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5 Commits

Author SHA1 Message Date
walterroach
6f65637f6b Fix bug #353 2020-11-27 17:47:19 -06:00
Dan Albert
cceb3da693 Resurrect force multiplier option.
Fixes https://github.com/Khopa/dcs_liberation/issues/440

(cherry picked from commit 611f04ab5a)
2020-11-25 14:13:54 -08:00
walterroach
a357bf3c08 Fix bug #400 2020-11-22 17:32:05 -06:00
walterroach
3f251c38d8 Set AGL altitude on target waypoints 2020-11-22 16:42:22 -06:00
walterroach
01702f046e Add missing P-47 icons 2020-11-22 02:12:15 -06:00
773 changed files with 17275 additions and 28019 deletions

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@@ -1,37 +0,0 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: bug
assignees: ''
---
Before filing, please search the issue tracker to see if the issue has already been reported.
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Additional information**
We will usually need more information for debugging. Include as much of the following as you are able:
- DCS Liberation save file (the `.liberation` file you save from the DCS Liberation window). By default these are located in your DCS saved games directory (`%USERPROFILE%/Saved Games/DCS`).
- The generated mission file (the `.miz` file that you load in DCS to play the turn). By default these are located in your missions directory (`%USERPROFILE%/Saved Games/DCS/Missions`).
- A tacview track file, especially when demonstrating an issue with AI behavior. By default these are locaed in your Tacview tracks directory (`%USERPROFILE%/Documents/Tacview`).
**Version information (please complete the following information):**
- DCS Liberation [e.g. 2.3.1]:
**Additional context**
Add any other context about the problem here.

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@@ -1,19 +0,0 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: enhancement
assignees: ''
---
Before filing, please search the issue tracker to see if this feature has already been requested.
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Additional context**
Add any other context or screenshots about the feature request here.

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

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@@ -43,6 +43,11 @@ jobs:
./venv/scripts/activate
mypy gen
- name: mypy theater
run: |
./venv/scripts/activate
mypy theater
- name: Build binaries
run: |
./venv/scripts/activate
@@ -53,6 +58,11 @@ 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 +105,15 @@ 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:

1
.gitignore vendored
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@@ -5,7 +5,6 @@ resources/payloads/*.lua
venv
logs.txt
.DS_Store
.vscode/settings.json
dist/**
a.py
resources/tools/a.miz

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

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

165
LICENSE
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@@ -1,165 +0,0 @@
GNU LESSER GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
This version of the GNU Lesser General Public License incorporates
the terms and conditions of version 3 of the GNU General Public
License, supplemented by the additional permissions listed below.
0. Additional Definitions.
As used herein, "this License" refers to version 3 of the GNU Lesser
General Public License, and the "GNU GPL" refers to version 3 of the GNU
General Public License.
"The Library" refers to a covered work governed by this License,
other than an Application or a Combined Work as defined below.
An "Application" is any work that makes use of an interface provided
by the Library, but which is not otherwise based on the Library.
Defining a subclass of a class defined by the Library is deemed a mode
of using an interface provided by the Library.
A "Combined Work" is a work produced by combining or linking an
Application with the Library. The particular version of the Library
with which the Combined Work was made is also called the "Linked
Version".
The "Minimal Corresponding Source" for a Combined Work means the
Corresponding Source for the Combined Work, excluding any source code
for portions of the Combined Work that, considered in isolation, are
based on the Application, and not on the Linked Version.
The "Corresponding Application Code" for a Combined Work means the
object code and/or source code for the Application, including any data
and utility programs needed for reproducing the Combined Work from the
Application, but excluding the System Libraries of the Combined Work.
1. Exception to Section 3 of the GNU GPL.
You may convey a covered work under sections 3 and 4 of this License
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2. Conveying Modified Versions.
If you modify a copy of the Library, and, in your modifications, a
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3. Object Code Incorporating Material from Library Header Files.
The object code form of an Application may incorporate material from
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4. Combined Works.
You may convey a Combined Work under terms of your choice that,
taken together, effectively do not restrict modification of the
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engineering for debugging such modifications, if you also do each of
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c) For a Combined Work that displays copyright notices during
execution, include the copyright notice for the Library among
these notices, as well as a reference directing the user to the
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d) Do one of the following:
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License, and the Corresponding Application Code in a form
suitable for, and under terms that permit, the user to
recombine or relink the Application with a modified version of
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you use option 4d0, the Installation Information must accompany
the Minimal Corresponding Source and Corresponding Application
Code. If you use option 4d1, you must provide the Installation
Information in the manner specified by section 6 of the GNU GPL
for conveying Corresponding Source.)
5. Combined Libraries.
You may place library facilities that are a work based on the
Library side by side in a single library together with other library
facilities that are not Applications and are not covered by this
License, and convey such a combined library under terms of your
choice, if you do both of the following:
a) Accompany the combined library with a copy of the same work based
on the Library, uncombined with any other library facilities,
conveyed under the terms of this License.
b) Give prominent notice with the combined library that part of it
is a work based on the Library, and explaining where to find the
accompanying uncombined form of the same work.
6. Revised Versions of the GNU Lesser General Public License.
The Free Software Foundation may publish revised and/or new versions
of the GNU Lesser General Public License from time to time. Such new
versions will be similar in spirit to the present version, but may
differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the
Library as you received it specifies that a certain numbered version
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Library.

View File

@@ -21,16 +21,6 @@ It is an external program that generates full and complex DCS missions and manag
Latest release is available here : https://github.com/Khopa/dcs_liberation/releases
To download preview builds of the next version of DCS Liberation, see https://github.com/Khopa/dcs_liberation/wiki/Preview-builds.
## Bugs and feature requests
If you need to report a bug or want to suggest a new feature, you can do this on our [bug tracker](https://github.com/Khopa/dcs_liberation/issues). In either case, please use the search bar at the top of the page to see if it has already been reported. Note that you may need to remove the filter for open bugs if it's something we've recently fixed.
## Roadmap
Our plans for future releases can be found on our [Projects page](https://github.com/Khopa/dcs_liberation/projects). Each planned release has a Project, and the page for that project has columns for to do, in progress, and done. Items in the Done column are in the [preview build](https://github.com/Khopa/dcs_liberation/wiki/Preview-builds) for that release. Items in the To do column are planned to be added to that release.
## Resources
Tutorials, contributors and developer's guides are available in the project's [Wiki](https://github.com/Khopa/dcs_liberation/wiki/)

View File

@@ -1,187 +1,6 @@
# 2.4.0
Saves from 2.3 are not compatible with 2.4.
## Highlights
* Improved flight plan generation to avoid loitering in or traveling through threatened areas when practical.
* Improved AI aircraft purchasing behavior.
* Era-restricted weapons (work in progress).
* Tons of UI polish.
* Rebalanced economy to keep opfor competitive over the course of the game.
## Features/Improvements
* **[Flight Planner]** Air-to-air and SEAD escorts will no longer be automatically planned for packages that are not in range of threats.
* **[Flight Planner]** Non-custom flight plans will now navigate around threat areas en route to the target area when practical.
* **[Flight Planner]** Flight plans along front lines now ensure that the race track start is closer to the departure airfield than the race track end.
* **[Campaign AI]** Auto-purchase now prefers airfields that are not within range of the enemy.
* **[Campaign AI]** Auto-purchase now prefers the best aircraft for the task, but will attempt to maintain some variety.
* **[Campaign AI]** Opfor now sells off odd aircraft since they're unlikely to be used.
* **[Campaign AI]** Multiple rounds of CAP will be planned (roughly 90 minutes of coverage). Default starting budget has increased to account for the increased need for aircraft.
* **[Mission Generator]** Multiple groups are created for complex SAM sites (SAMs with additional point defense or SHORADS), improving Skynet behavior.
* **[Mission Generator]** Default start type can now be chosen in the settings. This replaces the non-functional "AI Parking Start" option. **Selecting any type other than cold will break OCA/Aircraft missions.**
* **[Cheat Menu]** Added ability to toggle base capture and frontline advance/retreat cheats.
* **[Skynet]** Updated to 2.0.1.
* **[Skynet]** Point defenses are now configured to remain on to protect the site they accompany.
* **[Hercules]** Updated the Hercules Cargo list file.
* **[Balance]** Opfor now gains income using the same rules as the player, significantly increasing their income relative to the player for most campaigns.
* **[Balance]** Units now retreat from captured bases when able. Units with no retreat path will be captured and sold.
* **[Economy]** FOBs generate only $10M per turn (previously $20M like airbases).
* **[Economy]** Carriers and off-map spawns generate no income (previously $20M like airbases).
* **[Economy]** Sales of aircraft and ground vehicles can now be cancelled before the next turn begins.
* **[UI]** Multi-SAM objectives now show threat and detection rings per group.
* **[UI]** New icon for AA sites with no active threat.
* **[UI]** Unit names are now prettier and more accurate, and can now be set per-country for added historical flavour.
* **[UI]** Default loadout is now shown for flights with no custom loadout selected.
* **[UI]** Aircraft for a new flight are now only selectable if they match the task type for that flight.
* **[UI]** WIP - There is now a unit info button for each unit in the recruitment list, that should help newer players learn what each unit does.
* **[UI]** Docs for time-on-target and creating new theaters/factions/loadouts are now linked in the UI at the appropriate places.
* **[UI]** ASAP is now a checkbox rather than a button. Enabling this will disable the TOT selector but changes to the package structure will automatically re-ASAP the package.
* **[UI]** Arrival airfield is now shown in the flight list if it differs from the departure airfield.
* **[UI]** Start type can now be selected when creating a flight.
* **[UI]** Arrival and divert airfields can be edited after the flight is created.
* **[Factions]** Added option for date-based loadout restriction. Active radar homing missiles are handled, patches welcome for the other thousand weapons.
* **[Factions]** Added Poland 2010 faction.
* **[Factions]** Added Greece 2005 faction.
* **[Factions]** Added Iran 1988 faction.
* **[Units]** Support for E-2 Hawkeye, SH-60B Seahawk, S-3B Viking (thanks to awinterquest) and SpGH Dana - these are now being used by appropriate factions.
* **[Culling]** Missile sites are no longer culled.
* **[Campaigns]** Added campaign "Black Sea Lite" by Starfire
* **[Campaigns]** Added campaign "Exercise Vegas Nerve" by Starfire
* **[New game Wizard]** The theater page is now the first page of the campaign wizard, recommended factions will be selected automatically on the faction selection page
* **[New game Wizard]** Added information text about the selected campaign performance.
* **[Mod Support]** Added support for High Digit SAMs mod 1.4.0
* **[Mod Support]** Added SAMs sites generator : KS19Generator, SA10BGenerator, SA12Generator, SA17Generator, SA20Generator, SA20BGenerator, SA23Generator
## Fixes
* **[Hercules]** Updated the default Hercules radio frequency.
* **[Economy]** Pending unit orders at captured bases will be refunded.
* **[UI]** Carrier group SAM threat rings now move with the carrier.
* **[UI]** Base intel menu no longer compresses text, and is now scrollable.
* **[UI]** Edit Flight window is now dynamically sized to adapt to the width of waypoint names, so they no longer get truncated.
* **[UI]** Budget income display is now rounded to 2 decimal places.
* **[UI]** Fixed incorrect income per turn displayed for strike target tooltip.
* **[Factions]** USA with C-130 faction now links to the required mod.
* **[Campaign]** Fixed issue where destroyed buildings would sometimes not count as destroyed and thus respawn.
* **[Campaign]** Fixed issue where destroyed runways were not registered.
* **[Units]** J-11A is no longer spawned with empty loadout.
* **[Units]** F-14B is no longer spawned with empty loadout for fighter sweep tasks.
* **[Units]** Pyotr Velikiy cruiser has been removed for now as it's nearly unkillable.
* **[Units]** Submarines have been removed for now as they aren't wholly functional.
* **[Units]** Fixed "FACTION ERROR : Unable to find OliverHazardPerryGroupGenerator in pydcs" error at startup.
* **[Mission Generator]** Fixed a bug where units set to Aggressive stance sometimes did not move.
* **[Mission Generator]** Flyover points for OCA/Aircraft missions are now generated correctly.
* **[Flight Planner]** Fixed not being able to create custom waypoints for buildings.
* **[Flight Planner]** Strike missions will no longer be automatically planned against SAMs.
* **[Flight Planner]** Strike missions will no longer be automatically planned against FOB structures.
# 2.3.4
## Fixes:
[Mission Generator] Mission generator would crash when generating fire missions for destroyed SCUD sites - fixed
# 2.3.3
## Features/Improvements
* **[Campaigns]** Reworked Golan Heights campaign on Syria, (Added FOB and preset locations for SAMS)
* **[Campaigns]** Added a lite version of the Golan Heights campaign
* **[Campaigns]** Reworked Syrian Civil War campaign (Added FOB and preset locations for SAMS)
* **[Campaigns]** Reworked Emirates campaign
* **[Campaigns]** AA units added to frontlines and updated all factions to include some frontline AA units.
* **[Mission Generator]** Infantry will only be generated for APC and IFV groups
* **[Mission Generator]** Infantry squads size is not randomized anymore
* **[Mission Generator]** Infantry squads can have a mortar.
* **[Mission Generator]** SCUD missiles sites will now fire on enemy controls points in range when possible
* **[Factions]** Updated Nato Desert Storm to include F-14A
* **[Factions]** Updated Iraq 1991 factions to include Zsu-57 and Mig-29A
* **[Factions]** Germany 1944, added Stug III and Stug IV
* **[Factions]** Added factions Insurgents (Hard) with better and more weapons
* **[Plugins]** [The EWRS plugin](https://github.com/Bob7heBuilder/EWRS) is now included.
* **[UI]** Added enemy intelligence summary and details window.
## Fixes:
* **[Factions]** AI would never buy artillery units for the frontline - fixed
* **[Factions]** Removed the F-111 unit from the NATO desert storm faction. (Recruiting it would cause crashes in DCS, since it is not a valid unit)
* **[Campaign]** Automatic redeployment of ground units would sometimes fail - fixed
* **[Mission Generator]** Artillery groups would retreat in the wrong direction - fixed
* **[Units]** Fixed SPG_Stryker_M1128_MGS not being in db
* **[UI]** Fixed and added many missing ground units icons
* **[UI]** Ship groups could be replaced by SAM sites in the UI, which would lead to broken mission being generated - fixed
* **[New Game Wizard]** Removed the "mid game" campaign generator option which is currently broken
* **[Mission Generator]** Empty navy groups will no longer be generated
* **[Mission Generator]** Fixed BAI, SEAD, and DEAD flights ocassionally being assigned the wrong targets.
* **[Flight Planner]** Fixed not being able to plan packages against opfor carriers
* **[UI]** Repaired SAMs no longer show as dead.
* **[UI]** Fixed not being able to manage a disbanded site after disbanding and closing the base menu.
# 2.3.2
## Features/Improvements
* **[Units]** Support for newly added BTR-82A, T-72B3
* **[Units]** Added ZSU-57 AAA sites
* **[Culling]** BARCAP missions no longer create culling exclusion zones.
* **[Flight Planner]** Improved TOT planning. Negative start times no longer occur with TARCAPs and hold times no longer affect planning for flight plans without hold points.
* **[Factions]** Added Iraq 1991 faction (thanks again to Hawkmoon!)
## Fixes:
* **[Mission Generator]** Fix mission generation error when there are too many radio frequency to setup for the Mig-21
* **[Mission Generator]** Fix ground units not moving forward
* **[Mission Generator]** Fixed assigned radio channels overlapping with beacons.
* **[Flight Planner]** Fix creation of custom waypoints.
* **[Campaigns]** Fixed many cases of SAMs spawning on the runways/taxiways in Syria Full.
# 2.3.1
## Features/Improvements
* **[UX]** Added a warning message when the player is attempting to buy more planes at an already full airbase.
* **[Campaigns]** Migrated Syria full map to new format. (Thanks to Hawkmoon)
* **[Faction]** Added NATO desert Storm faction (Thanks to Hawkmoon)
## Fixes:
* **[AI]** CAP flights will engage enemies again.
* **[Campaigns]** Fixed a missing path on the Caucasus Full Map campaign
# 2.3.0
## Features/Improvements
* **[Campaign Map]** Overhauled the campaign model
* **[Campaign Map]** Possible to add FOB as control points
* **[Campaign Map]** Added off-map spawn locations
* **[Campaign AI]** Overhauled AI recruiting behaviour
* **[Campaign AI]** Added AI procurement for Blue
* **[Campaign]** New Campaign: "Black Sea"
* **[Mission Planner]** Possible to move carrier and tarawa on the campaign map
* **[Mission Generator]** Infantry squads on frontline can have manpads
* **[Mission Generator]** Unused aircraft now spawned to allow for OCA strikes
* **[Mission Generator]** Opfor now obeys parking limits
* **[Mission Generator]** Support for Anubis C-130 Hercules mod
* **[Flight Planner]** Added fighter sweep missions.
* **[Flight Planner]** Added BAI missions.
* **[Flight Planner]** Added anti-ship missions.
* **[Flight Planner]** Differentiated BARCAP and TARCAP. TARCAP is now for hostile areas and will arrive before the package.
* **[Flight Planner]** Added OCA missions
* **[Flight Planner]** Added Alternate/divert airfields
* **[Culling]** Added possibility to include/exclude carriers from culling zones
* **[QOL]** On liberation startup, your latest save game is loaded automatically
* **[Units]** Reduced starting fuel load for C101
* **[UI]** Inform the user of the weather
* **[UI]** Added toolbar buttons to change map display settings
* **[Game]** Added new Economy options for adjusting income multipliers and starting budgets.
## Fixes :
* **[Map]** Missiles sites now have a proper icon and will not re-use the SAM sites icon
* **[Mission Generator]** Ground unit waypoints improperly set to "On Road" - fixed
* **[Mission Generator]** Target waypoints not at ground level - fixed
* **[Mission Generator]** Selected skill not applied to Helicopters - fixed
* **[Mission Generator]** Ground units do not always spawn - fixed
* **[Kneeboard]** Briefing waypoints off by one - fixed
* **[Game]** Destroyed buildings still granting budget - fixed
# 2.2.1
## Features/Improvements
# Features/Improvements
* **[Factions]** Added factions : Georgia 2008, USN 1985, France 2005 Frenchpack by HerrTom
* **[Factions]** Added map Persian Gulf full by Plob
* **[Flight Planner]** Player flights with start delays under ten minutes will spawn immediately.

