Path("./resources/plugins", plugin_mnemonic)
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
script_path = Path(plugin_path, script)
if not script_path.exists():
logging.error(
f"Cannot find {script_path} for plugin {plugin_mnemonic}"
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.departure_cp.at
self.defenders_starting_position = self.to_cp.at
def generate(self):
radio_registry = RadioRegistry()
tacan_registry = TacanRegistry()
# Dedup beacon/radio frequencies, since some maps have some frequencies
# used multiple times.
beacons = load_beacons_for_terrain(self.game.theater.terrain.name)
unique_map_frequencies: Set[RadioFrequency] = set()
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
tacan_registry.reserve(beacon.tacan_channel)
for airfield, data in AIRFIELD_DATA.items():
if data.theater == self.game.theater.terrain.name:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
for frequency in unique_map_frequencies:
radio_registry.reserve(frequency)
# Generate meteo
envgen = EnviromentGenerator(self.current_mission, self.conflict,
self.game)
if self.environment_settings is None:
self.environment_settings = envgen.generate()
else:
envgen.load(self.environment_settings)
# 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,
)
return
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = cls.current_mission.map_resource.add_resource_file(
filename)
# 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)
for cp in self.game.theater.controlpoints:
side = cp.captured
if side:
country = self.current_mission.country(self.game.player_country)
else:
country = self.current_mission.country(self.game.enemy_country)
if cp.id in self.game.planners.keys():
airgen.generate_flights(
cp,
country,
self.game.planners[cp.id],
groundobjectgen.runways
)
# Generate ground units on frontline everywhere
jtacs: List[JtacInfo] = []
for player_cp, enemy_cp in self.game.theater.conflicts(True):
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()
# Inject Plugins Lua Scripts
listOfPluginsScripts = []
plugin_file_path = Path("./resources/scripts/plugins/__plugins.lst")
if plugin_file_path.exists():
for line in plugin_file_path.read_text().splitlines():
name = line.strip()
if not name.startswith( '#' ):
trigger = TriggerStart(comment="Load " + name)
listOfPluginsScripts.append(name)
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/plugins/" + name)
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
else:
logging.info(
f"Not loading plugins, {plugin_file_path} does not exist")
# Inject Mist Script if not done already in the plugins
if not "mist.lua" in listOfPluginsScripts and not "mist_4_3_74.lua" in listOfPluginsScripts: # don't load the script twice
trigger = TriggerStart(comment="Load Mist Lua framework")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/mist_4_3_74.lua")
trigger.add_action(DoScriptFile(fileref))
cls.current_mission.triggerrules.triggers.append(trigger)
self.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def notify_info_generators(
cls,
groundobjectgen: GroundObjectsGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
# Inject JSON library if not done already in the plugins
if not "json.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load JSON Lua library")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/json.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
# Inject Ciribob's JTACAutoLase if not done already in the plugins
if not "JTACAutoLase.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load JTACAutoLase.lua script")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/JTACAutoLase.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
# 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("state.json") + "]]"
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 + """
-- you can override dcsLiberation.JTACAutoLase to make it use your own function ; it will be called with these parameters : ({jtac.unit_name}, {jtac.code}, {smoke}, 'vehicle') for all JTACs
if ctld then
dcsLiberation.JTACAutoLase=ctld.JTACAutoLase
elseif JTACAutoLase then
dcsLiberation.JTACAutoLase=JTACAutoLase
end
-- later, we'll add more data to the table
--dcsLiberation.POIs = {}
--dcsLiberation.BASEs = {}
--dcsLiberation.JTACs = {}
"""
gens: List[MissionInfoGenerator] = [
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)
for tanker in airsupportgen.air_support.tankers:
gen.add_tanker(tanker)
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
self.current_mission.triggerrules.triggers.append(trigger)
if cls.player_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
gen.add_awacs(awacs)
# Inject DCS-Liberation script if not done already in the plugins
if not "dcs_liberation.lua" in listOfPluginsScripts : # don't load the script twice
trigger = TriggerStart(comment="Load DCS Liberation script")
fileref = self.current_mission.map_resource.add_resource_file("./resources/scripts/dcs_liberation.lua")
trigger.add_action(DoScriptFile(fileref))
self.current_mission.triggerrules.triggers.append(trigger)
for jtac in jtacs:
gen.add_jtac(jtac)
# add a configuration for JTACAutoLase and start lasing for all JTACs
smoke = "true"
if hasattr(self.game.settings, "jtac_smoke_on"):
if not self.game.settings.jtac_smoke_on:
smoke = "false"
for flight in airgen.flights:
gen.add_flight(flight)
gen.generate()
lua = """
-- setting and starting JTACs
env.info("DCSLiberation|: setting and starting JTACs")
"""
@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)
for jtac in jtacs:
lua += f"if dcsLiberation.JTACAutoLase then dcsLiberation.JTACAutoLase('{jtac.unit_name}', {jtac.code}, {smoke}, 'vehicle') end\n"
@classmethod
def create_radio_registries(cls) -> None:
unique_map_frequencies = set() # type: Set[RadioFrequency]
cls._create_tacan_registry(unique_map_frequencies)
cls._create_radio_registry(unique_map_frequencies)
trigger = TriggerStart(comment="Start JTACs")
trigger.add_action(DoScript(String(lua)))
self.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def assign_channels_to_flights(cls, flights: List[FlightData],
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
kneeboard_generator = KneeboardGenerator(self.current_mission)
for dynamic_runway in groundobjectgen.runways.values():
self.briefinggen.add_dynamic_runway(dynamic_runway)
for tanker in airsupportgen.air_support.tankers:
self.briefinggen.add_tanker(tanker)
kneeboard_generator.add_tanker(tanker)
if self.is_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
self.briefinggen.add_awacs(awacs)
kneeboard_generator.add_awacs(awacs)
for jtac in jtacs:
self.briefinggen.add_jtac(jtac)
kneeboard_generator.add_jtac(jtac)
for flight in airgen.flights:
self.briefinggen.add_flight(flight)
kneeboard_generator.add_flight(flight)
self.briefinggen.generate()
kneeboard_generator.generate()
def assign_channels_to_flights(self, flights: List[FlightData],
air_support: AirSupport) -> None:
"""Assigns preset radio channels for client flights."""
for flight in flights:
if not flight.client_units:
continue
cls.assign_channels_to_flight(flight, air_support)
self.assign_channels_to_flight(flight, air_support)
@staticmethod
def assign_channels_to_flight(flight: FlightData,
def assign_channels_to_flight(self, flight: FlightData,
air_support: AirSupport) -> None:
"""Assigns preset radio channels for a client flight."""
airframe = flight.aircraft_type
@@ -224,344 +376,6 @@ class Operation:
logging.warning(f"No aircraft data for {airframe.id}")
return
if aircraft_data.channel_allocator is not None:
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
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
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

@@ -1,2 +0,0 @@
from .luaplugin import LuaPlugin
from .manager import LuaPluginManager

View File

@@ -1,180 +0,0 @@
from __future__ import annotations
import json
import logging
import textwrap
from dataclasses import dataclass
from pathlib import Path
from typing import List, Optional, TYPE_CHECKING, Type
from game.settings import Settings
if TYPE_CHECKING:
from game.operation.operation import Operation
class LuaPluginWorkOrder:
def __init__(self, parent_mnemonic: str, filename: str, mnemonic: str,
disable: bool) -> None:
self.parent_mnemonic = parent_mnemonic
self.filename = filename
self.mnemonic = mnemonic
self.disable = disable
def work(self, operation: Type[Operation]) -> None:
if self.disable:
operation.bypass_plugin_script(self.mnemonic)
else:
operation.inject_plugin_script(self.parent_mnemonic, self.filename,
self.mnemonic)
class PluginSettings:
def __init__(self, identifier: str, enabled_by_default: bool) -> None:
self.identifier = identifier
self.enabled_by_default = enabled_by_default
self.settings = Settings()
self.initialize_settings()
def set_settings(self, settings: Settings):
self.settings = settings
self.initialize_settings()
def initialize_settings(self) -> None:
# Plugin options are saved in the game's Settings, but it's possible for
# plugins to change across loads. If new plugins are added or new
# options added to those plugins, initialize the new settings.
self.settings.initialize_plugin_option(self.identifier,
self.enabled_by_default)
@property
def enabled(self) -> bool:
return self.settings.plugin_option(self.identifier)
def set_enabled(self, enabled: bool) -> None:
self.settings.set_plugin_option(self.identifier, enabled)
class LuaPluginOption(PluginSettings):
def __init__(self, identifier: str, name: str,
enabled_by_default: bool) -> None:
super().__init__(identifier, enabled_by_default)
self.name = name
@dataclass(frozen=True)
class LuaPluginDefinition:
identifier: str
name: str
present_in_ui: bool
enabled_by_default: bool
options: List[LuaPluginOption]
work_orders: List[LuaPluginWorkOrder]
config_work_orders: List[LuaPluginWorkOrder]
@classmethod
def from_json(cls, name: str, path: Path) -> LuaPluginDefinition:
data = json.loads(path.read_text())
options = []
for option in data.get("specificOptions"):
option_id = option["mnemonic"]
options.append(LuaPluginOption(
identifier=f"{name}.{option_id}",
name=option.get("nameInUI", name),
enabled_by_default=option.get("defaultValue")
))
work_orders = []
for work_order in data.get("scriptsWorkOrders"):
work_orders.append(LuaPluginWorkOrder(
name, work_order.get("file"), work_order["mnemonic"],
work_order.get("disable", False)
))
config_work_orders = []
for work_order in data.get("configurationWorkOrders"):
config_work_orders.append(LuaPluginWorkOrder(
name, work_order.get("file"), work_order["mnemonic"],
work_order.get("disable", False)
))
return cls(
identifier=name,
name=data["nameInUI"],
present_in_ui=not data.get("skipUI", False),
enabled_by_default=data.get("defaultValue", False),
options=options,
work_orders=work_orders,
config_work_orders=config_work_orders
)
class LuaPlugin(PluginSettings):
def __init__(self, definition: LuaPluginDefinition) -> None:
self.definition = definition
super().__init__(self.definition.identifier,
self.definition.enabled_by_default)
@property
def name(self) -> str:
return self.definition.name
@property
def show_in_ui(self) -> bool:
return self.definition.present_in_ui
@property
def options(self) -> List[LuaPluginOption]:
return self.definition.options
@classmethod
def from_json(cls, name: str, path: Path) -> Optional[LuaPlugin]:
try:
definition = LuaPluginDefinition.from_json(name, path)
except KeyError:
logging.exception("Required plugin configuration value missing")
return None
return cls(definition)
def set_settings(self, settings: Settings):
super().set_settings(settings)
for option in self.definition.options:
option.set_settings(self.settings)
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: Type[Operation]) -> None:
# inject the plugin options
if self.options:
option_decls = []
for option in self.options:
enabled = str(option.enabled).lower()
name = option.identifier
option_decls.append(
f" dcsLiberation.plugins.{name} = {enabled}")
joined_options = "\n".join(option_decls)
lua = textwrap.dedent(f"""\
-- {self.identifier} plugin configuration.
if dcsLiberation then
if not dcsLiberation.plugins then
dcsLiberation.plugins = {{}}
end
dcsLiberation.plugins.{self.identifier} = {{}}
{joined_options}
end
""")
operation.inject_lua_trigger(
lua, f"{self.identifier} plugin configuration")
for work_order in self.definition.config_work_orders:
work_order.work(operation)