View File

@@ -3,9 +3,9 @@ import dcs
DEFAULT_AVAILABLE_BUILDINGS = ['fuel', 'ammo', 'comms', 'oil', 'ware', 'farp', 'fob', 'power', 'factory', 'derrick']
WW2_FREE = ['fuel', 'factory', 'ware', 'fob']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp', 'fob']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'fob']
WW2_FREE = ['fuel', 'factory', 'ware']
WW2_GERMANY_BUILDINGS = ['fuel', 'factory', 'ww2bunker', 'ww2bunker', 'ww2bunker', 'allycamp', 'allycamp']
WW2_ALLIES_BUILDINGS = ['fuel', 'factory', 'allycamp', 'allycamp', 'allycamp', 'allycamp', 'allycamp']
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

@@ -1,7 +1,7 @@
from dataclasses import dataclass
from datetime import timedelta
from game.utils import Distance, feet, nautical_miles
from game.utils import nm_to_meter, feet_to_meter
@dataclass(frozen=True)
@@ -12,44 +12,30 @@ class Doctrine:
strike: bool
antiship: bool
rendezvous_altitude: Distance
hold_distance: Distance
push_distance: Distance
join_distance: Distance
split_distance: Distance
ingress_egress_distance: Distance
ingress_altitude: Distance
egress_altitude: Distance
strike_max_range: int
sead_max_range: int
min_patrol_altitude: Distance
max_patrol_altitude: Distance
pattern_altitude: Distance
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
min_patrol_altitude: int
max_patrol_altitude: int
pattern_altitude: int
#: The duration that CAP flights will remain on-station.
cap_duration: timedelta
#: The minimum length of the CAP race track.
cap_min_track_length: Distance
#: The maximum length of the CAP race track.
cap_max_track_length: Distance
#: The minimum distance between the defended position and the *end* of the
#: CAP race track.
cap_min_distance_from_cp: Distance
#: The maximum distance between the defended position and the *end* of the
#: CAP race track.
cap_max_distance_from_cp: Distance
#: The engagement range of CAP flights. Any enemy aircraft within this range
#: of the CAP's current position will be engaged by the CAP.
cap_engagement_range: Distance
cap_min_track_length: int
cap_max_track_length: int
cap_min_distance_from_cp: int
cap_max_distance_from_cp: int
cas_duration: timedelta
sweep_distance: Distance
MODERN_DOCTRINE = Doctrine(
cap=True,
@@ -57,25 +43,25 @@ MODERN_DOCTRINE = Doctrine(
sead=True,
strike=True,
antiship=True,
rendezvous_altitude=feet(25000),
hold_distance=nautical_miles(15),
push_distance=nautical_miles(20),
join_distance=nautical_miles(20),
split_distance=nautical_miles(20),
ingress_egress_distance=nautical_miles(45),
ingress_altitude=feet(20000),
egress_altitude=feet(20000),
min_patrol_altitude=feet(15000),
max_patrol_altitude=feet(33000),
pattern_altitude=feet(5000),
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=nautical_miles(15),
cap_max_track_length=nautical_miles(40),
cap_min_distance_from_cp=nautical_miles(10),
cap_max_distance_from_cp=nautical_miles(40),
cap_engagement_range=nautical_miles(50),
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=nautical_miles(60),
)
COLDWAR_DOCTRINE = Doctrine(
@@ -84,25 +70,25 @@ COLDWAR_DOCTRINE = Doctrine(
sead=True,
strike=True,
antiship=True,
rendezvous_altitude=feet(22000),
hold_distance=nautical_miles(10),
push_distance=nautical_miles(10),
join_distance=nautical_miles(10),
split_distance=nautical_miles(10),
ingress_egress_distance=nautical_miles(30),
ingress_altitude=feet(18000),
egress_altitude=feet(18000),
min_patrol_altitude=feet(10000),
max_patrol_altitude=feet(24000),
pattern_altitude=feet(5000),
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=nautical_miles(12),
cap_max_track_length=nautical_miles(24),
cap_min_distance_from_cp=nautical_miles(8),
cap_max_distance_from_cp=nautical_miles(25),
cap_engagement_range=nautical_miles(35),
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=nautical_miles(40),
)
WWII_DOCTRINE = Doctrine(
@@ -111,23 +97,23 @@ WWII_DOCTRINE = Doctrine(
sead=False,
strike=True,
antiship=True,
hold_distance=nautical_miles(5),
push_distance=nautical_miles(5),
join_distance=nautical_miles(5),
split_distance=nautical_miles(5),
rendezvous_altitude=feet(10000),
ingress_egress_distance=nautical_miles(7),
ingress_altitude=feet(8000),
egress_altitude=feet(8000),
min_patrol_altitude=feet(4000),
max_patrol_altitude=feet(15000),
pattern_altitude=feet(5000),
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=nautical_miles(8),
cap_max_track_length=nautical_miles(18),
cap_min_distance_from_cp=nautical_miles(0),
cap_max_distance_from_cp=nautical_miles(5),
cap_engagement_range=nautical_miles(20),
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=nautical_miles(10),
)