View File

@@ -1,50 +0,0 @@
import json
import logging
from pathlib import Path
from typing import Dict, List, Optional
from game.settings import Settings
from game.plugins.luaplugin import LuaPlugin
class LuaPluginManager:
_plugins_loaded = False
_plugins: Dict[str, LuaPlugin] = {}
@classmethod
def _load_plugins(cls) -> None:
plugins_path = Path("resources/plugins")
path = plugins_path / "plugins.json"
if not path.exists():
raise RuntimeError(f"{path} does not exist. Cannot continue.")
logging.info(f"Reading plugins list from {path}")
data = json.loads(path.read_text())
for name in data:
plugin_path = plugins_path / name / "plugin.json"
if not plugin_path.exists():
raise RuntimeError(
f"Invalid plugin configuration: required plugin {name} "
f"does not exist at {plugin_path}")
logging.info(f"Loading plugin {name} from {plugin_path}")
plugin = LuaPlugin.from_json(name, plugin_path)
if plugin is not None:
cls._plugins[name] = plugin
cls._plugins_loaded = True
@classmethod
def _get_plugins(cls) -> Dict[str, LuaPlugin]:
if not cls._plugins_loaded:
cls._load_plugins()
return cls._plugins
@classmethod
def plugins(cls) -> List[LuaPlugin]:
return list(cls._get_plugins().values())
@classmethod
def load_settings(cls, settings: Settings) -> None:
for plugin in cls.plugins():
plugin.set_settings(settings)

View File

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

View File

@@ -1,79 +1,43 @@
from dataclasses import dataclass, field
from typing import Dict, Optional
from dcs.forcedoptions import ForcedOptions
@dataclass
class Settings:
# 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
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
# Campaign management
automate_runway_repair: bool = False
automate_front_line_reinforcements: bool = False
automate_aircraft_reinforcements: bool = False
# 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
self.include_jtac_if_available = True
self.jtac_smoke_on = 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 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 culling
perf_culling: bool = False
perf_culling_distance: int = 100
perf_do_not_cull_carrier = True
# Performance culling
self.perf_culling = False
self.perf_culling_distance = 100
# LUA Plugins system
plugins: Dict[str, bool] = field(default_factory=dict)
# Cheating
show_red_ato: bool = False
never_delay_player_flights: bool = False
@staticmethod
def plugin_settings_key(identifier: str) -> str:
return f"plugins.{identifier}"
def initialize_plugin_option(self, identifier: str,
default_value: bool) -> None:
try:
self.plugin_option(identifier)
except KeyError:
self.set_plugin_option(identifier, default_value)
def plugin_option(self, identifier: str) -> bool:
return self.plugins[self.plugin_settings_key(identifier)]
def set_plugin_option(self, identifier: str, enabled: bool) -> None:
self.plugins[self.plugin_settings_key(identifier)] = enabled
def __setstate__(self, state) -> None:
# __setstate__ is called with the dict of the object being unpickled. We
# can provide save compatibility for new settings options (which
# normally would not be present in the unpickled object) by creating a
# new settings object, updating it with the unpickled state, and
# updating our dict with that.
new_state = Settings().__dict__
new_state.update(state)
self.__dict__.update(new_state)

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

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@@ -1,936 +0,0 @@
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 = None # type: Optional[geometry.Point]
nearest_point = None # type: Optional[geometry.Point]
for pt in nearest_points:
distance = point.distance(pt)
if not min_distance or 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 player_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if point.captured]
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return [point for point in self.controlpoints if not point.captured]
def closest_control_point(self, point: Point) -> ControlPoint:
closest = self.controlpoints[0]
closest_distance = point.distance_to_point(closest.position)
for control_point in self.controlpoints[1:]:
distance = point.distance_to_point(control_point.position)
if distance < closest_distance:
closest = control_point
closest_distance = distance
return closest
def closest_opposing_control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""
Returns a tuple of the two nearest opposing ControlPoints in theater.
(player_cp, enemy_cp)
"""
all_cp_min_distances = {}
for idx, control_point in enumerate(self.controlpoints):
distances = {}
closest_distance = None
for i, cp in enumerate(self.controlpoints):
if i != idx and cp.captured is not control_point.captured:
dist = cp.position.distance_to_point(control_point.position)
if not closest_distance:
closest_distance = dist
distances[cp.id] = dist
if dist < closest_distance:
distances[cp.id] = dist
closest_cp_id = min(distances, key=distances.get) # type: ignore
all_cp_min_distances[(control_point.id, closest_cp_id)] = distances[closest_cp_id]
closest_opposing_cps = [
self.find_control_point_by_id(i)
for i
in min(all_cp_min_distances, key=all_cp_min_distances.get) # type: ignore
] # type: List[ControlPoint]
assert len(closest_opposing_cps) == 2
if closest_opposing_cps[0].captured:
return cast(Tuple[ControlPoint, ControlPoint], tuple(closest_opposing_cps))
else:
return cast(Tuple[ControlPoint, ControlPoint], tuple(reversed(closest_opposing_cps)))
def find_control_point_by_id(self, id: int) -> ControlPoint:
for i in self.controlpoints:
if i.id == id:
return i
raise RuntimeError(f"Cannot find ControlPoint with ID {id}")
def add_json_cp(self, theater, p: dict) -> ControlPoint:
cp: ControlPoint
if p["type"] == "airbase":
airbase = theater.terrain.airports[p["id"]]
if "size" in p.keys():
size = p["size"]
else:
size = SIZE_REGULAR
if "importance" in p.keys():
importance = p["importance"]
else:
importance = IMPORTANCE_MEDIUM
cp = Airfield(airbase, size, importance)
elif p["type"] == "carrier":
cp = Carrier("carrier", Point(p["x"], p["y"]), p["id"])
else:
cp = Lha("lha", Point(p["x"], p["y"]), p["id"])
if "captured_invert" in p.keys():
cp.captured_invert = p["captured_invert"]
else:
cp.captured_invert = False
return cp
@staticmethod
def from_json(directory: Path, data: Dict[str, Any]) -> ConflictTheater:
theaters = {
"Caucasus": CaucasusTheater,
"Nevada": NevadaTheater,
"Persian Gulf": PersianGulfTheater,
"Normandy": NormandyTheater,
"The Channel": TheChannelTheater,
"Syria": SyriaTheater,
}
theater = theaters[data["theater"]]
t = theater()
miz = data.get("miz", None)
if miz is not None:
MizCampaignLoader(directory / miz, t).populate_theater()
return t
cps = {}
for p in data["player_points"]:
cp = t.add_json_cp(theater, p)
cp.captured = True
cps[p["id"]] = cp
t.add_controlpoint(cp)
for p in data["enemy_points"]:
cp = t.add_json_cp(theater, p)
cps[p["id"]] = cp
t.add_controlpoint(cp)
for l in data["links"]:
cps[l[0]].connect(cps[l[1]])
cps[l[1]].connect(cps[l[0]])
return t
class CaucasusTheater(ConflictTheater):
terrain = caucasus.Caucasus()
overview_image = "caumap.gif"
reference_points = (
ReferencePoint(caucasus.Gelendzhik.position, Point(176, 298)),
ReferencePoint(caucasus.Batumi.position, Point(1307, 1205)),
)
landmap = load_landmap("resources\\caulandmap.p")
daytime_map = {
"dawn": (6, 9),
"day": (9, 18),
"dusk": (18, 20),
"night": (0, 5),
}
class PersianGulfTheater(ConflictTheater):
terrain = persiangulf.PersianGulf()
overview_image = "persiangulf.gif"
reference_points = (
ReferencePoint(persiangulf.Jiroft_Airport.position,
Point(1692, 1343)),
ReferencePoint(persiangulf.Liwa_Airbase.position, Point(358, 3238)),
)
landmap = load_landmap("resources\\gulflandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
class NevadaTheater(ConflictTheater):
terrain = nevada.Nevada()
overview_image = "nevada.gif"
reference_points = (
ReferencePoint(nevada.Mina_Airport_3Q0.position, Point(252, 295)),
ReferencePoint(nevada.Laughlin_Airport.position, Point(844, 909)),
)
landmap = load_landmap("resources\\nevlandmap.p")
daytime_map = {
"dawn": (4, 6),
"day": (6, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class NormandyTheater(ConflictTheater):
terrain = normandy.Normandy()
overview_image = "normandy.gif"
reference_points = (
ReferencePoint(normandy.Needs_Oar_Point.position, Point(515, 329)),
ReferencePoint(normandy.Evreux.position, Point(2029, 1709)),
)
landmap = load_landmap("resources\\normandylandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class TheChannelTheater(ConflictTheater):
terrain = thechannel.TheChannel()
overview_image = "thechannel.gif"
reference_points = (
ReferencePoint(thechannel.Abbeville_Drucat.position, Point(2005, 2390)),
ReferencePoint(thechannel.Detling.position, Point(706, 382))
)
landmap = load_landmap("resources\\channellandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (10, 17),
"dusk": (17, 18),
"night": (0, 5),
}
class SyriaTheater(ConflictTheater):
terrain = syria.Syria()
overview_image = "syria.gif"
reference_points = (
ReferencePoint(syria.Eyn_Shemer.position, Point(564, 1289)),
ReferencePoint(syria.Tabqa.position, Point(1329, 491)),
)
landmap = load_landmap("resources\\syrialandmap.p")
daytime_map = {
"dawn": (6, 8),
"day": (8, 16),
"dusk": (16, 18),
"night": (0, 5),
}
@dataclass
class ComplexFrontLine:
"""
Stores data necessary for building a multi-segment frontline.
"points" should be ordered from closest to farthest distance originating from start_cp.position
"""
start_cp: ControlPoint
points: List[Point]
@dataclass
class FrontLineSegment:
"""
Describes a line segment of a FrontLine
"""
point_a: Point
point_b: Point
@property
def attack_heading(self) -> Numeric:
"""The heading of the frontline segment from player to enemy control point"""
return self.point_a.heading_between_point(self.point_b)
@property
def attack_distance(self) -> Numeric:
"""Length of the segment"""
return self.point_a.distance_to_point(self.point_b)
class FrontLine(MissionTarget):
"""Defines a front line location between two control points.
Front lines are the area where ground combat happens.
Overwrites the entirety of MissionTarget __init__ method to allow for
dynamic position calculation.
"""
def __init__(
self,
control_point_a: ControlPoint,
control_point_b: ControlPoint,
theater: ConflictTheater
) -> None:
self.control_point_a = control_point_a
self.control_point_b = control_point_b
self.segments: List[FrontLineSegment] = []
self.theater = theater
self._build_segments()
self.name = f"Front line {control_point_a}/{control_point_b}"
def is_friendly(self, to_player: bool) -> bool:
"""Returns True if the objective is in friendly territory."""
return False
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from [
FlightType.CAS,
# TODO: FlightType.TROOP_TRANSPORT
# TODO: FlightType.EVAC
]
yield from super().mission_types(for_player)
@property
def position(self):
"""
The position where the conflict should occur
according to the current strength of each control point.
"""
return self.point_from_a(self._position_distance)
@property
def control_points(self) -> Tuple[ControlPoint, ControlPoint]:
"""Returns a tuple of the two control points."""
return self.control_point_a, self.control_point_b
@property
def attack_distance(self):
"""The total distance of all segments"""
return sum(i.attack_distance for i in self.segments)
@property
def attack_heading(self):
"""The heading of the active attack segment from player to enemy control point"""
return self.active_segment.attack_heading
@property
def active_segment(self) -> FrontLineSegment:
"""The FrontLine segment where there can be an active conflict"""
if self._position_distance <= self.segments[0].attack_distance:
return self.segments[0]
remaining_dist = self._position_distance
for segment in self.segments:
if remaining_dist <= segment.attack_distance:
return segment
else:
remaining_dist -= segment.attack_distance
logging.error(
"Frontline attack distance is greater than the sum of its segments"
)
return self.segments[0]
def point_from_a(self, distance: Numeric) -> Point:
"""
Returns a point {distance} away from control_point_a along the frontline segments.
"""
if distance < self.segments[0].attack_distance:
return self.control_point_a.position.point_from_heading(
self.segments[0].attack_heading, distance
)
remaining_dist = distance
for segment in self.segments:
if remaining_dist < segment.attack_distance:
return segment.point_a.point_from_heading(
segment.attack_heading, remaining_dist
)
else:
remaining_dist -= segment.attack_distance
@property
def _position_distance(self) -> float:
"""
The distance from point "a" where the conflict should occur
according to the current strength of each control point
"""
total_strength = (
self.control_point_a.base.strength + self.control_point_b.base.strength
)
if self.control_point_a.base.strength == 0:
return self._adjust_for_min_dist(0)
if self.control_point_b.base.strength == 0:
return self._adjust_for_min_dist(self.attack_distance)
strength_pct = self.control_point_a.base.strength / total_strength
return self._adjust_for_min_dist(strength_pct * self.attack_distance)
def _adjust_for_min_dist(self, distance: Numeric) -> Numeric:
"""
Ensures the frontline conflict is never located within the minimum distance
constant of either end control point.
"""
if (distance > self.attack_distance / 2) and (
distance + FRONTLINE_MIN_CP_DISTANCE > self.attack_distance
):
distance = self.attack_distance - FRONTLINE_MIN_CP_DISTANCE
elif (distance < self.attack_distance / 2) and (
distance < FRONTLINE_MIN_CP_DISTANCE
):
distance = FRONTLINE_MIN_CP_DISTANCE
return distance
def _build_segments(self) -> None:
"""Create line segments for the frontline"""
control_point_ids = "|".join(
[str(self.control_point_a.id), str(self.control_point_b.id)]
) # from_cp.id|to_cp.id
reversed_cp_ids = "|".join(
[str(self.control_point_b.id), str(self.control_point_a.id)]
)
complex_frontlines = self.theater.frontline_data
if (complex_frontlines) and (
(control_point_ids in complex_frontlines)
or (reversed_cp_ids in complex_frontlines)
):
# The frontline segments must be stored in the correct order for the distance algorithms to work.
# The points in the frontline are ordered from the id before the | to the id after.
# First, check if control point id pair matches in order, and create segments if a match is found.
if control_point_ids in complex_frontlines:
point_pairs = pairwise(complex_frontlines[control_point_ids].points)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# Check the reverse order and build in reverse if found.
elif reversed_cp_ids in complex_frontlines:
point_pairs = pairwise(
reversed(complex_frontlines[reversed_cp_ids].points)
)
for i in point_pairs:
self.segments.append(FrontLineSegment(i[0], i[1]))
# If no complex frontline has been configured, fall back to the old straight line method.
else:
self.segments.append(
FrontLineSegment(
self.control_point_a.position, self.control_point_b.position
)
)
@staticmethod
def load_json_frontlines(
theater: ConflictTheater
) -> Optional[Dict[str, ComplexFrontLine]]:
"""Load complex frontlines from json"""
try:
path = Path(f"resources/frontlines/{theater.terrain.name.lower()}.json")
with open(path, "r") as file:
logging.debug(f"Loading frontline from {path}...")
data = json.load(file)
return {
frontline: ComplexFrontLine(
data[frontline]["start_cp"],
[Point(i[0], i[1]) for i in data[frontline]["points"]],
)
for frontline in data
}
except OSError:
logging.warning(
f"Unable to load preset frontlines for {theater.terrain.name}"
)
return None

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@@ -1,722 +0,0 @@
from __future__ import annotations
import itertools
import logging
import random
import re
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from enum import Enum
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.mapping import Point
from dcs.ships import (
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov,
LHA_1_Tarawa,
Type_071_Amphibious_Transport_Dock,
)
from dcs.terrain.terrain import Airport, ParkingSlot
from dcs.unittype import FlyingType
from game import db
from gen.runways import RunwayAssigner, RunwayData
from gen.ground_forces.combat_stance import CombatStance
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
EwrGroundObject,
SamGroundObject,
TheaterGroundObject,
VehicleGroupGroundObject, GenericCarrierGroundObject,
)
from ..weather import Conditions
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
from ..event import UnitsDeliveryEvent
class ControlPointType(Enum):
#: An airbase with slots for everything.
AIRBASE = 0
#: A group with a Stennis type carrier (F/A-18, F-14 compatible).
AIRCRAFT_CARRIER_GROUP = 1
#: A group with a Tarawa carrier (Helicopters & Harrier).
LHA_GROUP = 2
#: A FARP, with slots for helicopters
FARP = 4
#: A FOB (ground units only)
FOB = 5
OFF_MAP = 6
class LocationType(Enum):
BaseAirDefense = "base air defense"
Coastal = "coastal defense"
Ewr = "EWR"
Garrison = "garrison"
MissileSite = "missile site"
OffshoreStrikeTarget = "offshore strike target"
Sam = "SAM"
Ship = "ship"
Shorad = "SHORAD"
StrikeTarget = "strike target"
@dataclass
class PresetLocations:
"""Defines the preset locations loaded from the campaign mission file."""
#: Locations used for spawning ground defenses for bases.
base_garrisons: List[Point] = field(default_factory=list)
#: Locations used for spawning air defenses for bases. Used by SAMs, AAA,
#: and SHORADs.
base_air_defense: List[Point] = field(default_factory=list)
#: Locations used by EWRs.
ewrs: List[Point] = field(default_factory=list)
#: Locations used by non-carrier ships. Carriers and LHAs are not random.
ships: List[Point] = field(default_factory=list)
#: Locations used by coastal defenses.
coastal_defenses: List[Point] = field(default_factory=list)
#: Locations used by ground based strike objectives.
strike_locations: List[Point] = field(default_factory=list)
#: Locations used by offshore strike objectives.
offshore_strike_locations: List[Point] = field(default_factory=list)
#: Locations used by missile sites like scuds and V-2s.
missile_sites: List[Point] = field(default_factory=list)
#: Locations of long range SAMs which should always be spawned.
required_long_range_sams: List[Point] = field(default_factory=list)
#: Locations of medium range SAMs which should always be spawned.
required_medium_range_sams: List[Point] = field(default_factory=list)
@staticmethod
def _random_from(points: List[Point]) -> Optional[Point]:
"""Finds, removes, and returns a random position from the given list."""
if not points:
return None
point = random.choice(points)
points.remove(point)
return point
def random_for(self, location_type: LocationType) -> Optional[Point]:
"""Returns a position suitable for the given location type.
The location, if found, will be claimed by the caller and not available
to subsequent calls.
"""
if location_type == LocationType.BaseAirDefense:
return self._random_from(self.base_air_defense)
if location_type == LocationType.Coastal:
return self._random_from(self.coastal_defenses)
if location_type == LocationType.Ewr:
return self._random_from(self.ewrs)
if location_type == LocationType.Garrison:
return self._random_from(self.base_garrisons)
if location_type == LocationType.MissileSite:
return self._random_from(self.missile_sites)
if location_type == LocationType.OffshoreStrikeTarget:
return self._random_from(self.offshore_strike_locations)
if location_type == LocationType.Sam:
return self._random_from(self.strike_locations)
if location_type == LocationType.Ship:
return self._random_from(self.ships)
if location_type == LocationType.Shorad:
return self._random_from(self.base_garrisons)
if location_type == LocationType.StrikeTarget:
return self._random_from(self.strike_locations)
logging.error(f"Unknown location type: {location_type}")
return None
@dataclass(frozen=True)
class PendingOccupancy:
present: int
ordered: int
transferring: int
@property
def total(self) -> int:
return self.present + self.ordered + self.transferring
@dataclass
class RunwayStatus:
damaged: bool = False
repair_turns_remaining: Optional[int] = None
def damage(self) -> None:
self.damaged = True
# If the runway is already under repair and is damaged again, progress
# is reset.
self.repair_turns_remaining = None
def begin_repair(self) -> None:
if self.repair_turns_remaining is not None:
logging.error("Runway already under repair. Restarting.")
self.repair_turns_remaining = 4
def process_turn(self) -> None:
if self.repair_turns_remaining is not None:
if self.repair_turns_remaining == 1:
self.repair_turns_remaining = None
self.damaged = False
else:
self.repair_turns_remaining -= 1
@property
def needs_repair(self) -> bool:
return self.damaged and self.repair_turns_remaining is None
def __str__(self) -> str:
if not self.damaged:
return "Runway operational"
turns_remaining = self.repair_turns_remaining
if turns_remaining is None:
return "Runway damaged"
return f"Runway repairing, {turns_remaining} turns remaining"
class ControlPoint(MissionTarget, ABC):
position = None # type: Point
name = None # type: str
captured = False
has_frontline = True
alt = 0
# TODO: Only airbases have IDs.
# TODO: has_frontline is only reasonable for airbases.
# TODO: cptype is obsolete.
def __init__(self, cp_id: int, name: str, position: Point,
at: db.StartingPosition, size: int,
importance: float, has_frontline=True,
cptype=ControlPointType.AIRBASE):
super().__init__(" ".join(re.split(r"[ \-]", name)[:2]), position)
# TODO: Should be Airbase specific.
self.id = cp_id
self.full_name = name
self.at = at
self.connected_objectives: List[TheaterGroundObject] = []
self.base_defenses: List[BaseDefenseGroundObject] = []
self.preset_locations = PresetLocations()
# TODO: Should be Airbase specific.
self.size = size
self.importance = importance
self.captured = False
self.captured_invert = False
# TODO: Should be Airbase specific.
self.has_frontline = has_frontline
self.connected_points: List[ControlPoint] = []
self.base: Base = Base()
self.cptype = cptype
# TODO: Should be Airbase specific.
self.stances: Dict[int, CombatStance] = {}
self.pending_unit_deliveries: Optional[UnitsDeliveryEvent] = None
self.target_position: Optional[Point] = None
def __repr__(self):
return f"<{__class__}: {self.name}>"
@property
def ground_objects(self) -> List[TheaterGroundObject]:
return list(
itertools.chain(self.connected_objectives, self.base_defenses))
@property
@abstractmethod
def heading(self) -> int:
...
def __str__(self):
return self.name
@property
def is_global(self):
return not self.connected_points
@property
def is_carrier(self):
"""
:return: Whether this control point is an aircraft carrier
"""
return False
@property
def is_fleet(self):
"""
:return: Whether this control point is a boat (mobile)
"""
return False
@property
def is_lha(self):
"""
:return: Whether this control point is an LHA
"""
return False
@property
def moveable(self) -> bool:
"""
:return: Whether this control point can be moved around
"""
return False
@property
@abstractmethod
def can_deploy_ground_units(self) -> bool:
...
@property
@abstractmethod
def total_aircraft_parking(self):
"""
:return: The maximum number of aircraft that can be stored in this
control point
"""
...
# TODO: Should be Airbase specific.
def connect(self, to: ControlPoint) -> None:
self.connected_points.append(to)
self.stances[to.id] = CombatStance.DEFENSIVE
@abstractmethod
def runway_is_operational(self) -> bool:
"""
Check whether this control point supports taking offs and landings.
:return:
"""
...
# TODO: Should be naval specific.
def get_carrier_group_name(self):
"""
Get the carrier group name if the airbase is a carrier
:return: Carrier group name
"""
if self.cptype in [ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.LHA_GROUP]:
for g in self.ground_objects:
if g.dcs_identifier == "CARRIER":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis,
CV_1143_5_Admiral_Kuznetsov]:
return group.name
elif g.dcs_identifier == "LHA":
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [LHA_1_Tarawa]:
return group.name
return None
# TODO: Should be Airbase specific.
def is_connected(self, to) -> bool:
return to in self.connected_points
def find_ground_objects_by_obj_name(self, obj_name):
found = []
for g in self.ground_objects:
if g.obj_name == obj_name:
found.append(g)
return found
def is_friendly(self, to_player: bool) -> bool:
return self.captured == to_player
# TODO: Should be Airbase specific.
def clear_base_defenses(self) -> None:
for base_defense in self.base_defenses:
if isinstance(base_defense, EwrGroundObject):
self.preset_locations.ewrs.append(base_defense.position)
elif isinstance(base_defense, SamGroundObject):
self.preset_locations.base_air_defense.append(
base_defense.position)
elif isinstance(base_defense, VehicleGroupGroundObject):
self.preset_locations.base_garrisons.append(
base_defense.position)
else:
logging.error(
"Could not determine preset location type for "
f"{base_defense}. Assuming garrison type.")
self.preset_locations.base_garrisons.append(
base_defense.position)
self.base_defenses = []
# TODO: Should be Airbase specific.
def capture(self, game: Game, for_player: bool) -> None:
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
self.base.aircraft = {}
self.base.armor = {}
self.clear_base_defenses()
from .start_generator import BaseDefenseGenerator
BaseDefenseGenerator(game, self).generate()
@abstractmethod
def can_operate(self, aircraft: Type[FlyingType]) -> bool:
...
def aircraft_transferring(self, game: Game) -> int:
if self.captured:
ato = game.blue_ato
else:
ato = game.red_ato
total = 0
for package in ato.packages:
for flight in package.flights:
if flight.departure == flight.arrival:
continue
if flight.departure == self:
total -= flight.count
elif flight.arrival == self:
total += flight.count
return total
def expected_aircraft_next_turn(self, game: Game) -> PendingOccupancy:
assert self.pending_unit_deliveries
on_order = 0
for unit_bought in self.pending_unit_deliveries.units:
if issubclass(unit_bought, FlyingType):
on_order += self.pending_unit_deliveries.units[unit_bought]
return PendingOccupancy(self.base.total_aircraft, on_order,
self.aircraft_transferring(game))
def unclaimed_parking(self, game: Game) -> int:
return (self.total_aircraft_parking -
self.expected_aircraft_next_turn(game).total)
@abstractmethod
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
...
@property
def parking_slots(self) -> Iterator[ParkingSlot]:
yield from []
@property
@abstractmethod
def runway_status(self) -> RunwayStatus:
...
@property
def runway_can_be_repaired(self) -> bool:
return self.runway_status.needs_repair
def begin_runway_repair(self) -> None:
if not self.runway_can_be_repaired:
logging.error(f"Cannot repair runway at {self}")
return
self.runway_status.begin_repair()
def process_turn(self) -> None:
runway_status = self.runway_status
if runway_status is not None:
runway_status.process_turn()
# Process movements for ships control points group
if self.target_position is not None:
delta = self.target_position - self.position
self.position = self.target_position
self.target_position = None
# Move the linked unit groups
for ground_object in self.ground_objects:
if isinstance(ground_object, GenericCarrierGroundObject):
for group in ground_object.groups:
for u in group.units:
u.position.x = u.position.x + delta.x
u.position.y = u.position.y + delta.y
class Airfield(ControlPoint):
def __init__(self, airport: Airport, size: int,
importance: float, has_frontline=True):
super().__init__(airport.id, airport.name, airport.position, airport,
size, importance, has_frontline,
cptype=ControlPointType.AIRBASE)
self.airport = airport
self._runway_status = RunwayStatus()
def can_operate(self, aircraft: FlyingType) -> bool:
# TODO: Allow helicopters.
# Need to implement ground spawns so the helos don't use the runway.
# TODO: Allow harrier.
# Needs ground spawns just like helos do, but also need to be able to
# limit takeoff weight to ~20500 lbs or it won't be able to take off.
return self.runway_is_operational()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
]
yield from super().mission_types(for_player)
@property
def total_aircraft_parking(self) -> int:
return len(self.airport.parking_slots)
@property
def heading(self) -> int:
return self.airport.runways[0].heading
def runway_is_operational(self) -> bool:
return not self.runway_status.damaged
@property
def runway_status(self) -> RunwayStatus:
return self._runway_status
def damage_runway(self) -> None:
self.runway_status.damage()
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
assigner = RunwayAssigner(conditions)
return assigner.get_preferred_runway(self.airport)
@property
def parking_slots(self) -> Iterator[ParkingSlot]:
yield from self.airport.parking_slots
@property
def can_deploy_ground_units(self) -> bool:
return True
class NavalControlPoint(ControlPoint, ABC):
@property
def is_fleet(self) -> bool:
return True
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from super().mission_types(for_player)
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
@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