View File

@@ -1,326 +0,0 @@
from __future__ import annotations
import datetime
import inspect
import logging
from collections import defaultdict
from dataclasses import dataclass
from typing import Dict, Iterator, Optional, Set, Tuple, Type, Union, cast
from dcs.unitgroup import FlyingGroup
from dcs.unittype import FlyingType
from dcs.weapons_data import Weapons, weapon_ids
PydcsWeapon = Dict[str, Union[int, str]]
PydcsWeaponAssignment = Tuple[int, PydcsWeapon]
@dataclass(frozen=True)
class Weapon:
"""Wraps a pydcs weapon dict in a hashable type."""
cls_id: str
name: str
weight: int
def available_on(self, date: datetime.date) -> bool:
introduction_year = WEAPON_INTRODUCTION_YEARS.get(self)
if introduction_year is None:
logging.warning(
f"No introduction year for {self}, assuming always available")
return True
return date >= datetime.date(introduction_year, 1, 1)
@property
def as_pydcs(self) -> PydcsWeapon:
return {
"clsid": self.cls_id,
"name": self.name,
"weight": self.weight,
}
@property
def fallbacks(self) -> Iterator[Weapon]:
yield self
fallback = WEAPON_FALLBACK_MAP[self]
if fallback is not None:
yield from fallback.fallbacks
@classmethod
def from_pydcs(cls, weapon_data: PydcsWeapon) -> Weapon:
return cls(
cast(str, weapon_data["clsid"]),
cast(str, weapon_data["name"]),
cast(int, weapon_data["weight"])
)
@classmethod
def from_clsid(cls, clsid: str) -> Optional[Weapon]:
data = weapon_ids.get(clsid)
if data is None:
return None
return cls.from_pydcs(data)
@dataclass(frozen=True)
class Pylon:
number: int
allowed: Set[Weapon]
def can_equip(self, weapon: Weapon) -> bool:
return weapon in self.allowed
def equip(self, group: FlyingGroup, weapon: Weapon) -> None:
if not self.can_equip(weapon):
raise ValueError(f"Pylon {self.number} cannot equip {weapon.name}")
group.load_pylon(self.make_pydcs_assignment(weapon), self.number)
def make_pydcs_assignment(self, weapon: Weapon) -> PydcsWeaponAssignment:
return self.number, weapon.as_pydcs
def available_on(self, date: datetime.date) -> Iterator[Weapon]:
for weapon in self.allowed:
if weapon.available_on(date):
yield weapon
@classmethod
def for_aircraft(cls, aircraft: Type[FlyingType], number: int) -> Pylon:
# In pydcs these are all arbitrary inner classes of the aircraft type.
# The only way to identify them is by their name.
pylons = [v for v in aircraft.__dict__.values() if
inspect.isclass(v) and v.__name__.startswith("Pylon")]
# And that Pylon class has members with irrelevant names that have
# values of (pylon number, allowed weapon).
allowed = set()
for pylon in pylons:
for key, value in pylon.__dict__.items():
if key.startswith("__"):
continue
pylon_number, weapon = value
if pylon_number != number:
continue
allowed.add(Weapon.from_pydcs(weapon))
return cls(number, allowed)
@classmethod
def iter_pylons(cls, aircraft: Type[FlyingType]) -> Iterator[Pylon]:
for pylon in sorted(list(aircraft.pylons)):
yield cls.for_aircraft(aircraft, pylon)
_WEAPON_FALLBACKS = [
# AIM-120C
(Weapons.AIM_120C, Weapons.AIM_120B),
(Weapons.LAU_115___AIM_120C, Weapons.LAU_115___AIM_120B),
(Weapons.LAU_115_2_LAU_127_AIM_120C, Weapons.LAU_115_2_LAU_127_AIM_120B),
# AIM-120B
(Weapons.AIM_120B, Weapons.AIM_7MH),
(Weapons.LAU_115___AIM_120B, Weapons.LAU_115C_AIM_7MH),
(Weapons.LAU_115_2_LAU_127_AIM_120B, Weapons.LAU_115C_AIM_7MH),
# AIM-7MH
(Weapons.AIM_7MH, Weapons.AIM_7M),
(Weapons.AIM_7MH_, Weapons.AIM_7M_),
(Weapons.AIM_7MH__, Weapons.AIM_7M__),
(Weapons.LAU_115C_AIM_7MH, Weapons.LAU_115___AIM_7M),
# AIM-7M
(Weapons.AIM_7M, Weapons.AIM_7F),
(Weapons.AIM_7M_, None),
(Weapons.AIM_7M__, None),
(Weapons.LAU_115___AIM_7M, Weapons.LAU_115C_AIM_7F),
# AIM-7F
(Weapons.AIM_7F, Weapons.AIM_7E),
(Weapons.AIM_7F_, Weapons.AIM_7E),
(Weapons.AIM_7F__, Weapons.AIM_7E),
(Weapons.LAU_115C_AIM_7F, Weapons.LAU_115C_AIM_7E),
# AIM-7E
(Weapons.AIM_7E, Weapons.AIM_9X_Sidewinder_IR_AAM),
(Weapons.LAU_115C_AIM_7E, Weapons.LAU_115_LAU_127_AIM_9X),
# AIM-9X
(Weapons.AIM_9X_Sidewinder_IR_AAM, Weapons.AIM_9P5_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM),
(Weapons.LAU_115_LAU_127_AIM_9X, Weapons.LAU_115_LAU_127_AIM_9M),
(Weapons.LAU_115_2_LAU_127_AIM_9X, Weapons.LAU_115_2_LAU_127_AIM_9M),
(Weapons.LAU_127_AIM_9X, Weapons.LAU_127_AIM_9M),
# AIM-9P5
(Weapons.AIM_9P5_Sidewinder_IR_AAM, Weapons.AIM_9P_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM),
# AIM-9P
(Weapons.AIM_9P_Sidewinder_IR_AAM, Weapons.AIM_9M_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM),
# AIM-9M
(Weapons.AIM_9M_Sidewinder_IR_AAM, Weapons.AIM_9L_Sidewinder_IR_AAM),
(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM, Weapons.LAU_7_AIM_9L),
# AIM-9L
(Weapons.AIM_9L_Sidewinder_IR_AAM, None),
(Weapons.LAU_7_AIM_9L, None),
# AIM-54C Mk47
(Weapons.AIM_54C_Mk47, Weapons.AIM_54A_Mk60),
(Weapons.AIM_54C_Mk47_, Weapons.AIM_54A_Mk60_),
(Weapons.AIM_54C_Mk47__, Weapons.AIM_54A_Mk60__),
# AIM-54A Mk60
(Weapons.AIM_54A_Mk60, Weapons.AIM_54A_Mk47),
(Weapons.AIM_54A_Mk60_, Weapons.AIM_54A_Mk47_),
(Weapons.AIM_54A_Mk60__, Weapons.AIM_54A_Mk47__),
# R-27 (AA-10 Alamo)
(Weapons.R_27ER, Weapons.R_27R),
(Weapons.R_27ET, Weapons.R_27T),
# R-77 (AA-12)
(Weapons.R_77, Weapons.R_27ER),
(Weapons.R_77_, Weapons.R_27ER),
# R-73 (AA-11)
(Weapons.R_73, Weapons.R_60M),
(Weapons.R_73_, Weapons.R_60M_),
# GBU-38 (JDAM)
(Weapons.GBU_38, Weapons.GBU_12),
(Weapons.GBU_38_16, Weapons.MK_82_28), # B1-B only
(Weapons._2_GBU_38_, Weapons._2_GBU_12),
(Weapons._2_GBU_38, Weapons._2_GBU_12),
(Weapons._3_GBU_38, Weapons._3_GBU_12),
(Weapons.BRU_55___2_x_GBU_38, Weapons.BRU_33___2_x_GBU_12),
(Weapons.BRU_57___2_x_GBU_38, Weapons.BRU_33___2_x_GBU_12),
# AGM-154A (JSOW)
(Weapons.AGM_154A, Weapons.GBU_12),
(Weapons.BRU_55___2_x_AGM_154A, Weapons.BRU_33___2_x_GBU_12),
(Weapons.BRU_57___2_x_AGM_154A, Weapons.BRU_33___2_x_GBU_12),
# AGM-154C (JSOW)
(Weapons.AGM_154C, Weapons.GBU_12),
(Weapons.AGM_154C_4, Weapons.MK_82_28), # B1-B only
(Weapons.BRU_55___2_x_AGM_154C, Weapons.BRU_33___2_x_GBU_12),
# AGM-84E (SLAM)
(Weapons.AGM_84E, Weapons.LAU_117_AGM_65F),
# CBU-97
(Weapons.CBU_97, Weapons.GBU_12),
(Weapons.TER_9A___2_x_CBU_97, Weapons.TER_9A___2_x_GBU_12),
(Weapons.TER_9A___2_x_CBU_97_, Weapons.TER_9A___2_x_GBU_12),
(Weapons.TER_9A___3_x_CBU_97, Weapons.TER_9A___2_x_GBU_12),
]
WEAPON_FALLBACK_MAP: Dict[Weapon, Optional[Weapon]] = defaultdict(
lambda: cast(Optional[Weapon], None),
((Weapon.from_pydcs(a), b if b is None else Weapon.from_pydcs(b))
for a, b in _WEAPON_FALLBACKS))
WEAPON_INTRODUCTION_YEARS = {
# AIM-120C
Weapon.from_pydcs(Weapons.AIM_120C): 1996,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120C): 1996,
Weapon.from_pydcs(Weapons.LAU_115___AIM_120C): 1996,
# AIM-120B
Weapon.from_pydcs(Weapons.AIM_120B): 1994,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_120B): 1994,
Weapon.from_pydcs(Weapons.LAU_115___AIM_120B): 1994,
# AIM-7MH
Weapon.from_pydcs(Weapons.AIM_7MH): 1987,
Weapon.from_pydcs(Weapons.AIM_7MH_): 1987,
Weapon.from_pydcs(Weapons.AIM_7MH__): 1987,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7MH): 1987,
# AIM-7M
Weapon.from_pydcs(Weapons.AIM_7M): 1982,
Weapon.from_pydcs(Weapons.AIM_7M_): 1982,
Weapon.from_pydcs(Weapons.AIM_7M__): 1982,
Weapon.from_pydcs(Weapons.LAU_115___AIM_7M): 1982,
# AIM-7F
Weapon.from_pydcs(Weapons.AIM_7F): 1976,
Weapon.from_pydcs(Weapons.AIM_7F_): 1976,
Weapon.from_pydcs(Weapons.AIM_7F__): 1976,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7F): 1976,
# AIM-7E
Weapon.from_pydcs(Weapons.AIM_7E): 1963,
Weapon.from_pydcs(Weapons.LAU_115C_AIM_7E): 1963,
# AIM-9X
Weapon.from_pydcs(Weapons.AIM_9X_Sidewinder_IR_AAM): 2003,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9X_Sidewinder_IR_AAM): 2003,
Weapon.from_pydcs(Weapons.LAU_115_LAU_127_AIM_9X): 2003,
Weapon.from_pydcs(Weapons.LAU_115_2_LAU_127_AIM_9X): 2003,
Weapon.from_pydcs(Weapons.LAU_127_AIM_9X): 2003,
# AIM-9P5
Weapon.from_pydcs(Weapons.AIM_9P5_Sidewinder_IR_AAM): 1963,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P5_Sidewinder_IR_AAM): 1963,
# AIM-9P
Weapon.from_pydcs(Weapons.AIM_9P_Sidewinder_IR_AAM): 1978,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9P_Sidewinder_IR_AAM): 1978,
# AIM-9M
Weapon.from_pydcs(Weapons.AIM_9M_Sidewinder_IR_AAM): 1983,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9M_Sidewinder_IR_AAM): 1983,
# AIM-9L
Weapon.from_pydcs(Weapons.AIM_9L_Sidewinder_IR_AAM): 1977,
Weapon.from_pydcs(Weapons.LAU_7_AIM_9L): 1977,
# AIM-54C-Mk47
Weapon.from_pydcs(Weapons.AIM_54C_Mk47): 1986,
Weapon.from_pydcs(Weapons.AIM_54C_Mk47_): 1986,
Weapon.from_pydcs(Weapons.AIM_54C_Mk47__): 1986,
Weapon.from_pydcs(Weapons.AIM_54C): 1986, # this weapon id is unused (legacy F-14A)
# R-77 (AA-12)
Weapon.from_pydcs(Weapons.R_77): 2002,
Weapon.from_pydcs(Weapons.R_77_): 2002,
# R-73 (AA-11)
Weapon.from_pydcs(Weapons.R_73): 1989,
Weapon.from_pydcs(Weapons.R_73_): 1989,
# GBU-38 (JDAM)
Weapon.from_pydcs(Weapons.GBU_38): 1998,
Weapon.from_pydcs(Weapons.GBU_38_16): 1998, # B1-B only
Weapon.from_pydcs(Weapons._2_GBU_38_): 1998,
Weapon.from_pydcs(Weapons._2_GBU_38): 1998,
Weapon.from_pydcs(Weapons._3_GBU_38): 1998,
Weapon.from_pydcs(Weapons.BRU_55___2_x_GBU_38): 1998,
Weapon.from_pydcs(Weapons.BRU_57___2_x_GBU_38): 1998,
# AGM-154A (JSOW)
Weapon.from_pydcs(Weapons.AGM_154A): 1999,
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154A): 1999,
Weapon.from_pydcs(Weapons.BRU_57___2_x_AGM_154A): 1999,
# AGM-154C (JSOW)
Weapon.from_pydcs(Weapons.AGM_154C): 2005,
Weapon.from_pydcs(Weapons.AGM_154C_4): 2005, # B1-B only
Weapon.from_pydcs(Weapons.BRU_55___2_x_AGM_154C): 2005,
# AGM-84E
Weapon.from_pydcs(Weapons.AGM_84E): 1990,
# CBU-97
Weapon.from_pydcs(Weapons.CBU_97): 1995,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97): 1995,
Weapon.from_pydcs(Weapons.TER_9A___2_x_CBU_97_): 1995,
Weapon.from_pydcs(Weapons.TER_9A___3_x_CBU_97): 1995
}

View File

@@ -1,8 +1,6 @@
from datetime import datetime
from enum import Enum
from typing import Dict, List, Optional, Tuple, Type, Union
import json
from pathlib import Path
from dcs.countries import country_dict
from dcs.helicopters import (
@@ -19,7 +17,6 @@ from dcs.helicopters import (
SA342M,
SA342Minigun,
SA342Mistral,
SH_60B,
UH_1H,
UH_60A,
helicopter_map,
@@ -43,14 +40,12 @@ from dcs.planes import (
C_101CC,
C_130,
E_3A,
E_2C,
FA_18C_hornet,
FW_190A8,
FW_190D9,
F_117A,
F_14A_135_GR,
F_14B,
F_111F,
F_15C,
F_15E,
F_16A,
@@ -66,7 +61,6 @@ from dcs.planes import (
Ju_88A4,
KC130,
KC_135,
KC135MPRS,
KJ_2000,
L_39C,
L_39ZA,
@@ -90,7 +84,6 @@ from dcs.planes import (
P_51D_30_NA,
PlaneType,
RQ_1A_Predator,
S_3B,
S_3B_Tanker,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
@@ -111,8 +104,7 @@ from dcs.planes import (
Tu_95MS,
WingLoong_I,
Yak_40,
plane_map,
I_16
plane_map
)
from dcs.ships import (
Armed_speedboat,
@@ -121,7 +113,6 @@ from dcs.ships import (
CVN_72_Abraham_Lincoln,
CVN_73_George_Washington,
CVN_74_John_C__Stennis,
CVN_75_Harry_S__Truman,
CV_1143_5_Admiral_Kuznetsov,
CV_1143_5_Admiral_Kuznetsov_2017,
Dry_cargo_ship_Ivanov,
@@ -137,7 +128,6 @@ from dcs.task import (
CargoTransportation,
Embarking,
Escort,
FighterSweep,
GroundAttack,
Intercept,
MainTask,
@@ -148,7 +138,6 @@ from dcs.task import (
SEAD,
Task,
Transport,
RunwayAttack,
)
from dcs.terrain.terrain import Airport
from dcs.unit import Ship, Unit, Vehicle
@@ -165,25 +154,18 @@ from dcs.vehicles import (
)
import pydcs_extensions.frenchpack.frenchpack as frenchpack
import pydcs_extensions.highdigitsams.highdigitsams as highdigitsams
# 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.rafale.rafale import Rafale_A_S, Rafale_M
from pydcs_extensions.su57.su57 import Su_57
UNITINFOTEXT_PATH = Path("./resources/units/unit_info_text.json")
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
@@ -220,49 +202,6 @@ vehicle_map["Toyota_vert"] = frenchpack.DIM__TOYOTA_GREEN
vehicle_map["Toyota_desert"] = frenchpack.DIM__TOYOTA_DESERT
vehicle_map["Kamikaze"] = frenchpack.DIM__KAMIKAZE
vehicle_map[highdigitsams.AAA_SON_9_Fire_Can.id] = highdigitsams.AAA_SON_9_Fire_Can
vehicle_map[highdigitsams.AAA_100mm_KS_19.id] = highdigitsams.AAA_100mm_KS_19
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_54K6_CP.id] = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN.id] = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE
vehicle_map[highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE.id] = highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_30N6_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
vehicle_map[highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR.id] = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6.id] = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck.id] = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E.id] = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
vehicle_map[highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE.id] = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck.id] = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2
vehicle_map[highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2.id] = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S457_CP.id] = highdigitsams.SAM_SA_12_S_300V_9S457_CP
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A82_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A82_LN
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9A83_LN.id] = highdigitsams.SAM_SA_12_S_300V_9A83_LN
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S15_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S15_SR
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S19_SR.id] = highdigitsams.SAM_SA_12_S_300V_9S19_SR
vehicle_map[highdigitsams.SAM_SA_12_S_300V_9S32_TR.id] = highdigitsams.SAM_SA_12_S_300V_9S32_TR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP.id] = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR.id] = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR.id] = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
vehicle_map[highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN.id] = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
vehicle_map[highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2.id] = highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2
vehicle_map[highdigitsams.SAM_SA_2__V759__LN_SM_90.id] = highdigitsams.SAM_SA_2__V759__LN_SM_90
vehicle_map[highdigitsams.SAM_HQ_2_LN_SM_90.id] = highdigitsams.SAM_HQ_2_LN_SM_90
vehicle_map[highdigitsams.SAM_SA_3__V_601P__LN_5P73.id] = highdigitsams.SAM_SA_3__V_601P__LN_5P73
vehicle_map[highdigitsams.SAM_SA_24_Igla_S_manpad.id] = highdigitsams.SAM_SA_24_Igla_S_manpad
vehicle_map[highdigitsams.SAM_SA_14_Strela_3_manpad.id] = highdigitsams.SAM_SA_14_Strela_3_manpad
vehicle_map[highdigitsams.Polyana_D4M1_C2_node.id] = highdigitsams.Polyana_D4M1_C2_node
vehicle_map[highdigitsams._34Ya6E_Gazetchik_E_decoy.id] = highdigitsams._34Ya6E_Gazetchik_E_decoy
"""
---------- BEGINNING OF CONFIGURATION SECTION
"""
@@ -284,11 +223,6 @@ 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)
@@ -311,7 +245,6 @@ PRICES = {
SpitfireLFMkIX: 14,
SpitfireLFMkIXCW: 14,
I_16: 10,
Bf_109K_4: 14,
FW_190D9: 16,
FW_190A8: 14,
@@ -339,7 +272,6 @@ PRICES = {
F_16A: 14,
F_14A_135_GR: 20,
F_14B: 24,
F_22A: 40,
Tornado_IDS: 20,
Tornado_GR4: 20,
@@ -356,7 +288,6 @@ PRICES = {
A_10A: 16,
A_10C: 22,
A_10C_2: 24,
S_3B: 10,
# heli
Ka_50: 13,
@@ -372,7 +303,6 @@ PRICES = {
AH_64A: 24,
AH_64D: 30,
OH_58D: 6,
SH_60B: 6,
# Bombers
B_52H: 35,
@@ -381,7 +311,6 @@ PRICES = {
Tu_160: 50,
Tu_22M3: 40,
Tu_95MS: 35,
F_111F: 21,
# special
IL_76MD: 30,
@@ -392,14 +321,11 @@ PRICES = {
IL_78M: 25,
KC_135: 25,
KC130: 25,
KC135MPRS: 25,
A_50: 50,
KJ_2000: 50,
E_3A: 50,
E_2C: 50,
C_130: 25,
Hercules: 25,
# WW2
P_51D_30_NA: 18,
@@ -417,18 +343,15 @@ PRICES = {
# Modded
Rafale_M: 26,
Rafale_A_S: 26,
Rafale_B: 26,
# armor
Armor.APC_MTLB: 4,
Armor.FDDM_Grad: 4,
Armor.FDDM_Grad: 5,
Armor.ARV_BRDM_2: 6,
Armor.ARV_BTR_RD: 6,
Armor.ARV_BTR_RD: 8,
Armor.APC_BTR_80: 8,
Armor.APC_BTR_82A: 10,
Armor.MBT_T_55: 18,
Armor.MBT_T_72B: 20,
Armor.MBT_T_72B3: 25,
Armor.MBT_T_72B: 22,
Armor.MBT_T_80U: 25,
Armor.MBT_T_90: 30,
Armor.IFV_BMD_1: 8,
@@ -444,7 +367,6 @@ PRICES = {
Armor.ATGM_M1045_HMMWV_TOW: 8,
Armor.IFV_M2A2_Bradley: 12,
Armor.APC_M1126_Stryker_ICV: 10,
Armor.SPG_M1128_Stryker_MGS: 14,
Armor.ATGM_M1134_Stryker: 12,
Armor.MBT_M60A3_Patton: 16,
Armor.MBT_M1A2_Abrams: 25,
@@ -468,8 +390,6 @@ PRICES = {
Artillery.MLRS_BM_21_Grad: 15,
Artillery.MLRS_9K57_Uragan_BM_27: 50,
Artillery.MLRS_9A52_Smerch: 40,
Artillery._2B11_mortar: 4,
Artillery.SpGH_Dana: 26,
Unarmed.Transport_UAZ_469: 3,
Unarmed.Transport_Ural_375: 3,
@@ -498,7 +418,6 @@ PRICES = {
Armor.LAC_M8_Greyhound: 8,
Armor.TD_M10_GMC: 14,
Armor.StuG_III_Ausf__G: 12,
Armor.StuG_IV: 14,
Artillery.M12_GMC: 10,
Artillery.Sturmpanzer_IV_Brummbär: 10,
Armor.Daimler_Armoured_Car: 8,
@@ -519,14 +438,14 @@ PRICES = {
AirDefence.SAM_SA_19_Tunguska_2S6: 30,
AirDefence.SAM_SA_6_Kub_LN_2P25: 20,
AirDefence.SAM_SA_3_S_125_LN_5P73: 6,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: 22,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D: 22,
AirDefence.SAM_SA_11_Buk_LN_9A310M1: 30,
AirDefence.SAM_SA_11_Buk_CC_9S470M1: 25,
AirDefence.SAM_SA_11_Buk_SR_9S18M1: 28,
AirDefence.SAM_SA_8_Osa_9A33: 28,
AirDefence.SAM_SA_15_Tor_9A331: 40,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3: 16,
AirDefence.SAM_SA_9_Strela_1_9P31: 12,
AirDefence.SAM_SA_11_Buk_CC_9S470M1: 25,
AirDefence.SAM_SA_8_Osa_LD_9T217: 22,
AirDefence.SAM_Patriot_AMG_AN_MRC_137: 35,
AirDefence.SAM_Patriot_ECS_AN_MSQ_104: 30,
@@ -541,16 +460,16 @@ PRICES = {
AirDefence.SAM_Patriot_EPP_III: 15,
AirDefence.SAM_Patriot_ICC: 18,
AirDefence.SAM_Roland_ADS: 12,
AirDefence.SAM_SA_10_S_300PS_CP_54K6: 18,
AirDefence.Stinger_MANPADS: 6,
AirDefence.SAM_Stinger_comm_dsr: 4,
AirDefence.SAM_Stinger_comm: 4,
AirDefence.SPAAA_ZSU_23_4_Shilka: 10,
AirDefence.AAA_ZSU_57_2: 12,
AirDefence.AAA_ZU_23_Closed: 6,
AirDefence.AAA_ZU_23_Emplacement: 6,
AirDefence.AAA_ZU_23_on_Ural_375: 7,
AirDefence.AAA_ZU_23_on_Ural_375: 8,
AirDefence.AAA_ZU_23_Insurgent_Closed: 6,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 7,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375: 8,
AirDefence.AAA_ZU_23_Insurgent: 6,
AirDefence.SAM_SA_18_Igla_MANPADS: 10,
AirDefence.SAM_SA_18_Igla_comm: 8,
@@ -558,8 +477,11 @@ PRICES = {
AirDefence.SAM_SA_18_Igla_S_comm: 8,
AirDefence.EWR_1L13: 30,
AirDefence.SAM_SA_6_Kub_STR_9S91: 22,
AirDefence.SAM_SA_10_S_300PS_TR_30N6: 24,
AirDefence.SAM_SA_10_S_300PS_SR_5N66M: 30,
AirDefence.EWR_55G6: 30,
AirDefence.SAM_SA_10_S_300PS_SR_64H6E: 30,
AirDefence.SAM_SA_11_Buk_SR_9S18M1: 28,
AirDefence.CP_9S80M1_Sborka: 10,
AirDefence.SAM_Hawk_TR_AN_MPQ_46: 14,
AirDefence.SAM_Hawk_SR_AN_MPQ_50: 18,
@@ -620,57 +542,6 @@ PRICES = {
frenchpack.DIM__TOYOTA_DESERT: 2,
frenchpack.DIM__KAMIKAZE: 6,
# SA-10
AirDefence.SAM_SA_10_S_300PS_CP_54K6: 18,
AirDefence.SAM_SA_10_S_300PS_TR_30N6: 24,
AirDefence.SAM_SA_10_S_300PS_SR_5N66M: 30,
AirDefence.SAM_SA_10_S_300PS_SR_64H6E: 30,
AirDefence.SAM_SA_10_S_300PS_LN_5P85C: 22,
AirDefence.SAM_SA_10_S_300PS_LN_5P85D: 22,
# High digit sams mod
highdigitsams.AAA_SON_9_Fire_Can: 8,
highdigitsams.AAA_100mm_KS_19: 10,
highdigitsams.SAM_SA_10B_S_300PS_54K6_CP: 20,
highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN: 24,
highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN: 24,
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85CE: 24,
highdigitsams.SAM_SA_10__5V55RUD__S_300PS_LN_5P85DE: 24,
highdigitsams.SAM_SA_10B_S_300PS_30N6_TR: 26,
highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR: 26,
highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR: 32,
highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR: 32,
highdigitsams.SAM_SA_12_S_300V_9S457_CP: 22,
highdigitsams.SAM_SA_12_S_300V_9A82_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9A83_LN: 26,
highdigitsams.SAM_SA_12_S_300V_9S15_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S19_SR: 34,
highdigitsams.SAM_SA_12_S_300V_9S32_TR: 28,
highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6: 26,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E: 30,
highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck: 32,
highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E: 38,
highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E: 38,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE: 28,
highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE: 28,
highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2: 27,
highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck: 33,
highdigitsams.SAM_SA_20B_S_300PMU2_SR_64N6E2: 40,
highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2: 30,
highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP: 30,
highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR: 45,
highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR: 35,
highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN: 32,
highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN: 32,
highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2: 40,
}
"""
@@ -681,7 +552,6 @@ Following tasks are present:
* CAS - CAS aircraft
* Transport - transport aircraft (used as targets in intercept operations)
* AWACS - awacs
* AntishipStrike - units that will engage shipping
* PinpointStrike - armor that will engage in ground war
* AirDefense - AA units
* Reconnaissance - units that will be used as targets in destroy insurgents operations
@@ -705,7 +575,6 @@ UNIT_BY_TASK = {
MiG_31,
FA_18C_hornet,
F_15C,
F_22A,
F_14A_135_GR,
F_14B,
F_16A,
@@ -720,7 +589,6 @@ UNIT_BY_TASK = {
JF_17,
F_4E,
C_101CC,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
@@ -741,7 +609,6 @@ UNIT_BY_TASK = {
A_10C_2,
A_20G,
B_17G,
F_111F,
B_1B,
B_52H,
F_117A,
@@ -763,8 +630,6 @@ UNIT_BY_TASK = {
P_47D_40,
RQ_1A_Predator,
Rafale_A_S,
Rafale_B,
S_3B,
SA342L,
SA342M,
SA342Minigun,
@@ -779,31 +644,24 @@ UNIT_BY_TASK = {
Tu_160,
Tu_22M3,
Tu_95MS,
UH_1H,
SH_60B,
UH_1H,
WingLoong_I,
Hercules
],
Transport: [
IL_76MD,
An_26B,
An_30M,
Yak_40,
C_130
C_130,
],
Refueling: [
IL_78M,
KC_135,
KC130,
S_3B_Tanker,
KC135MPRS,
],
AWACS: [
E_3A,
E_2C,
A_50,
KJ_2000
],
AWACS: [E_3A, A_50, KJ_2000],
PinpointStrike: [
Armor.APC_MTLB,
Armor.APC_MTLB,
@@ -827,8 +685,6 @@ UNIT_BY_TASK = {
Armor.APC_BTR_80,
Armor.APC_BTR_80,
Armor.APC_BTR_80,
Armor.APC_BTR_82A,
Armor.APC_BTR_82A,
Armor.IFV_BMP_1,
Armor.IFV_BMP_1,
Armor.IFV_BMP_1,
@@ -836,7 +692,6 @@ 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,
@@ -845,8 +700,6 @@ UNIT_BY_TASK = {
Armor.MBT_T_55,
Armor.MBT_T_72B,
Armor.MBT_T_72B,
Armor.MBT_T_72B3,
Armor.MBT_T_72B3,
Armor.MBT_T_80U,
Armor.MBT_T_80U,
Armor.MBT_T_90,
@@ -875,7 +728,6 @@ UNIT_BY_TASK = {
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M1126_Stryker_ICV,
Armor.APC_M1126_Stryker_ICV,
Armor.SPG_M1128_Stryker_MGS,
Armor.IFV_MCV_80,
Armor.IFV_MCV_80,
Armor.IFV_MCV_80,
@@ -940,11 +792,8 @@ UNIT_BY_TASK = {
Armor.TD_M10_GMC,
Armor.TD_M10_GMC,
Armor.StuG_III_Ausf__G,
Armor.StuG_IV,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
Armor.Daimler_Armoured_Car,
Armor.LT_Mk_VII_Tetrarch,
Artillery.MLRS_M270,
Artillery.SPH_M109_Paladin,
@@ -956,34 +805,9 @@ UNIT_BY_TASK = {
Artillery.MLRS_BM_21_Grad,
Artillery.MLRS_9K57_Uragan_BM_27,
Artillery.MLRS_9A52_Smerch,
Artillery.SpGH_Dana,
Artillery.M12_GMC,
Artillery.Sturmpanzer_IV_Brummbär,
AirDefence.AAA_ZU_23_on_Ural_375,
AirDefence.AAA_ZU_23_Insurgent_on_Ural_375,
AirDefence.AAA_ZSU_57_2,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_13_Strela_10M3_9A35M3,
AirDefence.SAM_SA_15_Tor_9A331,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SPAAA_Gepard,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.SAM_Chaparral_M48,
AirDefence.SAM_Avenger_M1097,
AirDefence.SAM_Roland_ADS,
AirDefence.HQ_7_Self_Propelled_LN,
AirDefence.AAA_8_8cm_Flak_18,
AirDefence.AAA_8_8cm_Flak_36,
AirDefence.AAA_8_8cm_Flak_37,
AirDefence.AAA_8_8cm_Flak_41,
AirDefence.AAA_Bofors_40mm,
AirDefence.AAA_M1_37mm,
AirDefence.AA_gun_QF_3_7,
frenchpack.DIM__TOYOTA_BLUE,
frenchpack.DIM__TOYOTA_DESERT,
frenchpack.DIM__TOYOTA_GREEN,
@@ -1009,6 +833,23 @@ UNIT_BY_TASK = {
],
AirDefence: [
# those are listed multiple times here to balance prioritization more into lower tier AAs
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_Vulcan_M163,
AirDefence.AAA_Vulcan_M163,
AirDefence.SAM_Linebacker_M6,
AirDefence.SPAAA_ZSU_23_4_Shilka,
AirDefence.AAA_ZU_23_Closed,
AirDefence.SAM_SA_9_Strela_1_9P31,
AirDefence.SAM_SA_8_Osa_9A33,
AirDefence.SAM_SA_19_Tunguska_2S6,
AirDefence.SAM_SA_6_Kub_LN_2P25,
AirDefence.SAM_SA_3_S_125_LN_5P73,
AirDefence.SAM_Hawk_PCP,
AirDefence.SAM_SA_2_LN_SM_90,
AirDefence.SAM_SA_11_Buk_LN_9A310M1,
],
Reconnaissance: [Unarmed.Transport_M818, Unarmed.Transport_Ural_375, Unarmed.Transport_UAZ_469],
Nothing: [Infantry.Infantry_M4, Infantry.Soldier_AK, ],
@@ -1116,33 +957,6 @@ COMMON_OVERRIDE = {
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP",
RunwayAttack: "RUNWAY_ATTACK",
FighterSweep: "CAP"
}
"""
This is a list of mappings from the FlightType of a Flight to the type of payload defined in the
resources/payloads/UNIT_TYPE.lua file. A Flight has no concept of a PyDCS task, so COMMON_OVERRIDE cannot be
used here. This is used in the payload editor, for setting the default loadout of an object.
The left element is the FlightType name, and the right element is a tuple containing what is used in the lua file.
Some aircraft differ from the standard loadout names, so those have been included here too.
The priority goes from first to last - the first element in the tuple will be tried first, then the second, etc.
"""
EXPANDED_TASK_PAYLOAD_OVERRIDE = {
"TARCAP": ("CAP HEAVY", "CAP"),
"BARCAP": ("CAP HEAVY", "CAP"),
"CAS": ("CAS MAVERICK F", "CAS"),
"INTERCEPTION": ("CAP HEAVY", "CAP"),
"STRIKE": ("STRIKE",),
"ANTISHIP": ("ANTISHIP",),
"SEAD": ("SEAD",),
"DEAD": ("SEAD",),
"ESCORT": ("CAP HEAVY", "CAP"),
"BAI": ( "BAI", "CAS MAVERICK F", "CAS"),
"SWEEP": ("CAP HEAVY", "CAP"),
"OCA_RUNWAY": ("RUNWAY_ATTACK","RUNWAY_STRIKE","STRIKE"),
"OCA_AIRCRAFT": ("OCA","CAS MAVERICK F", "CAS")
}
PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
@@ -1160,7 +974,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP HEAVY",
FighterSweep: "CAP HEAVY",
},
F_A_18C: {
CAP: "CAP HEAVY",
@@ -1171,7 +984,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AntishipStrike: "ANTISHIP",
GroundAttack: "STRIKE",
Escort: "CAP HEAVY",
FighterSweep: "CAP HEAVY",
},
Tu_160: {
PinpointStrike: "Kh-65*12",
@@ -1187,8 +999,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
F_14A_135_GR: COMMON_OVERRIDE,
F_14B: COMMON_OVERRIDE,
F_15C: COMMON_OVERRIDE,
F_111F: COMMON_OVERRIDE,
F_22A: COMMON_OVERRIDE,
F_16C_50: COMMON_OVERRIDE,
JF_17: COMMON_OVERRIDE,
M_2000C: COMMON_OVERRIDE,
@@ -1213,7 +1023,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
Tornado_IDS: COMMON_OVERRIDE,
Mirage_2000_5: COMMON_OVERRIDE,
MiG_31: COMMON_OVERRIDE,
S_3B: COMMON_OVERRIDE,
SA342M: COMMON_OVERRIDE,
SA342L: COMMON_OVERRIDE,
SA342Mistral: COMMON_OVERRIDE,
@@ -1234,7 +1043,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
FW_190D9: COMMON_OVERRIDE,
FW_190A8: COMMON_OVERRIDE,
Bf_109K_4: COMMON_OVERRIDE,
I_16: COMMON_OVERRIDE,
SpitfireLFMkIXCW: COMMON_OVERRIDE,
SpitfireLFMkIX: COMMON_OVERRIDE,
A_20G: COMMON_OVERRIDE,
@@ -1242,7 +1050,6 @@ 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,
@@ -1251,8 +1058,6 @@ PLANE_PAYLOAD_OVERRIDES: Dict[Type[PlaneType], Dict[Type[Task], str]] = {
AH_1W: COMMON_OVERRIDE,
AH_64D: COMMON_OVERRIDE,
AH_64A: COMMON_OVERRIDE,
SH_60B: COMMON_OVERRIDE,
Hercules: COMMON_OVERRIDE,
Su_25TM: {
SEAD: "Kh-31P*2_Kh-25ML*4_R-73*2_L-081_MPS410",
@@ -1314,11 +1119,14 @@ 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
}
# Base post-turn bonus value
PLAYER_BUDGET_BASE = 20
CARRIER_CAPABLE = [
FA_18C_hornet,
F_14A_135_GR,
@@ -1327,7 +1135,6 @@ CARRIER_CAPABLE = [
Su_33,
A_4E_C,
Rafale_M,
S_3B,
UH_1H,
Mi_8MT,
@@ -1335,7 +1142,6 @@ CARRIER_CAPABLE = [
AH_1W,
OH_58D,
UH_60A,
SH_60B,
SA342L,
SA342M,
@@ -1352,7 +1158,6 @@ LHA_CAPABLE = [
AH_1W,
OH_58D,
UH_60A,
SH_60B,
SA342L,
SA342M,
@@ -1385,8 +1190,6 @@ 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:
@@ -1407,46 +1210,29 @@ def unit_task(unit: UnitType) -> Optional[Task]:
return None
def find_unittype(for_task: Task, country_name: str) -> List[Type[UnitType]]:
def find_unittype(for_task: Task, country_name: str) -> List[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,
Artillery._2B11_mortar,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
def find_manpad(country_name: str) -> List[VehicleType]:
return [x for x in MANPADS if x in FACTIONS[country_name].infantry_units]
def find_infantry(country_name: str, allow_manpad: bool = False) -> List[VehicleType]:
if allow_manpad:
inf = INFANTRY + MANPADS
else:
inf = INFANTRY
def find_infantry(country_name: str) -> List[UnitType]:
inf = [
Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS, Infantry.Paratrooper_AKS,
Infantry.Paratrooper_AKS,
Infantry.Soldier_RPG,
Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4, Infantry.Infantry_M4,
Infantry.Soldier_M249,
Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK, Infantry.Soldier_AK,
Infantry.Paratrooper_RPG_16,
Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4, Infantry.Georgian_soldier_with_M4,
Infantry.Georgian_soldier_with_M4,
Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus, Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_Soldier_Rus,
Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1, Infantry.Infantry_SMLE_No_4_Mk_1,
Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98, Infantry.Infantry_Mauser_98,
Infantry.Infantry_Mauser_98,
Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand, Infantry.Infantry_M1_Garand,
Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents, Infantry.Infantry_Soldier_Insurgents
]
return [x for x in inf if x in FACTIONS[country_name].infantry_units]
@@ -1457,35 +1243,8 @@ def unit_type_name(unit_type) -> str:
def unit_type_name_2(unit_type) -> str:
return unit_type.name and unit_type.name or unit_type.id
def unit_get_expanded_info(country_name: str, unit_type, request_type: str) -> str:
original_name = unit_type.name and unit_type.name or unit_type.id
default_value = None
faction_value = None
with UNITINFOTEXT_PATH.open("r", encoding="utf-8") as fdata:
data = json.load(fdata, encoding="utf-8")
type_exists = data.get(original_name)
if type_exists is not None:
for faction in type_exists:
if default_value is None:
default_exists = faction.get("default")
if default_exists is not None:
default_value = default_exists.get(request_type)
if faction_value is None:
faction_exists = faction.get(country_name)
if faction_exists is not None:
faction_value = faction_exists.get(request_type)
if default_value is None:
if request_type == "text":
return "WIP - This unit doesn't have any description text yet."
if request_type == "name":
return original_name
else:
return "Unknown"
if faction_value is None:
return default_value
return faction_value
def unit_type_from_name(name: str) -> Optional[Type[UnitType]]:
def unit_type_from_name(name: str) -> Optional[UnitType]:
if name in vehicle_map:
return vehicle_map[name]
elif name in plane_map:

View File

@@ -1,238 +1,176 @@
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
import typing
from game import db
from game.theater import Airfield, ControlPoint
from game.unitmap import Building, FrontLineUnit, GroundObjectUnit, UnitMap
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
DEBRIEFING_LOG_EXTENSION = "log"
class DebriefingDeadUnitInfo:
country_id = -1
player_unit = False
type = None
@dataclass(frozen=True)
class AirLosses:
player: List[Flight]
enemy: List[Flight]
@property
def losses(self) -> Iterator[Flight]:
return itertools.chain(self.player, self.enemy)
def by_type(self, player: bool) -> Dict[Type[FlyingType], int]:
losses_by_type: Dict[Type[FlyingType], int] = defaultdict(int)
losses = self.player if player else self.enemy
for loss in losses:
losses_by_type[loss.unit_type] += 1
return losses_by_type
def surviving_flight_members(self, flight: Flight) -> int:
losses = 0
for loss in self.losses:
if loss == flight:
losses += 1
return flight.count - losses
@dataclass
class GroundLosses:
player_front_line: List[FrontLineUnit] = field(default_factory=list)
enemy_front_line: List[FrontLineUnit] = field(default_factory=list)
player_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
enemy_ground_objects: List[GroundObjectUnit] = field(default_factory=list)
player_buildings: List[Building] = field(default_factory=list)
enemy_buildings: List[Building] = field(default_factory=list)
player_airfields: List[Airfield] = field(default_factory=list)
enemy_airfields: List[Airfield] = field(default_factory=list)
@dataclass(frozen=True)
class StateData:
#: True if the mission ended. If False, the mission exited abnormally.
mission_ended: bool
#: Names of aircraft units that were killed during the mission.
killed_aircraft: List[str]
#: Names of vehicle (and ship) units that were killed during the mission.
killed_ground_units: List[str]
#: Names of static units that were destroyed during the mission.
destroyed_statics: List[str]
#: Mangled names of bases that were captured during the mission.
base_capture_events: List[str]
@classmethod
def from_json(cls, data: Dict[str, Any]) -> StateData:
return cls(
mission_ended=data["mission_ended"],
killed_aircraft=data["killed_aircrafts"],
# Airfields emit a new "dead" event every time a bomb is dropped on
# them when they've already dead. Dedup.
killed_ground_units=list(set(data["killed_ground_units"])),
destroyed_statics=data["destroyed_objects_positions"],
base_capture_events=data["base_capture_events"]
)
def __init__(self, country_id, player_unit , type):
self.country_id = country_id
self.player_unit = player_unit
self.type = type
def __repr__(self):
return str(self.country_id) + " " + str(self.player_unit) + " " + str(self.type)
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
def __init__(self, state_data, game):
self.state_data = state_data
self.killed_aircrafts = state_data["killed_aircrafts"]
self.killed_ground_units = state_data["killed_ground_units"]
self.weapons_fired = state_data["weapons_fired"]
self.mission_ended = state_data["mission_ended"]
self.destroyed_units = state_data["destroyed_objects_positions"]
self.__destroyed_units = []
logging.info("--------------------------------")
logging.info("Starting Debriefing preprocessing")
logging.info("--------------------------------")
logging.info(self.base_capture_events)
logging.info(self.killed_aircrafts)
logging.info(self.killed_ground_units)
logging.info(self.weapons_fired)
logging.info(self.mission_ended)
logging.info(self.destroyed_units)
logging.info("--------------------------------")
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()
self.dead_aircraft = []
self.dead_units = []
self.dead_aaa_groups = []
self.dead_buildings = []
@property
def front_line_losses(self) -> Iterator[FrontLineUnit]:
yield from self.ground_losses.player_front_line
yield from self.ground_losses.enemy_front_line
for aircraft in self.killed_aircrafts:
try:
country = int(aircraft.split("|")[1])
type = db.unit_type_from_name(aircraft.split("|")[4])
player_unit = (country == self.player_country_id)
aircraft = DebriefingDeadUnitInfo(country, player_unit, type)
if type is not None:
self.dead_aircraft.append(aircraft)
except Exception as e:
logging.error(e)
@property
def ground_object_losses(self) -> Iterator[GroundObjectUnit]:
yield from self.ground_losses.player_ground_objects
yield from self.ground_losses.enemy_ground_objects
for unit in self.killed_ground_units:
try:
country = int(unit.split("|")[1])
type = db.unit_type_from_name(unit.split("|")[4])
player_unit = (country == self.player_country_id)
unit = DebriefingDeadUnitInfo(country, player_unit, type)
if type is not None:
self.dead_units.append(unit)
except Exception as e:
logging.error(e)
@property
def building_losses(self) -> Iterator[Building]:
yield from self.ground_losses.player_buildings
yield from self.ground_losses.enemy_buildings
for unit in self.killed_ground_units:
for cp in game.theater.controlpoints:
@property
def damaged_runways(self) -> Iterator[Airfield]:
yield from self.ground_losses.player_airfields
yield from self.ground_losses.enemy_airfields
logging.info(cp.name)
logging.info(cp.captured)
def casualty_count(self, control_point: ControlPoint) -> int:
return len(
[x for x in self.front_line_losses if x.origin == control_point]
)
if cp.captured:
country = self.player_country_id
else:
country = self.enemy_country_id
player_unit = (country == self.player_country_id)
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
for i, ground_object in enumerate(cp.ground_objects):
logging.info(unit)
logging.info(ground_object.group_name)
if ground_object.is_same_group(unit):
unit = DebriefingDeadUnitInfo(country, player_unit, ground_object.dcs_identifier)
self.dead_buildings.append(unit)
elif ground_object.dcs_identifier in ["AA", "CARRIER", "LHA"]:
for g in ground_object.groups:
for u in g.units:
if u.name == unit:
unit = DebriefingDeadUnitInfo(country, player_unit, db.unit_type_from_name(u.type))
self.dead_units.append(unit)
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
self.player_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.player_country_id]
self.enemy_dead_aircraft = [a for a in self.dead_aircraft if a.country_id == self.enemy_country_id]
self.player_dead_units = [a for a in self.dead_units if a.country_id == self.player_country_id]
self.enemy_dead_units = [a for a in self.dead_units if a.country_id == self.enemy_country_id]
self.player_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.player_country_id]
self.enemy_dead_buildings = [a for a in self.dead_buildings if a.country_id == self.enemy_country_id]
losses_by_type[loss.ground_object.dcs_identifier] += 1
return losses_by_type
logging.info(self.player_dead_aircraft)
logging.info(self.enemy_dead_aircraft)
logging.info(self.player_dead_units)
logging.info(self.enemy_dead_units)
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)
self.player_dead_aircraft_dict = {}
for a in self.player_dead_aircraft:
if a.type in self.player_dead_aircraft_dict.keys():
self.player_dead_aircraft_dict[a.type] = self.player_dead_aircraft_dict[a.type] + 1
else:
enemy_losses.append(flight)
return AirLosses(player_losses, enemy_losses)
self.player_dead_aircraft_dict[a.type] = 1
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
self.enemy_dead_aircraft_dict = {}
for a in self.enemy_dead_aircraft:
if a.type in self.enemy_dead_aircraft_dict.keys():
self.enemy_dead_aircraft_dict[a.type] = self.enemy_dead_aircraft_dict[a.type] + 1
else:
self.enemy_dead_aircraft_dict[a.type] = 1
ground_object_unit = self.unit_map.ground_object_unit(unit_name)
if ground_object_unit is not None:
if ground_object_unit.ground_object.control_point.captured:
losses.player_ground_objects.append(ground_object_unit)
else:
losses.enemy_ground_objects.append(ground_object_unit)
continue
self.player_dead_units_dict = {}
for a in self.player_dead_units:
if a.type in self.player_dead_units_dict.keys():
self.player_dead_units_dict[a.type] = self.player_dead_units_dict[a.type] + 1
else:
self.player_dead_units_dict[a.type] = 1
building = self.unit_map.building_or_fortification(unit_name)
# Try appending object to the name, because we do this for building statics.
if building is None:
building = self.unit_map.building_or_fortification(
f"{unit_name} object"
)
if building is not None:
if building.ground_object.control_point.captured:
losses.player_buildings.append(building)
else:
losses.enemy_buildings.append(building)
continue
self.enemy_dead_units_dict = {}
for a in self.enemy_dead_units:
if a.type in self.enemy_dead_units_dict.keys():
self.enemy_dead_units_dict[a.type] = self.enemy_dead_units_dict[a.type] + 1
else:
self.enemy_dead_units_dict[a.type] = 1
airfield = self.unit_map.airfield(unit_name)
if airfield is not None:
if airfield.captured:
losses.player_airfields.append(airfield)
else:
losses.enemy_airfields.append(airfield)
continue
self.player_dead_buildings_dict = {}
for a in self.player_dead_buildings:
if a.type in self.player_dead_buildings_dict.keys():
self.player_dead_buildings_dict[a.type] = self.player_dead_buildings_dict[a.type] + 1
else:
self.player_dead_buildings_dict[a.type] = 1
# Only logging as debug because we don't currently track infantry
# deaths, so we expect to see quite a few unclaimed dead ground
# units. We should start tracking those and covert this to a
# warning.
logging.debug(f"Death of untracked ground unit {unit_name} will "
"have no effect. This may be normal behavior.")
self.enemy_dead_buildings_dict = {}
for a in self.enemy_dead_buildings:
if a.type in self.enemy_dead_buildings_dict.keys():
self.enemy_dead_buildings_dict[a.type] = self.enemy_dead_buildings_dict[a.type] + 1
else:
self.enemy_dead_buildings_dict[a.type] = 1
return losses
logging.info("--------------------------------")
logging.info("Debriefing pre process results :")
logging.info("--------------------------------")
logging.info(self.player_dead_aircraft_dict)
logging.info(self.enemy_dead_aircraft_dict)
logging.info(self.player_dead_units_dict)
logging.info(self.enemy_dead_units_dict)
logging.info(self.player_dead_buildings_dict)
logging.info(self.enemy_dead_buildings_dict)
@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))
"""Keeps only the last instance of a base capture event for each base ID"""
reversed_captures = [i for i in self.state_data["base_capture_events"][::-1]]
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]:
if base in [x[1] for x in last_base_cap_indexes]:
continue
else:
last_base_cap_indexes.append((idx, base))
return [reversed_captures[idx[0]] for idx in last_base_cap_indexes]
@@ -241,13 +179,11 @@ 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__()
def __init__(self, callback: typing.Callable, game):
super(PollDebriefingFileThread, self).__init__()
self._stop_event = threading.Event()
self.callback = callback
self.game = game
self.unit_map = unit_map
def stop(self):
self._stop_event.set()
@@ -264,14 +200,14 @@ class PollDebriefingFileThread(threading.Thread):
if os.path.isfile("state.json") and os.path.getmtime("state.json") > last_modified:
with open("state.json", "r") as json_file:
json_data = json.load(json_file)
debriefing = Debriefing(json_data, self.game, self.unit_map)
debriefing = Debriefing(json_data, self.game)
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)
def wait_for_debriefing(callback: typing.Callable, game)->PollDebriefingFileThread:
thread = PollDebriefingFileThread(callback, game)
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