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@@ -1,30 +0,0 @@
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)

View File

@@ -1,43 +0,0 @@
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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@@ -1,741 +0,0 @@
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

@@ -1,364 +0,0 @@
from __future__ import annotations
import itertools
from typing import Iterator, List, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import Group
if TYPE_CHECKING:
from .controlpoint import ControlPoint
from gen.flights.flight import FlightType
from .missiontarget import MissionTarget
NAME_BY_CATEGORY = {
"power": "Power plant",
"ammo": "Ammo depot",
"fuel": "Fuel depot",
"aa": "AA Defense Site",
"ware": "Warehouse",
"farp": "FARP",
"fob": "FOB",
"factory": "Factory",
"comms": "Comms. tower",
"oil": "Oil platform",
"derrick": "Derrick",
"ww2bunker": "Bunker",
"village": "Village",
"allycamp": "Camp",
"EWR":"EWR",
}
ABBREV_NAME = {
"power": "PLANT",
"ammo": "AMMO",
"fuel": "FUEL",
"aa": "AA",
"ware": "WARE",
"farp": "FARP",
"fob": "FOB",
"factory": "FACTORY",
"comms": "COMMST",
"oil": "OILP",
"derrick": "DERK",
"ww2bunker": "BUNK",
"village": "VLG",
"allycamp": "CMP",
}
CATEGORY_MAP = {
# Special cases
"CARRIER": ["CARRIER"],
"LHA": ["LHA"],
"aa": ["AA"],
# Buildings
"power": ["Workshop A", "Electric power box", "Garage small A", "Farm B", "Repair workshop", "Garage B"],
"ware": ["Warehouse", "Hangar A"],
"fuel": ["Tank", "Tank 2", "Tank 3", "Fuel tank"],
"ammo": [".Ammunition depot", "Hangar B"],
"farp": ["FARP Tent", "FARP Ammo Dump Coating", "FARP Fuel Depot", "FARP Command Post", "FARP CP Blindage"],
"fob": ["Bunker 2", "Bunker 1", "Garage small B", ".Command Center", "Barracks 2"],
"factory": ["Tech combine", "Tech hangar A"],
"comms": ["TV tower", "Comms tower M"],
"oil": ["Oil platform"],
"derrick": ["Oil derrick", "Pump station", "Subsidiary structure 2"],
"ww2bunker": ["Siegfried Line", "Fire Control Bunker", "SK_C_28_naval_gun", "Concertina Wire", "Czech hedgehogs 1"],
"village": ["Small house 1B", "Small House 1A", "Small warehouse 1"],
"allycamp": [],
}
class TheaterGroundObject(MissionTarget):
def __init__(self, name: str, category: str, group_id: int, position: Point,
heading: int, control_point: ControlPoint, dcs_identifier: str,
airbase_group: bool, sea_object: bool) -> None:
super().__init__(name, position)
self.category = category
self.group_id = group_id
self.heading = heading
self.control_point = control_point
self.dcs_identifier = dcs_identifier
self.airbase_group = airbase_group
self.sea_object = sea_object
self.is_dead = False
# TODO: There is never more than one group.
self.groups: List[Group] = []
@property
def units(self) -> List[Unit]:
"""
:return: all the units at this location
"""
return list(itertools.chain.from_iterable([g.units for g in self.groups]))
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}"
@property
def waypoint_name(self) -> str:
return f"[{self.name}] {self.category}"
def __str__(self) -> str:
return NAME_BY_CATEGORY[self.category]
def is_same_group(self, identifier: str) -> bool:
return self.group_id == identifier
@property
def obj_name(self) -> str:
return self.name
@property
def faction_color(self) -> str:
return "BLUE" if self.control_point.captured else "RED"
def is_friendly(self, to_player: bool) -> bool:
return self.control_point.is_friendly(to_player)
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.LOGISTICS
# TODO: FlightType.TROOP_TRANSPORT
]
else:
yield from [
FlightType.STRIKE,
FlightType.BAI,
]
yield from super().mission_types(for_player)
@property
def alive_unit_count(self) -> int:
return sum(len(g.units) for g in self.groups)
@property
def might_have_aa(self) -> bool:
return False
class BuildingGroundObject(TheaterGroundObject):
def __init__(self, name: str, category: str, group_id: int, object_id: int,
position: Point, heading: int, control_point: ControlPoint,
dcs_identifier: str, airbase_group=False) -> None:
super().__init__(
name=name,
category=category,
group_id=group_id,
position=position,
heading=heading,
control_point=control_point,
dcs_identifier=dcs_identifier,
airbase_group=airbase_group,
sea_object=False
)
self.object_id = object_id
@property
def group_name(self) -> str:
"""The name of the unit group."""
return f"{self.category}|{self.group_id}|{self.object_id}"
@property
def waypoint_name(self) -> str:
return f"{super().waypoint_name} #{self.object_id}"
class NavalGroundObject(TheaterGroundObject):
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
class GenericCarrierGroundObject(NavalGroundObject):
pass
# TODO: Why is this both a CP and a TGO?
class CarrierGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="CARRIER",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="CARRIER",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
# TODO: Why is this both a CP and a TGO?
class LhaGroundObject(GenericCarrierGroundObject):
def __init__(self, name: str, group_id: int,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="LHA",
group_id=group_id,
position=control_point.position,
heading=0,
control_point=control_point,
dcs_identifier="LHA",
airbase_group=True,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"
class MissileSiteGroundObject(TheaterGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=False
)
class BaseDefenseGroundObject(TheaterGroundObject):
"""Base type for all base defenses."""
# TODO: Differentiate types.
# This type gets used both for AA sites (SAM, AAA, or SHORAD). These should each
# be split into their own types.
class SamGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
# Set by the SAM unit generator if the generated group is compatible
# with Skynet.
self.skynet_capable = False
@property
def group_name(self) -> str:
if self.skynet_capable:
# Prefix the group names of SAM sites with the side color so Skynet
# can find them.
return f"{self.faction_color}|SAM|{self.group_id}"
else:
return super().group_name
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
class VehicleGroupGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint, for_airbase: bool) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=for_airbase,
sea_object=False
)
class EwrGroundObject(BaseDefenseGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="EWR",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="EWR",
airbase_group=True,
sea_object=False
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them.
return f"{self.faction_color}|{super().group_name}"
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if not self.is_friendly(for_player):
yield FlightType.DEAD
yield from super().mission_types(for_player)
@property
def might_have_aa(self) -> bool:
return True
class ShipGroundObject(NavalGroundObject):
def __init__(self, name: str, group_id: int, position: Point,
control_point: ControlPoint) -> None:
super().__init__(
name=name,
category="aa",
group_id=group_id,
position=position,
heading=0,
control_point=control_point,
dcs_identifier="AA",
airbase_group=False,
sea_object=True
)
@property
def group_name(self) -> str:
# Prefix the group names with the side color so Skynet can find them,
# add to EWR.
return f"{self.faction_color}|EWR|{super().group_name}"

View File

@@ -1,133 +0,0 @@
"""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

@@ -1,75 +1,14 @@
def meter_to_feet(value_in_meter: float) -> int:
"""Converts meters to feets
:arg value_in_meter Value in meters
"""
def meter_to_feet(value_in_meter):
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 feet_to_meter(value_in_feet):
return int(float(value_in_feet)/3.048)
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 meter_to_nm(value_in_meter):
return int(float(value_in_meter)*0.000539957)
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)
def nm_to_meter(value_in_nm):
return int(float(value_in_nm)*1852)

View File

@@ -1,18 +0,0 @@
from pathlib import Path
def _build_version_string() -> str:
components = ["2.3.1"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:
components.append(build_number_file.readline())
if not Path("resources/final").exists():
components.append("preview")
return "-".join(components)
#: Current version of Liberation.
VERSION = _build_version_string()