@@ -2,25 +2,25 @@ from __future__ import annotations
import logging
import math
from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
from typing import Dict, List, Optional, Type, TYPE_CHECKING
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import UnitType
from game import persistency
from game.debriefing import AirLosses, Debriefing
from game import db, persistency
from game.debriefing import Debriefing
from game.infos.information import Information
from game.operation.operation import Operation
from game.theater import ControlPoint
from gen import AirTaskingOrder
from gen.ground_forces.combat_stance import CombatStance
from ..db import PRICES
from ..unitmap import UnitMap
from theater import ControlPoint
if TYPE_CHECKING:
from ..game import Game
DIFFICULTY_LOG_BASE = 1.1
EVENT_DEPARTURE_MAX_DISTANCE = 340000
MINOR_DEFEAT_INFLUENCE = 0.1
DEFEAT_INFLUENCE = 0.3
@@ -30,15 +30,21 @@ STRONG_DEFEAT_INFLUENCE = 0.5
class Event:
silent = False
informational = False
is_awacs_enabled = False
ca_slots = 0
game = None # type: Game
location = None # type: Point
from_cp = None # type: ControlPoint
to_cp = None # type: ControlPoint
operation = None # type: Operation
difficulty = 1 # type: int
BONUS_BASE = 5
def __init__(self, game, from_cp: ControlPoint, target_cp: ControlPoint, location: Point, attacker_name: str, defender_name: str):
self.game = game
self.departure_cp: Optional[ControlPoint] = None
self.from_cp = from_cp
self.to_cp = target_cp
self.location = location
@@ -49,125 +55,131 @@ class Event:
def is_player_attacking(self) -> bool:
return self.attacker_name == self.game.player_name
@property
def enemy_cp(self) -> Optional[ControlPoint]:
if self.attacker_name == self.game.player_name:
return self.to_cp
else:
return self.departure_cp
@property
def tasks(self) -> List[Type[Task]]:
return []
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
@property
def global_cp_available(self) -> bool:
return False
@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 is_departure_available_from(self, cp: ControlPoint) -> bool:
if not cp.captured:
return False
# 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
if self.location.distance_to_point(cp.position) > EVENT_DEPARTURE_MAX_DISTANCE:
return False
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
if cp.is_global and not self.global_cp_available:
return False
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
return True
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 bonus(self) -> int:
return int(math.log(self.to_cp.importance + 1, DIFFICULTY_LOG_BASE) * self.BONUS_BASE)
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)
def is_successfull(self, debriefing: Debriefing) -> bool:
return self.operation.is_successfull(debriefing)
@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
def generate(self):
self.operation.is_awacs_enabled = self.is_awacs_enabled
self.operation.ca_slots = self.ca_slots
logging.info(f"{aircraft} destroyed from {cp}")
cp.base.aircraft[aircraft] -= 1
@staticmethod
def commit_front_line_losses(debriefing: Debriefing) -> None:
for loss in debriefing.front_line_losses:
unit_type = loss.unit_type
control_point = loss.origin
available = control_point.base.total_units_of_type(unit_type)
if available <= 0:
logging.error(
f"Found killed {unit_type} from {control_point} but that "
"airbase has none available.")
continue
logging.info(f"{unit_type} destroyed from {control_point}")
control_point.base.armor[unit_type] -= 1
@staticmethod
def commit_ground_object_losses(debriefing: Debriefing) -> None:
for loss in debriefing.ground_object_losses:
# TODO: This should be stored in the TGO, not in the pydcs Group.
if not hasattr(loss.group, "units_losts"):
loss.group.units_losts = []
loss.group.units.remove(loss.unit)
loss.group.units_losts.append(loss.unit)
def commit_building_losses(self, debriefing: Debriefing) -> None:
for loss in debriefing.building_losses:
loss.ground_object.kill()
self.game.informations.append(Information(
"Building destroyed",
f"{loss.ground_object.dcs_identifier} has been destroyed at "
f"location {loss.ground_object.obj_name}", self.game.turn
))
@staticmethod
def commit_damaged_runways(debriefing: Debriefing) -> None:
for damaged_runway in debriefing.damaged_runways:
damaged_runway.damage_runway()
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.group_name == destroyed_ground_unit_name)
or
(ground_object.is_same_group(destroyed_ground_unit_name))
):
logging.info("cp {} killing ground object {}".format(cp, ground_object.group_name))
cp.ground_objects[i].is_dead = True
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", "EWR"]:
for g in ground_object.groups:
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
if u.name == destroyed_ground_unit_name:
g.units.remove(u)
g.units_losts.append(u)
destroyed_units = destroyed_units + 1
info.text = u.type
ucount = sum([len(g.units) for g in ground_object.groups])
if ucount == 0:
ground_object.is_dead = True
if destroyed_units > 0:
self.game.informations.append(info)
# ------------------------------
# Captured bases
@@ -203,14 +215,14 @@ class Event:
for cp in captured_cps:
logging.info("Will run redeploy for " + cp.name)
self.redeploy_units(cp)
except Exception:
logging.exception(f"Could not process base capture {captured}")
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)
# -----------------------------------
@@ -222,8 +234,8 @@ class Event:
delta = 0.0
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
@@ -296,6 +308,9 @@ class Event:
self.game.turn)
self.game.informations.append(info)
def skip(self):
pass
def redeploy_units(self, cp):
""""
Auto redeploy units to newly captured base
@@ -337,63 +352,31 @@ class Event:
logging.info(info.text)
class UnitsDeliveryEvent:
def __init__(self, control_point: ControlPoint) -> None:
self.to_cp = control_point
self.units: Dict[Type[UnitType], int] = {}
class UnitsDeliveryEvent(Event):
informational = True
def __str__(self) -> str:
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,
target_cp=to_cp,
attacker_name=attacker_name,
defender_name=defender_name)
self.units: Dict[UnitType, int] = {}
def __str__(self):
return "Pending delivery to {}".format(self.to_cp)
def order(self, units: Dict[Type[UnitType], int]) -> None:
def deliver(self, units: Dict[UnitType, int]):
for k, v in units.items():
self.units[k] = self.units.get(k, 0) + v
def sell(self, units: Dict[Type[UnitType], int]) -> None:
for k, v in units.items():
self.units[k] = self.units.get(k, 0) - v
def skip(self):
def consume_each_order(self) -> Iterator[Tuple[Type[UnitType], int]]:
while self.units:
yield self.units.popitem()
for k, v in self.units.items():
info = Information("Ally Reinforcement", str(k.id) + " x " + str(v) + " at " + self.to_cp.name, self.game.turn)
self.game.informations.append(info)
def refund_all(self, game: Game) -> None:
for unit_type, count in self.consume_each_order():
try:
price = PRICES[unit_type]
except KeyError:
logging.error(f"Could not refund {unit_type.id}, price unknown")
continue
logging.info(
f"Refunding {count} {unit_type.id} at {self.to_cp.name}")
game.adjust_budget(price * count, player=self.to_cp.captured)
def available_next_turn(self, unit_type: Type[UnitType]) -> int:
pending_units = self.units.get(unit_type)
if pending_units is None:
pending_units = 0
current_units = self.to_cp.base.total_units_of_type(unit_type)
return pending_units + current_units
def process(self, game: Game) -> None:
bought_units: Dict[Type[UnitType], int] = {}
sold_units: Dict[Type[UnitType], int] = {}
for unit_type, count in self.units.items():
coalition = "Ally" if self.to_cp.captured else "Enemy"
aircraft = unit_type.id
name = self.to_cp.name
if count >= 0:
bought_units[unit_type] = count
game.message(
f"{coalition} reinforcements: {aircraft} x {count} at {name}")
else:
sold_units[unit_type] = -count
game.message(
f"{coalition} sold: {aircraft} x {-count} at {name}")
self.to_cp.base.commision_units(bought_units)
self.to_cp.base.commit_losses(sold_units)
self.units = {}
bought_units = {}
sold_units = {}
self.to_cp.base.commision_units(self.units)

View File

@@ -1,11 +1,49 @@
from typing import List, Type
from dcs.task import CAP, CAS, Task
from game import db
from game.operation.frontlineattack import FrontlineAttackOperation
from .event import Event
from ..debriefing import Debriefing
class FrontlineAttackEvent(Event):
"""
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) -> List[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):
assert self.departure_cp is not None
op = FrontlineAttackOperation(game=self.game,
attacker_name=self.attacker_name,
defender_name=self.defender_name,
from_cp=self.from_cp,
departure_cp=self.departure_cp,
to_cp=self.to_cp)
self.operation = op

View File

@@ -31,28 +31,31 @@ class Faction:
description: str = field(default="")
# Available aircraft
aircrafts: List[Type[FlyingType]] = field(default_factory=list)
aircrafts: List[UnitType] = field(default_factory=list)
# Available awacs aircraft
awacs: List[Type[FlyingType]] = field(default_factory=list)
awacs: List[UnitType] = field(default_factory=list)
# Available tanker aircraft
tankers: List[Type[FlyingType]] = field(default_factory=list)
tankers: List[UnitType] = field(default_factory=list)
# Available frontline units
frontline_units: List[Type[VehicleType]] = field(default_factory=list)
frontline_units: List[VehicleType] = field(default_factory=list)
# Available artillery units
artillery_units: List[Type[VehicleType]] = field(default_factory=list)
artillery_units: List[VehicleType] = field(default_factory=list)
# Infantry units used
infantry_units: List[Type[VehicleType]] = field(default_factory=list)
infantry_units: List[VehicleType] = field(default_factory=list)
# Logistics units used
logistics_units: List[Type[VehicleType]] = field(default_factory=list)
logistics_units: List[VehicleType] = field(default_factory=list)
# List of units that can be deployed as SHORAD
shorads: List[str] = field(default_factory=list)
# Possible SAMS site generators for this faction
air_defenses: List[str] = field(default_factory=list)
sams: List[str] = field(default_factory=list)
# Possible EWR generators for this faction.
ewrs: List[str] = field(default_factory=list)
@@ -64,10 +67,10 @@ class Faction:
requirements: Dict[str, str] = field(default_factory=dict)
# possible aircraft carrier units
aircraft_carrier: List[Type[UnitType]] = field(default_factory=list)
aircraft_carrier: List[UnitType] = field(default_factory=list)
# possible helicopter carrier units
helicopter_carrier: List[Type[UnitType]] = field(default_factory=list)
helicopter_carrier: List[UnitType] = field(default_factory=list)
# Possible carrier names
carrier_names: List[str] = field(default_factory=list)
@@ -79,10 +82,10 @@ class Faction:
navy_generators: List[str] = field(default_factory=list)
# Available destroyers
destroyers: List[Type[ShipType]] = field(default_factory=list)
destroyers: List[str] = field(default_factory=list)
# Available cruisers
cruisers: List[Type[ShipType]] = field(default_factory=list)
cruisers: List[str] = 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)
@@ -94,7 +97,7 @@ class Faction:
has_jtac: bool = field(default=False)
# Unit to use as JTAC for this faction
jtac_unit: Optional[Type[FlyingType]] = field(default=None)
jtac_unit: Optional[FlyingType] = field(default=None)
# doctrine
doctrine: Doctrine = field(default=MODERN_DOCTRINE)
@@ -103,17 +106,7 @@ class 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
liveries_overrides: Dict[UnitType, List[str]] = field(default_factory=dict)
@classmethod
def from_json(cls: Type[Faction], json: Dict[str, Any]) -> Faction:
@@ -144,14 +137,9 @@ class Faction:
faction.logistics_units = load_all_vehicles(
json.get("logistics_units", []))
faction.sams = json.get("sams", [])
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.shorads = json.get("shorads", [])
faction.missiles = json.get("missiles", [])
faction.requirements = json.get("requirements", {})
@@ -206,19 +194,16 @@ class Faction:
if k is not None:
faction.liveries_overrides[k] = [s.lower() for s in v]
faction.unrestricted_satnav = json.get("unrestricted_satnav", False)
return faction
@property
def units(self) -> List[Type[UnitType]]:
def units(self) -> List[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]]:
def unit_loader(unit: str, class_repository: List[Any]) -> Optional[UnitType]:
"""
Find unit by name
:param unit: Unit name as string
@@ -241,13 +226,13 @@ def unit_loader(
return None
def load_aircraft(name: str) -> Optional[Type[FlyingType]]:
def load_aircraft(name: str) -> Optional[FlyingType]:
return cast(Optional[FlyingType], unit_loader(
name, [dcs.planes, dcs.helicopters, MODDED_AIRPLANES]
))
def load_all_aircraft(data) -> List[Type[FlyingType]]:
def load_all_aircraft(data) -> List[FlyingType]:
items = []
for name in data:
item = load_aircraft(name)
@@ -256,13 +241,13 @@ def load_all_aircraft(data) -> List[Type[FlyingType]]:
return items
def load_vehicle(name: str) -> Optional[Type[VehicleType]]:
def load_vehicle(name: str) -> Optional[VehicleType]:
return cast(Optional[FlyingType], unit_loader(
name, [Infantry, Unarmed, Armor, AirDefence, Artillery, MODDED_VEHICLES]
))
def load_all_vehicles(data) -> List[Type[VehicleType]]:
def load_all_vehicles(data) -> List[VehicleType]:
items = []
for name in data:
item = load_vehicle(name)
@@ -271,11 +256,11 @@ def load_all_vehicles(data) -> List[Type[VehicleType]]:
return items
def load_ship(name: str) -> Optional[Type[ShipType]]:
def load_ship(name: str) -> Optional[ShipType]:
return cast(Optional[FlyingType], unit_loader(name, [dcs.ships]))
def load_all_ships(data) -> List[Type[ShipType]]:
def load_all_ships(data) -> List[ShipType]:
items = []
for name in data:
item = load_ship(name)