View File

@@ -1,185 +0,0 @@
from __future__ import annotations
import datetime
import logging
import random
from dataclasses import dataclass
from enum import Enum
from typing import Optional, TYPE_CHECKING
from dcs.weather import Weather as PydcsWeather, Wind
from game.settings import Settings
if TYPE_CHECKING:
from game.theater import ConflictTheater
class TimeOfDay(Enum):
Dawn = "dawn"
Day = "day"
Dusk = "dusk"
Night = "night"
@dataclass(frozen=True)
class WindConditions:
at_0m: Wind
at_2000m: Wind
at_8000m: Wind
@dataclass(frozen=True)
class Clouds:
base: int
density: int
thickness: int
precipitation: PydcsWeather.Preceptions
@dataclass(frozen=True)
class Fog:
visibility: int
thickness: int
class Weather:
def __init__(self) -> None:
self.clouds = self.generate_clouds()
self.fog = self.generate_fog()
self.wind = self.generate_wind()
def generate_clouds(self) -> Optional[Clouds]:
raise NotImplementedError
def generate_fog(self) -> Optional[Fog]:
if random.randrange(5) != 0:
return None
return Fog(
visibility=random.randint(2500, 5000),
thickness=random.randint(100, 500)
)
def generate_wind(self) -> WindConditions:
raise NotImplementedError
@staticmethod
def random_wind(minimum: int, maximum) -> WindConditions:
wind_direction = random.randint(0, 360)
at_0m_factor = 1
at_2000m_factor = 2
at_8000m_factor = 3
base_wind = random.randint(minimum, maximum)
return WindConditions(
# Always some wind to make the smoke move a bit.
at_0m=Wind(wind_direction, max(1, base_wind * at_0m_factor)),
at_2000m=Wind(wind_direction, base_wind * at_2000m_factor),
at_8000m=Wind(wind_direction, base_wind * at_8000m_factor)
)
@staticmethod
def random_cloud_base() -> int:
return random.randint(2000, 3000)
@staticmethod
def random_cloud_thickness() -> int:
return random.randint(100, 400)
class ClearSkies(Weather):
def generate_clouds(self) -> Optional[Clouds]:
return None
def generate_fog(self) -> Optional[Fog]:
return None
def generate_wind(self) -> WindConditions:
return self.random_wind(0, 0)
class Cloudy(Weather):
def generate_clouds(self) -> Optional[Clouds]:
return Clouds(
base=self.random_cloud_base(),
density=random.randint(1, 8),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.None_
)
def generate_wind(self) -> WindConditions:
return self.random_wind(0, 4)
class Raining(Weather):
def generate_clouds(self) -> Optional[Clouds]:
return Clouds(
base=self.random_cloud_base(),
density=random.randint(5, 8),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.Rain
)
def generate_wind(self) -> WindConditions:
return self.random_wind(0, 6)
class Thunderstorm(Weather):
def generate_clouds(self) -> Optional[Clouds]:
return Clouds(
base=self.random_cloud_base(),
density=random.randint(9, 10),
thickness=self.random_cloud_thickness(),
precipitation=PydcsWeather.Preceptions.Thunderstorm
)
def generate_wind(self) -> WindConditions:
return self.random_wind(0, 8)
@dataclass
class Conditions:
time_of_day: TimeOfDay
start_time: datetime.datetime
weather: Weather
@classmethod
def generate(cls, theater: ConflictTheater, day: datetime.date,
time_of_day: TimeOfDay, settings: Settings) -> Conditions:
return cls(
time_of_day=time_of_day,
start_time=cls.generate_start_time(
theater, day, time_of_day, settings.night_disabled
),
weather=cls.generate_weather()
)
@classmethod
def generate_start_time(cls, theater: ConflictTheater, day: datetime.date,
time_of_day: TimeOfDay,
night_disabled: bool) -> datetime.datetime:
if night_disabled:
logging.info("Skip Night mission due to user settings")
time_range = {
TimeOfDay.Dawn: (8, 9),
TimeOfDay.Day: (10, 12),
TimeOfDay.Dusk: (12, 14),
TimeOfDay.Night: (14, 17),
}[time_of_day]
else:
time_range = theater.daytime_map[time_of_day.value]
time = datetime.time(hour=random.randint(*time_range))
return datetime.datetime.combine(day, time)
@classmethod
def generate_weather(cls) -> Weather:
chances = {
Thunderstorm: 1,
Raining: 20,
Cloudy: 60,
ClearSkies: 20,
}
weather_type = random.choices(list(chances.keys()),
weights=list(chances.values()))[0]
return weather_type()

View File

@@ -1,3 +1,4 @@
from .aaa import *
from .aircraft import *
from .armor import *
from .airsupportgen import *
@@ -11,3 +12,4 @@ from .forcedoptionsgen import *
from .kneeboard import *
from . import naming

51
gen/aaa.py Normal file
View File

@@ -0,0 +1,51 @@
from .conflictgen import *
from .naming import *
from dcs.mission import *
from dcs.mission import *
from .conflictgen import *
from .naming import *
DISTANCE_FACTOR = 0.5, 1
EXTRA_AA_MIN_DISTANCE = 50000
EXTRA_AA_MAX_DISTANCE = 150000
EXTRA_AA_POSITION_FROM_CP = 550
class ExtraAAConflictGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game, player_country: Country, enemy_country: Country):
self.mission = mission
self.game = game
self.conflict = conflict
self.player_country = player_country
self.enemy_country = enemy_country
def generate(self):
for cp in self.game.theater.controlpoints:
if cp.is_global:
continue
if cp.position.distance_to_point(self.conflict.position) < EXTRA_AA_MIN_DISTANCE:
continue
if cp.position.distance_to_point(self.conflict.from_cp.position) < EXTRA_AA_MIN_DISTANCE:
continue
if cp.position.distance_to_point(self.conflict.to_cp.position) < EXTRA_AA_MIN_DISTANCE:
continue
if cp.position.distance_to_point(self.conflict.position) > EXTRA_AA_MAX_DISTANCE:
continue
country_name = cp.captured and self.player_country or self.enemy_country
position = cp.position.point_from_heading(0, EXTRA_AA_POSITION_FROM_CP)
self.mission.vehicle_group(
country=self.mission.country(country_name),
name=namegen.next_basedefense_name(),
_type=db.EXTRA_AA[country_name],
position=position,
group_size=1
)

File diff suppressed because it is too large Load Diff

View File

@@ -3,11 +3,11 @@
Remove once https://github.com/pydcs/dcs/issues/69 tracks getting the missing
data added to pydcs. Until then, missing data can be manually filled in here.
"""
from __future__ import annotations
from dataclasses import dataclass, field
from typing import Dict, Optional, Tuple
import logging
from typing import Dict, Iterator, Optional, Tuple
from dcs.terrain.terrain import Airport
from .radios import MHz, RadioFrequency
from .tacan import TacanBand, TacanChannel
@@ -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, 300)),
"13": ("ILU", MHz(110, 30)),
},
),
@@ -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, 500)),
"07": ("IKB", MHz(111, 50)),
},
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, 900)),
"09": ("ITS", MHz(108, 90)),
},
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, 750)),
"08": ("IKS", MHz(109, 75)),
},
),
@@ -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, 100)),
"06": ("ISO", MHz(111, 10)),
},
),
@@ -195,12 +195,10 @@ AIRFIELD_DATA = {
runway_length=8623,
atc=AtcData(MHz(3, 750), MHz(121, 0), MHz(38, 400), MHz(250, 0)),
outer_ndb={
"22": ("AP", MHz(443, 0)),
"04": ("AN", MHz(443)),
"22": ("AP", MHz(443, 0)), "4": "443.00 (AN)"
},
inner_ndb={
"22": ("P", MHz(215, 0)),
"04": ("N", MHz(215)),
"22": ("P", MHz(215, 0)), "4": "215.00 (N)"
},
),
@@ -290,8 +288,8 @@ 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, 300)),
"12": ("IMD", MHz(111, 700)),
"30": ("IMW", MHz(109, 30)),
"12": ("IMD", MHz(111, 70)),
},
outer_ndb={
"30": ("NR", MHz(583, 0)),
@@ -310,7 +308,7 @@ AIRFIELD_DATA = {
runway_length=7082,
atc=AtcData(MHz(4, 500), MHz(136, 0), MHz(41, 400), MHz(265, 0)),
ils={
"24": ("INL", MHz(110, 500)),
"24": ("INL", MHz(110, 50)),
},
outer_ndb={
"24": ("NL", MHz(718, 0)),
@@ -348,7 +346,7 @@ AIRFIELD_DATA = {
runway_length=9327,
atc=AtcData(MHz(4, 750), MHz(141, 0), MHz(42, 400), MHz(270, 0)),
ils={
"10": ("ICH", MHz(110, 500)),
"10": ("ICH", MHz(110, 50)),
},
outer_ndb={
"10": ("CX", MHz(1, 5)),
@@ -367,8 +365,8 @@ AIRFIELD_DATA = {
tacan_callsign="GTB",
atc=AtcData(MHz(4, 600), MHz(138, 0), MHz(41, 800), MHz(267, 0)),
ils={
"13": ("INA", MHz(110, 300)),
"30": ("INA", MHz(108, 900)),
"13": ("INA", MHz(110, 30)),
"30": ("INA", MHz(108, 90)),
},
outer_ndb={
"13": ("BP", MHz(342, 0)),
@@ -399,8 +397,8 @@ AIRFIELD_DATA = {
tacan_callsign="VAS",
atc=AtcData(MHz(4, 700), MHz(140, 0), MHz(42, 200), MHz(269, 0)),
ils={
"13": ("IVZ", MHz(108, 750)),
"31": ("IVZ", MHz(108, 750)),
"13": ("IVZ", MHz(108, 75)),
"31": ("IVZ", MHz(108, 75)),
},
),
@@ -1016,8 +1014,8 @@ 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, 700)),
"14": ("I-RVP", MHz(108, 300)),
"32": ("I-UVV", MHz(111, 70)),
"14": ("I-RVP", MHz(108, 30)),
},
),
@@ -1043,7 +1041,7 @@ AIRFIELD_DATA = {
tacan_callsign="GRL",
atc=AtcData(MHz(3, 850), MHz(118, 0), MHz(38, 600), MHz(250, 50)),
ils={
"32": ("GLRI", MHz(109, 300)),
"32": ("GLRI", MHz(109, 30)),
},
),
@@ -1069,7 +1067,7 @@ AIRFIELD_DATA = {
tacan_callsign="INS",
atc=AtcData(MHz(3, 825), MHz(118, 300), MHz(38, 550), MHz(360, 600)),
ils={
"8": ("ICRR", MHz(108, 700)),
"8": ("ICRR", MHz(108, 70)),
},
),
@@ -1092,7 +1090,7 @@ AIRFIELD_DATA = {
tacan_callsign="LSV",
atc=AtcData(MHz(3, 900), MHz(132, 550), MHz(38, 700), MHz(327, 0)),
ils={
"21": ("IDIQ", MHz(109, 100)),
"21": ("IDIQ", MHz(109, 10)),
},
),
@@ -1113,7 +1111,7 @@ 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, 300)),
"25": ("I-LAS", MHz(110, 30)),
},
),
@@ -1503,3 +1501,61 @@ AIRFIELD_DATA = {
atc=AtcData(MHz(3, 775), MHz(118, 50), MHz(38, 450), MHz(250, 50)),
),
}
@dataclass(frozen=True)
class RunwayData:
airfield_name: str
runway_name: str
atc: Optional[RadioFrequency] = None
tacan: Optional[TacanChannel] = None
tacan_callsign: Optional[str] = None
ils: Optional[RadioFrequency] = None
icls: Optional[int] = None
@classmethod
def for_airfield(cls, airport: Airport, runway: str) -> "RunwayData":
"""Creates RunwayData for the given runway of an airfield.
Args:
airport: The airfield the runway belongs to.
runway: Identifier of the runway to use. e.g. "03" or "20L".
"""
atc: Optional[RadioFrequency] = None
tacan: Optional[TacanChannel] = None
tacan_callsign: Optional[str] = None
ils: Optional[RadioFrequency] = None
try:
airfield = AIRFIELD_DATA[airport.name]
if airfield.atc is not None:
atc = airfield.atc.uhf
else:
atc = None
tacan = airfield.tacan
tacan_callsign = airfield.tacan_callsign
ils = airfield.ils_freq(runway)
except KeyError:
logging.warning(f"No airfield data for {airport.name}")
return cls(
airfield_name=airport.name,
runway_name=runway,
atc=atc,
tacan=tacan,
tacan_callsign=tacan_callsign,
ils=ils
)
@classmethod
def for_pydcs_airport(cls, airport: Airport) -> Iterator["RunwayData"]:
for runway in airport.runways:
runway_number = runway.heading // 10
runway_side = ["", "L", "R"][runway.leftright]
runway_name = f"{runway_number:02}{runway_side}"
yield cls.for_airfield(airport, runway_name)
# pydcs only exposes one runway per physical runway, so to expose
# both sides of the runway we need to generate the other.
runway_number = ((runway.heading + 180) % 360) // 10
runway_side = ["", "R", "L"][runway.leftright]
runway_name = f"{runway_number:02}{runway_side}"
yield cls.for_airfield(airport, runway_name)

View File

@@ -1,23 +1,8 @@
import logging
from dataclasses import dataclass, field
from typing import List, Type, Tuple
from dcs.mission import Mission, StartType
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
from dcs.unittype import UnitType
from dcs.task import (
AWACS,
ActivateBeaconCommand,
MainTask,
Refueling,
SetImmortalCommand,
SetInvisibleCommand,
)
from game import db
from .naming import namegen
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .conflictgen import *
from .naming import *
from .radios import RadioFrequency, RadioRegistry
from .tacan import TacanBand, TacanChannel, TacanRegistry
@@ -32,7 +17,6 @@ AWACS_ALT = 13000
@dataclass
class AwacsInfo:
"""AWACS information for the kneeboard."""
dcsGroupName: str
callsign: str
freq: RadioFrequency
@@ -40,7 +24,6 @@ class AwacsInfo:
@dataclass
class TankerInfo:
"""Tanker information for the kneeboard."""
dcsGroupName: str
callsign: str
variant: str
freq: RadioFrequency
@@ -66,27 +49,16 @@ class AirSupportConflictGenerator:
self.tacan_registry = tacan_registry
@classmethod
def support_tasks(cls) -> List[Type[MainTask]]:
def support_tasks(cls) -> typing.Collection[typing.Type[MainTask]]:
return [Refueling, AWACS]
@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):
def generate(self, is_awacs_enabled):
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)):
alt, airspeed = self._get_tanker_params(tanker_unit_type)
variant = db.unit_type_name(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
@@ -97,11 +69,11 @@ class AirSupportConflictGenerator:
airport=None,
plane_type=tanker_unit_type,
position=tanker_position,
altitude=alt,
altitude=TANKER_ALT,
race_distance=58000,
frequency=freq.mhz,
start_type=StartType.Warm,
speed=airspeed,
speed=574,
tacanchannel=str(tacan),
)
tanker_group.set_frequency(freq.mhz)
@@ -131,30 +103,28 @@ class AirSupportConflictGenerator:
tanker_group.points[0].tasks.append(SetInvisibleCommand(True))
tanker_group.points[0].tasks.append(SetImmortalCommand(True))
self.air_support.tankers.append(TankerInfo(str(tanker_group.name), callsign, variant, freq, tacan))
self.air_support.tankers.append(TankerInfo(callsign, variant, freq, tacan))
possible_awacs = db.find_unittype(AWACS, self.conflict.attackers_side)
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)
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)
awacs_flight.points[0].tasks.append(SetInvisibleCommand(True))
awacs_flight.points[0].tasks.append(SetImmortalCommand(True))
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")
self.air_support.awacs.append(AwacsInfo(
callsign_for_support_unit(awacs_flight), freq))
except:
print("No AWACS for faction")

View File

@@ -1,39 +1,13 @@
from __future__ import annotations
import logging
import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, List, Optional, Tuple
from dcs import Mission
from dcs.action import AITaskPush
from dcs.condition import GroupLifeLess, Or, TimeAfter, UnitDamaged
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 (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 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 dcs.condition import TimeAfter, UnitDamaged, Or, GroupLifeLess
from dcs.triggers import TriggerOnce, Event
from gen import namegen
from gen.ground_forces.ai_ground_planner import CombatGroupRole, DISTANCE_FROM_FRONTLINE
from .callsigns import callsign_for_support_unit
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
from .naming import namegen
if TYPE_CHECKING:
from game import Game
from .conflictgen import *
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
@@ -54,7 +28,6 @@ RANDOM_OFFSET_ATTACK = 250
@dataclass(frozen=True)
class JtacInfo:
"""JTAC information."""
dcsGroupName: str
unit_name: str
callsign: str
region: str
@@ -64,96 +37,88 @@ class JtacInfo:
class GroundConflictGenerator:
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:
def __init__(self, mission: Mission, conflict: Conflict, game, player_planned_combat_groups, enemy_planned_combat_groups, player_stance):
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 = self._enemy_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.game = game
self.unit_map = unit_map
self.jtacs: List[JtacInfo] = []
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(base_distance * SPREAD_DISTANCE_FACTOR[0]),
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
def _group_point(self, point) -> Point:
distance = randint(
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[0]),
int(self.conflict.size * SPREAD_DISTANCE_FACTOR[1]),
)
return point.random_point_within(distance, base_distance * SPREAD_DISTANCE_SIZE_FACTOR)
return point.random_point_within(distance, self.conflict.size * SPREAD_DISTANCE_SIZE_FACTOR)
def generate(self):
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
)
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)
# Create player groups at random position
player_groups = self._generate_groups(self.player_planned_combat_groups, frontline_vector, True)
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)
# Create enemy groups at random position
enemy_groups = self._generate_groups(self.enemy_planned_combat_groups, frontline_vector, False)
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)
# 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:
if "has_jtac" in self.game.player_faction and self.game.player_faction["has_jtac"] and self.game.settings.include_jtac_if_available:
n = "JTAC" + str(self.conflict.from_cp.id) + str(self.conflict.to_cp.id)
code = 1688 - len(self.jtacs)
utype = MQ_9_Reaper
if self.game.player_faction.jtac_unit is not None:
utype = self.game.player_faction.jtac_unit
if "jtac_unit" in self.game.player_faction:
utype = self.game.player_faction["jtac_unit"]
jtac = self.mission.flight_group(country=self.mission.country(self.game.player_country),
name=n,
@@ -167,25 +132,16 @@ class GroundConflictGenerator:
frontline = f"Frontline {self.conflict.from_cp.name}/{self.conflict.to_cp.name}"
# Note: Will need to change if we ever add ground based JTAC.
callsign = callsign_for_support_unit(jtac)
self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
self.jtacs.append(JtacInfo(n, callsign, frontline, str(code)))
def gen_infantry_group_for_group(
self,
group: VehicleGroup,
is_player: bool,
side: Country,
forward_heading: int
) -> None:
def gen_infantry_group_for_group(self, group, is_player, side:Country, forward_heading):
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")
# Disable infantry unit gen if disabled
if not self.game.settings.perf_infantry:
return
infantry_position = group.points[0].position.random_point_within(250, 50)
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
else:
@@ -196,24 +152,7 @@ class GroundConflictGenerator:
else:
faction = self.game.enemy_name
# 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)
possible_infantry_units = db.find_infantry(faction)
if len(possible_infantry_units) == 0:
return
@@ -226,7 +165,7 @@ class GroundConflictGenerator:
heading=forward_heading,
move_formation=PointAction.OffRoad)
for i in range(random.randint(3, 10)):
for i in range(randint(3, 10)):
u = random.choice(possible_infantry_units)
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
@@ -237,217 +176,125 @@ 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_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, heading_sum(forward_heading, 180), (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:
def plan_action_for_groups(self, stance, ally_groups, enemy_groups, forward_heading, from_cp, to_cp):
if not self.game.settings.perf_moving_units:
return
for dcs_group, group in ally_groups:
if hasattr(group.units[0], 'eplrs') and group.units[0].eplrs:
dcs_group.points[0].tasks.append(EPLRS(dcs_group.id))
if hasattr(group.units[0], 'eplrs'):
if 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:
self._plan_artillery_action(stance, group, dcs_group, forward_heading, target)
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)
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
self._plan_tank_ifv_action(stance, enemy_groups, dcs_group, forward_heading, to_cp)
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)
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
self._plan_apc_atgm_action(stance, dcs_group, forward_heading, to_cp)
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)
if stance == CombatStance.RETREAT:
# In retreat mode, the units will fall back
@@ -457,10 +304,11 @@ 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.OffRoad)
dcs_group.add_waypoint(retreat_point, PointAction.OnRoad)
dcs_group.add_waypoint(reposition_point, PointAction.OffRoad)
def add_morale_trigger(self, dcs_group: VehicleGroup, forward_heading: int) -> None:
def add_morale_trigger(self, dcs_group, forward_heading):
"""
This add a trigger to manage units fleeing whenever their group is hit hard, or being engaged by CAS
"""
@@ -477,13 +325,10 @@ class GroundConflictGenerator:
dcs_group.manualHeading = True
# We add a new retreat waypoint
dcs_group.add_waypoint(
self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)),
PointAction.OffRoad
)
dcs_group.add_waypoint(self.find_retreat_point(dcs_group, forward_heading, (int)(RETREAT_DISTANCE / 8)), PointAction.OffRoad)
# Fallback task
fallback = ControlledTask(GoToWaypoint(to_index=len(dcs_group.points)))
fallback = ControlledTask(GoToWaypoint(toIndex=len(dcs_group.points)))
fallback.enabled = False
dcs_group.add_trigger_action(Hold())
dcs_group.add_trigger_action(fallback)
@@ -499,30 +344,17 @@ class GroundConflictGenerator:
self.mission.triggerrules.triggers.append(fallback)
def find_retreat_point(
self,
dcs_group: VehicleGroup,
frontline_heading: int,
distance: int = RETREAT_DISTANCE
) -> Point:
def find_retreat_point(self, dcs_group, frontline_heading, distance=RETREAT_DISTANCE):
"""
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
"""
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)
return dcs_group.points[0].position.point_from_heading(frontline_heading-180, distance)
def find_offensive_point(
self,
dcs_group: VehicleGroup,
frontline_heading: int,
distance: int
) -> Point:
def find_offensive_point(self, dcs_group, frontline_heading, distance):
"""
Find a point to attack
:param dcs_group: DCS mission group we are searching an attack point for
@@ -530,41 +362,26 @@ class GroundConflictGenerator:
:param distance: Distance of the offensive (how far unit should move)
:return: dcs.mapping.Point object with the desired position
"""
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)
return dcs_group.points[0].position.point_from_heading(frontline_heading, distance)
@staticmethod
def find_n_nearest_enemy_groups(
player_group: VehicleGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
n: int
) -> List[VehicleGroup]:
def find_n_nearest_enemy_groups(self, player_group, enemy_groups, n):
"""
Return the nearest enemy group for the player group
Return the neaarest 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 = [] # 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)
)
targets = []
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
@staticmethod
def find_nearest_enemy_group(
player_group: VehicleGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
) -> Optional[VehicleGroup]:
def find_nearest_enemy_group(self, player_group, enemy_groups):
"""
Search the enemy groups for a potential target suitable to armored assault
@param group Group for which we should find the nearest ennemy
@@ -572,130 +389,57 @@ class GroundConflictGenerator:
"""
min_distance = 99999999
target = None
for dcs_group, _ in enemy_groups:
for dcs_group, 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
@staticmethod
def get_artillery_target_in_range(
dcs_group: VehicleGroup,
group: CombatGroup,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]]
) -> Optional[Point]:
def get_artillery_target_in_range(self, dcs_group, group, enemy_groups):
"""
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 not enemy_groups:
if len(enemy_groups) == 0:
return None
for _ in range(10):
for o 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
@staticmethod
def get_artilery_group_distance_from_frontline(group: CombatGroup) -> int:
def get_artilery_group_distance_from_frontline(self, group):
"""
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][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]
)
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
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)
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)
if self.conflict.theater.is_on_land(final_position):
return final_position
else:
distance_from_frontline = random.randint(
DISTANCE_FROM_FRONTLINE[group.role][0],
DISTANCE_FROM_FRONTLINE[group.role][1]
)
i = i + 1
continue
return None
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))
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:
def _generate_group(self, side: Country, unit: VehicleType, count: int, at: Point, move_formation: PointAction = PointAction.OffRoad, heading=0):
if side == self.conflict.attackers_country:
cp = self.conflict.from_cp
@@ -706,15 +450,13 @@ class GroundConflictGenerator:
group = self.mission.vehicle_group(
side,
namegen.next_unit_name(side, cp.id, unit), unit,
position=at,
position=self._group_point(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

@@ -1,203 +0,0 @@
"""Air Tasking Orders.
The classes of the Air Tasking Order (ATO) define all of the missions that have
been planned, and which aircraft have been assigned to them. Each planned
mission, or "package" is composed of individual flights. The package may contain
dissimilar aircraft performing different roles, but all for the same goal. For
example, the package to strike an enemy airfield may contain an escort flight,
a SEAD flight, and the strike aircraft themselves. CAP packages may contain only
the single CAP flight.
"""
import logging
from collections import defaultdict
from dataclasses import dataclass, field
from datetime import timedelta
from typing import Dict, List, Optional
from dcs.mapping import Point
from game.theater.missiontarget import MissionTarget
from .flights.flight import Flight, FlightType
from .flights.flightplan import FormationFlightPlan
@dataclass(frozen=True)
class Task:
"""The main task of a flight or package."""
#: The type of task.
task_type: FlightType
#: The location of the objective.
location: str
@dataclass(frozen=True)
class PackageWaypoints:
join: Point
ingress: Point
egress: Point
split: Point
@dataclass
class Package:
"""A mission package."""
#: The mission target. Currently can be either a ControlPoint or a
#: TheaterGroundObject (non-ControlPoint map objectives).
target: MissionTarget
#: The set of flights in the package.
flights: List[Flight] = field(default_factory=list)
delay: int = field(default=0)
#: Desired TOT as an offset from mission start.
time_over_target: timedelta = field(default=timedelta())
waypoints: Optional[PackageWaypoints] = field(default=None)
@property
def formation_speed(self) -> Optional[int]:
"""The speed of the package when in formation.
If none of the flights in the package will join a formation, this
returns None. This is nto uncommon, since only strike-like (strike,
DEAD, anti-ship, BAI, etc.) flights and their escorts fly in formation.
Others (CAP and CAS, currently) will coordinate in target timing but
fly their own path to the target.
"""
speeds = []
for flight in self.flights:
if isinstance(flight.flight_plan, FormationFlightPlan):
speeds.append(flight.flight_plan.best_flight_formation_speed)
if not speeds:
return None
return min(speeds)
# TODO: Should depend on the type of escort.
# SEAD might be able to leave before CAP.
@property
def escort_start_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
waypoint = flight.flight_plan.request_escort_at()
if waypoint is None:
continue
tot = flight.flight_plan.tot_for_waypoint(waypoint)
if tot is None:
logging.error(
f"{flight} requested escort at {waypoint} but that "
"waypoint has no TOT. It may not be escorted.")
continue
times.append(tot)
if times:
return min(times)
return None
@property
def escort_end_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
waypoint = flight.flight_plan.dismiss_escort_at()
if waypoint is None:
continue
tot = flight.flight_plan.tot_for_waypoint(waypoint)
if tot is None:
tot = flight.flight_plan.depart_time_for_waypoint(waypoint)
if tot is None:
logging.error(
f"{flight} dismissed escort at {waypoint} but that "
"waypoint has no TOT or departure time. It may not be "
"escorted.")
continue
times.append(tot)
if times:
return max(times)
return None
def add_flight(self, flight: Flight) -> None:
"""Adds a flight to the package."""
self.flights.append(flight)
def remove_flight(self, flight: Flight) -> None:
"""Removes a flight from the package."""
self.flights.remove(flight)
if not self.flights:
self.waypoints = None
@property
def primary_task(self) -> Optional[FlightType]:
if not self.flights:
return None
flight_counts: Dict[FlightType, int] = defaultdict(lambda: 0)
for flight in self.flights:
flight_counts[flight.flight_type] += 1
# The package will contain a mix of mission types, but in general we can
# determine the goal of the mission because some mission types are more
# likely to be the main task than others. For example, a package with
# only CAP flights is a CAP package, a flight with CAP and strike is a
# strike package, a flight with CAP and DEAD is a DEAD package, and a
# flight with strike and SEAD is an OCA/Strike package. The type of
# package is determined by the highest priority flight in the package.
task_priorities = [
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
FlightType.BAI,
FlightType.DEAD,
FlightType.SEAD,
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.SWEEP,
FlightType.ESCORT,
]
for task in task_priorities:
if flight_counts[task]:
return task
# If we get here, our task_priorities list above is incomplete. Log the
# issue and return the type of *any* flight in the package.
some_mission = next(iter(self.flights)).flight_type
logging.warning(f"Unhandled mission type: {some_mission}")
return some_mission
@property
def package_description(self) -> str:
"""Generates a package description based on flight composition."""
task = self.primary_task
if task is None:
return "No mission"
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?
return hash(self.target.name)
@dataclass
class AirTaskingOrder:
"""The entire ATO for one coalition."""
#: The set of all planned packages in the ATO.
packages: List[Package] = field(default_factory=list)
def add_package(self, package: Package) -> None:
"""Adds a package to the ATO."""
self.packages.append(package)
def remove_package(self, package: Package) -> None:
"""Removes a package from the ATO."""
self.packages.remove(package)
def clear(self) -> None:
"""Removes all packages from the ATO."""
self.packages.clear()

View File

@@ -1,27 +1,19 @@
"""
Briefing generation logic
"""
from __future__ import annotations
import os
from collections import defaultdict
from dataclasses import dataclass
from datetime import timedelta
from typing import Dict, List, TYPE_CHECKING
import random
from typing import List
from game import db
from dcs.mission import Mission
from jinja2 import Environment, FileSystemLoader, select_autoescape
from game.theater import ControlPoint, FrontLine
from .aircraft import FlightData
from .airfields import RunwayData
from .airsupportgen import AwacsInfo, TankerInfo
from .armor import JtacInfo
from .flights.flight import FlightWaypoint
from .conflictgen import Conflict
from .ground_forces.combat_stance import CombatStance
from .radios import RadioFrequency
from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
@dataclass
class CommInfo:
@@ -30,33 +22,19 @@ class CommInfo:
freq: RadioFrequency
class FrontLineInfo:
def __init__(self, front_line: FrontLine):
self.front_line: FrontLine = front_line
self.player_base: ControlPoint = front_line.control_point_a
self.enemy_base: ControlPoint = front_line.control_point_b
self.player_zero: bool = self.player_base.base.total_armor == 0
self.enemy_zero: bool = self.enemy_base.base.total_armor == 0
self.advantage: bool = self.player_base.base.total_armor > self.enemy_base.base.total_armor
self.stance: CombatStance = self.player_base.stances[self.enemy_base.id]
self.combat_stances = CombatStance
class MissionInfoGenerator:
"""Base type for generators of mission information for the player.
Examples of subtypes include briefing generators, kneeboard generators, etc.
"""
def __init__(self, mission: Mission, game: Game) -> None:
def __init__(self, mission: Mission) -> None:
self.mission = mission
self.game = game
self.awacs: List[AwacsInfo] = []
self.comms: List[CommInfo] = []
self.flights: List[FlightData] = []
self.jtacs: List[JtacInfo] = []
self.tankers: List[TankerInfo] = []
self.frontlines: List[FrontLineInfo] = []
self.dynamic_runways: List[RunwayData] = []
def add_awacs(self, awacs: AwacsInfo) -> None:
"""Adds an AWACS/GCI to the mission.
@@ -99,13 +77,20 @@ class MissionInfoGenerator:
"""
self.tankers.append(tanker)
def add_frontline(self, frontline: FrontLineInfo) -> None:
"""Adds a frontline to the briefing
def generate(self) -> None:
"""Generates the mission information."""
raise NotImplementedError
Arguments:
frontline: Frontline conflict information
"""
self.frontlines.append(frontline)
class BriefingGenerator(MissionInfoGenerator):
def __init__(self, mission: Mission, conflict: Conflict, game):
super().__init__(mission)
self.conflict = conflict
self.game = game
self.title = ""
self.description = ""
self.dynamic_runways: List[RunwayData] = []
def add_dynamic_runway(self, runway: RunwayData) -> None:
"""Adds a dynamically generated runway to the briefing.
@@ -115,62 +100,148 @@ class MissionInfoGenerator:
"""
self.dynamic_runways.append(runway)
def generate(self) -> None:
"""Generates the mission information."""
raise NotImplementedError
def add_flight_description(self, flight: FlightData):
assert flight.client_units
aircraft = flight.aircraft_type
flight_unit_name = db.unit_type_name(aircraft)
self.description += "-" * 50 + "\n"
self.description += f"{flight_unit_name} x {flight.size + 2}\n\n"
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 ""
for i, wpt in enumerate(flight.waypoints):
self.description += f"#{i + 1} -- {wpt.name} : {wpt.description}\n"
self.description += f"#{len(flight.waypoints) + 1} -- RTB\n\n"
def add_ally_flight_description(self, flight: FlightData):
assert not flight.client_units
aircraft = flight.aircraft_type
flight_unit_name = db.unit_type_name(aircraft)
self.description += (
f"{flight.flight_type.name} {flight_unit_name} x {flight.size}, "
f"departing in {flight.departure_delay} minutes\n"
)
class BriefingGenerator(MissionInfoGenerator):
def generate(self):
self.description = ""
def __init__(self, mission: Mission, game: Game):
super().__init__(mission, game)
self.allied_flights_by_departure: Dict[str, List[FlightData]] = {}
env = Environment(
loader=FileSystemLoader("resources/briefing/templates"),
autoescape=select_autoescape(
disabled_extensions=("",),
default_for_string=True,
default=True,
),
trim_blocks=True,
lstrip_blocks=True,
)
env.filters["waypoint_timing"] = format_waypoint_time
self.template = env.get_template("briefingtemplate_EN.j2")
self.description += "DCS Liberation turn #" + str(self.game.turn) + "\n"
self.description += "=" * 15 + "\n\n"
def generate(self) -> None:
"""Generate the mission briefing
"""
self._generate_frontline_info()
self.generate_allied_flights_by_departure()
self.mission.set_description_text(self.template.render(vars(self)))
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
self.generate_ongoing_war_text()
def _generate_frontline_info(self) -> None:
"""Build FrontLineInfo objects from FrontLine type and append to briefing.
"""
for front_line in self.game.theater.conflicts(from_player=True):
self.add_frontline(FrontLineInfo(front_line))
self.description += "\n"*2
self.description += "Your flights:" + "\n"
self.description += "=" * 15 + "\n\n"
# TODO: This should determine if runway is friendly through a method more robust than the existing string match
def generate_allied_flights_by_departure(self) -> None:
"""Create iterable to display allied flights grouped by departure airfield.
"""
for flight in self.flights:
if flight.client_units:
self.add_flight_description(flight)
self.description += "\n"*2
self.description += "Planned ally flights:" + "\n"
self.description += "=" * 15 + "\n"
allied_flights_by_departure = defaultdict(list)
for flight in self.flights:
if not flight.client_units and flight.friendly:
name = flight.departure.airfield_name
if name in self.allied_flights_by_departure: # where else can we get this?
self.allied_flights_by_departure[name].append(flight)
else:
self.allied_flights_by_departure[name] = [flight]
allied_flights_by_departure[name].append(flight)
for departure, flights in allied_flights_by_departure.items():
self.description += f"\nFrom {departure}\n"
self.description += "-" * 50 + "\n\n"
for flight in flights:
self.add_ally_flight_description(flight)
if self.comms:
self.description += "\n\nComms Frequencies:\n"
self.description += "=" * 15 + "\n"
for comm_info in self.comms:
self.description += f"{comm_info.name}: {comm_info.freq}\n"
self.description += ("-" * 50) + "\n"
for runway in self.dynamic_runways:
self.description += f"{runway.airfield_name}\n"
self.description += f"RADIO : {runway.atc}\n"
if runway.tacan is not None:
self.description += f"TACAN : {runway.tacan} {runway.tacan_callsign}\n"
if runway.icls is not None:
self.description += f"ICLS Channel : {runway.icls}\n"
self.description += "-" * 50 + "\n"
self.description += "JTACS [F-10 Menu] : \n"
self.description += "===================\n\n"
for jtac in self.jtacs:
self.description += f"{jtac.region} -- Code : {jtac.code}\n"
self.mission.set_description_text(self.description)
self.mission.add_picture_blue(os.path.abspath(
"./resources/ui/splash_screen.png"))
def generate_ongoing_war_text(self):
self.description += "Current situation:\n"
self.description += "=" * 15 + "\n\n"
conflict_number = 0
for c in self.game.theater.conflicts():
conflict_number = conflict_number + 1
if c[0].captured:
player_base = c[0]
enemy_base = c[1]
else:
player_base = c[1]
enemy_base = c[0]
has_numerical_superiority = player_base.base.total_armor > enemy_base.base.total_armor
self.description += self.__random_frontline_sentence(player_base.name, enemy_base.name)
if enemy_base.id in player_base.stances.keys():
stance = player_base.stances[enemy_base.id]
if player_base.base.total_armor == 0:
self.description += "We do not have a single vehicle available to hold our position, the situation is critical, and we will lose ground inevitably.\n"
elif enemy_base.base.total_armor == 0:
self.description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n"
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
self.description += "On this location, our ground forces will try to make progress against the enemy"
self.description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n"
elif has_numerical_superiority:
self.description += "On this location, our ground forces will try an audacious assault against enemies in superior numbers. The operation is risky, and the enemy might counter attack.\n"
elif stance == CombatStance.ELIMINATION:
if has_numerical_superiority:
self.description += "On this location, our ground forces will focus on the destruction of enemy assets, before attempting to make progress toward " + enemy_base.name + ". "
self.description += "The enemy is already outnumbered, and this maneuver might draw a final blow to their forces.\n"
elif has_numerical_superiority:
self.description += "On this location, our ground forces will try an audacious assault against enemies in superior numbers. The operation is risky, and the enemy might counter attack.\n"
elif stance == CombatStance.BREAKTHROUGH:
if has_numerical_superiority:
self.description += "On this location, our ground forces will focus on progression toward " + enemy_base.name + ".\n"
elif has_numerical_superiority:
self.description += "On this location, our ground forces have been ordered to rush toward " + enemy_base.name + ". Wish them luck... We are also expecting a counter attack.\n"
elif stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
if has_numerical_superiority:
self.description += "On this location, our ground forces will hold position. We are not expecting an enemy assault.\n"
elif has_numerical_superiority:
self.description += "On this location, our ground forces have been ordered to hold still, and defend against enemy attacks. An enemy assault might be iminent.\n"
if conflict_number == 0:
self.description += "There are currently no fights on the ground.\n"
self.description += "\n\n"
def __random_frontline_sentence(self, player_base_name, enemy_base_name):
templates = [
"There are combats between {} and {}. ",
"The war on the ground is still going on between {} and {}. ",
"Our ground forces in {} are opposed to enemy forces based in {}. ",
"Our forces from {} are fighting enemies based in {}. ",
"There is an active frontline between {} and {}. ",
]
return random.choice(templates).format(player_base_name, enemy_base_name)

View File

@@ -1,18 +1,88 @@
import logging
import random
from typing import Tuple, Optional
import typing
import pdb
import dcs
from dcs.country import Country
from dcs.mapping import Point
from random import randint
from dcs import Mission
from game.theater.conflicttheater import ConflictTheater, FrontLine
from game.theater.controlpoint import ControlPoint
from game.utils import heading_sum, opposite_heading
from dcs.mission import *
from dcs.vehicles import *
from dcs.unitgroup import *
from dcs.unittype import *
from dcs.mapping import *
from dcs.point import *
from dcs.task import *
from dcs.country import *
from theater import *
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:
attackers_side = None # type: str
defenders_side = None # type: str
attackers_country = None # type: Country
defenders_country = None # type: Country
from_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
position = None # type: Point
size = None # type: int
radials = None # type: typing.List[int]
heading = None # type: int
distance = None # type: int
ground_attackers_location = None # type: Point
ground_defenders_location = None # type: Point
air_attackers_location = None # type: Point
air_defenders_location = None # type: Point
def __init__(self,
theater: ConflictTheater,
from_cp: ControlPoint,
@@ -22,9 +92,12 @@ class Conflict:
attackers_country: Country,
defenders_country: Country,
position: Point,
heading: Optional[int] = None,
size: Optional[int] = None
):
heading=None,
distance=None,
ground_attackers_location: Point = None,
ground_defenders_location: Point = None,
air_attackers_location: Point = None,
air_defenders_location: Point = None):
self.attackers_side = attackers_side
self.defenders_side = defenders_side
@@ -36,39 +109,177 @@ class Conflict:
self.theater = theater
self.position = position
self.heading = heading
self.size = size
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) -> typing.Optional[Point]:
return Conflict._find_ground_position(at, max_distance, heading, self.theater)
@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, 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)
def frontline_position(cls, theater: ConflictTheater, from_cp: ControlPoint, to_cp: ControlPoint) -> typing.Optional[typing.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)
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> typing.Optional[typing.Tuple[Point, int, int]]:
initial, heading = cls.frontline_position(theater, from_cp, to_cp)
"""
Returns a vector for a valid frontline location avoiding exclusion zones.
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
"""
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
frontline = cls.frontline_position(theater, from_cp, to_cp)
if not frontline:
return None
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 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)
conflict = cls(
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) -> typing.Optional[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,
heading=heading,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
@@ -76,38 +287,243 @@ class Conflict:
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
size=distance
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)
)
return conflict
@classmethod
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
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, 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, 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 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
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),
)
@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(
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,
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),
)
@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, 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,
)
@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, 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
)

View File

@@ -11,7 +11,8 @@ def generate_armor_group(faction:str, game, ground_object):
This generate a group of ground units
:return: Generated group
"""
possible_unit = [u for u in db.FACTIONS[faction].frontline_units if u in Armor.__dict__.values()]
possible_unit = [u for u in db.FACTIONS[faction]["units"] if u in Armor.__dict__.values()]
if len(possible_unit) > 0:
unit_type = random.choice(possible_unit)
return generate_armor_group_of_type(game, ground_object, unit_type)

View File

@@ -1,36 +1,156 @@
from typing import Optional
import logging
import typing
import random
from datetime import datetime, timedelta, time
from dcs.mission import Mission
from dcs.triggers import *
from dcs.condition import *
from dcs.action import *
from dcs.unit import Skill
from dcs.point import MovingPoint, PointProperties
from dcs.action import *
from dcs.weather import *
from game.weather import Clouds, Fog, Conditions, WindConditions
from game import db
from theater import *
from gen import *
WEATHER_CLOUD_BASE = 2000, 3000
WEATHER_CLOUD_DENSITY = 1, 8
WEATHER_CLOUD_THICKNESS = 100, 400
WEATHER_CLOUD_BASE_MIN = 1600
WEATHER_FOG_CHANCE = 20
WEATHER_FOG_VISIBILITY = 2500, 5000
WEATHER_FOG_THICKNESS = 100, 500
RANDOM_TIME = {
"night": 7,
"dusk": 40,
"dawn": 40,
"day": 100,
}
RANDOM_WEATHER = {
1: 0, # thunderstorm
2: 20, # rain
3: 80, # clouds
4: 100, # clear
}
class EnvironmentGenerator:
def __init__(self, mission: Mission, conditions: Conditions) -> None:
class EnvironmentSettings:
weather_dict = None
start_time = None
class EnviromentGenerator:
def __init__(self, mission: Mission, conflict: Conflict, game):
self.mission = mission
self.conditions = conditions
self.conflict = conflict
self.game = game
def set_clouds(self, clouds: Optional[Clouds]) -> None:
if clouds is None:
return
self.mission.weather.clouds_base = clouds.base
self.mission.weather.clouds_thickness = clouds.thickness
self.mission.weather.clouds_density = clouds.density
self.mission.weather.clouds_iprecptns = clouds.precipitation
def _gen_time(self):
def set_fog(self, fog: Optional[Fog]) -> None:
if fog is None:
return
self.mission.weather.fog_visibility = fog.visibility
self.mission.weather.fog_thickness = fog.thickness
start_time = self.game.current_day
def set_wind(self, wind: WindConditions) -> None:
self.mission.weather.wind_at_ground = wind.at_0m
self.mission.weather.wind_at_2000 = wind.at_2000m
self.mission.weather.wind_at_8000 = wind.at_8000m
daytime = self.game.current_turn_daytime
logging.info("Mission time will be {}".format(daytime))
if self.game.settings.night_disabled:
logging.info("Skip Night mission due to user settings")
if daytime == "dawn":
time_range = (8, 9)
elif daytime == "day":
time_range = (10, 12)
elif daytime == "dusk":
time_range = (12, 14)
elif daytime == "night":
time_range = (14, 17)
else:
time_range = (10, 12)
else:
time_range = self.game.theater.daytime_map[daytime]
start_time += timedelta(hours=random.randint(*time_range))
logging.info("time - {}, slot - {}, night skipped - {}".format(
str(start_time),
str(time_range),
self.game.settings.night_disabled))
self.mission.start_time = start_time
def _generate_wind(self, wind_speed, wind_direction=None):
# wind
if not wind_direction:
wind_direction = random.randint(0, 360)
self.mission.weather.wind_at_ground = Wind(wind_direction, wind_speed)
self.mission.weather.wind_at_2000 = Wind(wind_direction, wind_speed * 2)
self.mission.weather.wind_at_8000 = Wind(wind_direction, wind_speed * 3)
def _generate_base_weather(self):
# clouds
self.mission.weather.clouds_base = random.randint(*WEATHER_CLOUD_BASE)
self.mission.weather.clouds_density = random.randint(*WEATHER_CLOUD_DENSITY)
self.mission.weather.clouds_thickness = random.randint(*WEATHER_CLOUD_THICKNESS)
# wind
self._generate_wind(random.randint(0, 4))
# fog
if random.randint(0, 100) < WEATHER_FOG_CHANCE:
self.mission.weather.fog_visibility = random.randint(*WEATHER_FOG_VISIBILITY)
self.mission.weather.fog_thickness = random.randint(*WEATHER_FOG_THICKNESS)
def _gen_random_weather(self):
weather_type = None
for k, v in RANDOM_WEATHER.items():
if random.randint(0, 100) <= v:
weather_type = k
break
logging.info("generated weather {}".format(weather_type))
if weather_type == 1:
# thunderstorm
self._generate_base_weather()
self._generate_wind(random.randint(0, 8))
self.mission.weather.clouds_density = random.randint(9, 10)
self.mission.weather.clouds_iprecptns = Weather.Preceptions.Thunderstorm
elif weather_type == 2:
# rain
self._generate_base_weather()
self.mission.weather.clouds_density = random.randint(5, 8)
self.mission.weather.clouds_iprecptns = Weather.Preceptions.Rain
self._generate_wind(random.randint(0, 6))
elif weather_type == 3:
# clouds
self._generate_base_weather()
elif weather_type == 4:
# clear
pass
if self.mission.weather.clouds_density > 0:
# sometimes clouds are randomized way too low and need to be fixed
self.mission.weather.clouds_base = max(self.mission.weather.clouds_base, WEATHER_CLOUD_BASE_MIN)
if self.mission.weather.wind_at_ground.speed == 0:
# frontline smokes look silly w/o any wind
self._generate_wind(1)
def generate(self) -> EnvironmentSettings:
self._gen_time()
self._gen_random_weather()
settings = EnvironmentSettings()
settings.start_time = self.mission.start_time
settings.weather_dict = self.mission.weather.dict()
return settings
def load(self, settings: EnvironmentSettings):
self.mission.start_time = settings.start_time
self.mission.weather.load_from_dict(settings.weather_dict)
def generate(self):
self.mission.start_time = self.conditions.start_time
self.set_clouds(self.conditions.weather.clouds)
self.set_fog(self.conditions.weather.fog)
self.set_wind(self.conditions.weather.wind)

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