View File

@@ -1,17 +1,18 @@
import itertools
import logging
import math
import random
import sys
from datetime import date, datetime, timedelta
from enum import Enum
from typing import Any, Dict, List
from typing import Dict, List
from dcs.action import Coalition
from dcs.mapping import Point
from dcs.task import CAP, CAS, PinpointStrike
from dcs.task import CAP, CAS, PinpointStrike, Task
from dcs.unittype import UnitType
from dcs.vehicles import AirDefence
from game import db
from game.db import PLAYER_BUDGET_BASE, REWARDS
from game.inventory import GlobalAircraftInventory
from game.models.game_stats import GameStats
from game.plugins import LuaPluginManager
@@ -19,22 +20,16 @@ from gen.ato import AirTaskingOrder
from gen.conflictgen import Conflict
from gen.flights.ai_flight_planner import CoalitionMissionPlanner
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
from gen.ground_forces.ai_ground_planner import GroundPlanner
from theater import ConflictTheater, ControlPoint
from theater.conflicttheater import IMPORTANCE_HIGH, IMPORTANCE_LOW
from . import persistency
from .debriefing import Debriefing
from .event.event import Event, UnitsDeliveryEvent
from .event.frontlineattack import FrontlineAttackEvent
from .factions.faction import Faction
from .income import Income
from .infos.information import Information
from .navmesh import NavMesh
from .procurement import ProcurementAi
from .settings import Settings
from .theater import ConflictTheater, ControlPoint, TheaterGroundObject
from game.theater.theatergroundobject import MissileSiteGroundObject
from .threatzones import ThreatZones
from .unitmap import UnitMap
from .weather import Conditions, TimeOfDay
COMMISION_UNIT_VARIETY = 4
@@ -67,21 +62,17 @@ 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: float,
enemy_budget: float) -> None:
settings: Settings):
self.settings = settings
self.events: List[Event] = []
self.theater = theater
@@ -96,11 +87,10 @@ class Game:
self.ground_planners: Dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
self.__culling_points: List[Point] = []
self.__culling_points = self.compute_conflicts_position()
self.__destroyed_units: List[str] = []
self.savepath = ""
self.budget = player_budget
self.enemy_budget = enemy_budget
self.budget = PLAYER_BUDGET_INITIAL
self.current_unit_id = 0
self.current_group_id = 0
@@ -114,33 +104,6 @@ class Game:
)
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 __getstate__(self) -> Dict[str, Any]:
state = self.__dict__.copy()
# Avoid persisting any volatile types that can be deterministically
# recomputed on load for the sake of save compatibility.
del state["blue_threat_zone"]
del state["red_threat_zone"]
del state["blue_navmesh"]
del state["red_navmesh"]
return state
def __setstate__(self, state: Dict[str, Any]) -> None:
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
def generate_conditions(self) -> Conditions:
@@ -168,11 +131,6 @@ class Game:
def enemy_faction(self) -> Faction:
return db.FACTIONS[self.enemy_name]
def faction_for(self, player: bool) -> Faction:
if player:
return self.player_faction
return self.enemy_faction
def _roll(self, prob, mult):
if self.settings.version == "dev":
# always generate all events for dev
@@ -189,29 +147,48 @@ class Game:
front_line.control_point_a,
front_line.control_point_b)
def adjust_budget(self, amount: float, player: bool) -> None:
if player:
self.budget += amount
@property
def budget_reward_amount(self):
reward = 0
if len(self.theater.player_points()) > 0:
reward = PLAYER_BUDGET_BASE * len(self.theater.player_points())
for cp in self.theater.player_points():
for g in cp.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
reward = reward + REWARDS[g.category]
return reward
else:
self.enemy_budget += amount
return reward
def process_player_income(self):
self.budget += Income(self, player=True).total
def _budget_player(self):
self.budget += self.budget_reward_amount
def process_enemy_income(self):
# TODO: Clean up save compat.
if not hasattr(self, "enemy_budget"):
self.enemy_budget = 0
self.enemy_budget += Income(self, player=False).total
def awacs_expense_commit(self):
self.budget -= AWACS_BUDGET_COST
def initiate_event(self, event: Event) -> UnitMap:
def units_delivery_event(self, to_cp: ControlPoint) -> UnitsDeliveryEvent:
event = UnitsDeliveryEvent(attacker_name=self.player_name,
defender_name=self.player_name,
from_cp=to_cp,
to_cp=to_cp,
game=self)
self.events.append(event)
return event
def units_delivery_remove(self, event: Event):
if event in self.events:
self.events.remove(event)
def initiate_event(self, event: Event):
#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)
if event.is_successfull(debriefing):
self.budget += event.bonus()
if event in self.events:
self.events.remove(event)
@@ -222,25 +199,33 @@ 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()
self.compute_threat_zones()
# Save game compatibility.
# TODO: Remove in 2.3.
if not hasattr(self, "conditions"):
self.conditions = self.generate_conditions()
def pass_turn(self, no_action: bool = False) -> None:
logging.info("Pass turn")
self.informations.append(Information("End of turn #" + str(self.turn), "-" * 40, 0))
self.turn += 1
for control_point in self.theater.controlpoints:
control_point.process_turn(self)
for event in self.events:
if self.settings.version == "dev":
# don't damage player CPs in by skipping in dev mode
if isinstance(event, UnitsDeliveryEvent):
event.skip()
else:
event.skip()
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():
@@ -257,14 +242,6 @@ class Game:
# Autosave progress
persistency.autosave(self)
def check_win_loss(self):
captured_states = {i.captured for i in self.theater.controlpoints}
if True not in captured_states:
return TurnState.LOSS
if False not in captured_states:
return TurnState.WIN
return TurnState.CONTINUE
def initialize_turn(self) -> None:
self.events = []
self._generate_events()
@@ -276,62 +253,90 @@ class Game:
for cp in self.theater.controlpoints:
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.compute_threat_zones()
self.__culling_points = self.compute_conflicts_position()
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()
CoalitionMissionPlanner(self, is_player=True).plan_missions()
CoalitionMissionPlanner(self, is_player=False).plan_missions()
for cp in self.theater.controlpoints:
if cp.has_frontline:
gplanner = GroundPlanner(cp, self)
gplanner.plan_groundwar()
self.ground_planners[cp.id] = gplanner
self.plan_procurement(blue_planner, red_planner)
def _enemy_reinforcement(self):
"""
Compute and commision reinforcement for enemy bases
"""
def plan_procurement(self, blue_planner: CoalitionMissionPlanner,
red_planner: CoalitionMissionPlanner) -> None:
# The first turn needs to buy a *lot* of aircraft to fill CAPs, so it
# gets much more of the budget that turn. Otherwise budget (after
# repairs) is split evenly between air and ground. For the default
# starting budget of 2000 this gives 600 to ground forces and 1400 to
# aircraft.
ground_portion = 0.3 if self.turn == 0 else 0.5
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,
front_line_budget_share=ground_portion
).spend_budget(self.budget, blue_planner.procurement_requests)
MAX_ARMOR = 30 * self.settings.multiplier
MAX_AIRCRAFT = 25 * self.settings.multiplier
self.enemy_budget = ProcurementAi(
self,
for_player=False,
faction=self.enemy_faction,
manage_runways=True,
manage_front_line=True,
manage_aircraft=True,
front_line_budget_share=ground_portion
).spend_budget(self.enemy_budget, red_planner.procurement_requests)
production = 0.0
for enemy_point in self.theater.enemy_points():
for g in enemy_point.ground_objects:
if g.category in REWARDS.keys() and not g.is_dead:
production = production + REWARDS[g.category]
def message(self, text: str) -> None:
self.informations.append(Information(text, turn=self.turn))
production = production * 0.75
budget_for_armored_units = production / 2
budget_for_aircraft = production / 2
potential_cp_armor = []
for cp in self.theater.enemy_points():
for cpe in cp.connected_points:
if cpe.captured and cp.base.total_armor < MAX_ARMOR:
potential_cp_armor.append(cp)
if len(potential_cp_armor) == 0:
potential_cp_armor = self.theater.enemy_points()
i = 0
potential_units = db.FACTIONS[self.enemy_name].frontline_units
print("Enemy Recruiting")
print(potential_cp_armor)
print(budget_for_armored_units)
print(potential_units)
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_armored_units > 0:
i = i + 1
if i > 50 or budget_for_armored_units <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_armor >= MAX_ARMOR:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_armored_units -= price * 2
target_cp.base.armor[unit] = target_cp.base.armor.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
if budget_for_armored_units > 0:
budget_for_aircraft += budget_for_armored_units
potential_units = [u for u in db.FACTIONS[self.enemy_name].aircrafts
if u in db.UNIT_BY_TASK[CAS] or u in db.UNIT_BY_TASK[CAP]]
if len(potential_units) > 0 and len(potential_cp_armor) > 0:
while budget_for_aircraft > 0:
i = i + 1
if i > 50 or budget_for_aircraft <= 0:
break
target_cp = random.choice(potential_cp_armor)
if target_cp.base.total_planes >= MAX_AIRCRAFT:
continue
unit = random.choice(potential_units)
price = db.PRICES[unit] * 2
budget_for_aircraft -= price * 2
target_cp.base.aircraft[unit] = target_cp.base.aircraft.get(unit, 0) + 2
info = Information("Enemy Reinforcement", unit.id + " x 2 at " + target_cp.name, self.turn)
print(str(info))
self.informations.append(info)
@property
def current_turn_time_of_day(self) -> TimeOfDay:
@@ -355,24 +360,6 @@ class Game:
self.current_group_id += 1
return self.current_group_id
def compute_threat_zones(self) -> None:
self.blue_threat_zone = ThreatZones.for_faction(self, player=True)
self.red_threat_zone = ThreatZones.for_faction(self, player=False)
self.blue_navmesh = NavMesh.from_threat_zones(self.red_threat_zone,
self.theater)
self.red_navmesh = NavMesh.from_threat_zones(self.blue_threat_zone,
self.theater)
def threat_zone_for(self, player: bool) -> ThreatZones:
if player:
return self.blue_threat_zone
return self.red_threat_zone
def navmesh_for(self, player: bool) -> NavMesh:
if player:
return self.blue_navmesh
return self.red_navmesh
def compute_conflicts_position(self):
"""
Compute the current conflict center position(s), mainly used for culling calculation
@@ -382,24 +369,13 @@ class Game:
# 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)
position = Conflict.frontline_position(self.theater,
front_line.control_point_a,
front_line.control_point_b)
points.append(position[0])
points.append(front_line.control_point_a.position)
points.append(front_line.control_point_b.position)
for cp in self.theater.controlpoints:
# Don't cull missile sites - their range is long enough to make them
# easily culled despite being a threat.
for tgo in cp.ground_objects:
if isinstance(tgo, MissileSiteGroundObject):
points.append(cp.position)
# If do_not_cull_carrier is enabled, add carriers as culling point
if self.settings.perf_do_not_cull_carrier:
if cp.is_carrier or cp.is_lha:
points.append(cp.position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
cpoint = None
@@ -418,24 +394,12 @@ class Game:
if cpoint is not None:
points.append(cpoint)
packages = itertools.chain(self.blue_ato.packages,
self.red_ato.packages)
for package in packages:
if package.primary_task is FlightType.BARCAP:
# BARCAPs will be planned at most locations on smaller theaters,
# rendering culling fairly useless. BARCAP packages don't really
# need the ground detail since they're defensive. SAMs nearby
# are only interesting if there are enemies in the area, and if
# there are they won't be culled because of the enemy's mission.
continue
points.append(package.target.position)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0:
points.append(Point(0, 0))
self.__culling_points = points
return points
def add_destroyed_units(self, data):
pos = Point(data["x"], data["z"])
@@ -483,10 +447,4 @@ class Game:
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

@@ -1,55 +0,0 @@
from __future__ import annotations
from dataclasses import dataclass
from typing import TYPE_CHECKING
from game.db import REWARDS
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class BuildingIncome:
name: str
category: str
number: int
income_per_building: int
@property
def income(self) -> int:
return self.number * self.income_per_building
class Income:
def __init__(self, game: Game, player: bool) -> None:
if player:
self.multiplier = game.settings.player_income_multiplier
else:
self.multiplier = game.settings.enemy_income_multiplier
self.control_points = []
self.buildings = []
names = set()
for cp in game.theater.control_points_for(player):
if cp.income_per_turn:
self.control_points.append(cp)
for tgo in cp.ground_objects:
names.add(tgo.obj_name)
for name in names:
count = 0
tgos = game.theater.find_ground_objects_by_obj_name(name)
category = tgos[0].category
if category not in REWARDS:
continue
for tgo in tgos:
if not tgo.is_dead:
count += 1
self.buildings.append(BuildingIncome(name, category, count,
REWARDS[category]))
self.from_bases = sum(cp.income_per_turn for cp in self.control_points)
self.total_buildings = sum(b.income for b in self.buildings)
self.total = ((self.total_buildings + self.from_bases) *
self.multiplier)

View File

@@ -1,4 +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

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

View File

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

View File

@@ -1,270 +0,0 @@
from __future__ import annotations
import heapq
import math
from collections import defaultdict
from dataclasses import dataclass, field
from typing import Dict, List, Optional, Set, Tuple, Union
from dcs.mapping import Point
from shapely.geometry import (
LineString,
MultiPolygon,
Point as ShapelyPoint,
Polygon,
box,
)
from shapely.ops import nearest_points, triangulate
from game.theater import ConflictTheater
from game.threatzones import ThreatZones
from game.utils import nautical_miles
class NavMeshPoly:
def __init__(self, ident: int, poly: Polygon, threatened: bool) -> None:
self.ident = ident
self.poly = poly
self.threatened = threatened
self.neighbors: Dict[NavMeshPoly, Union[LineString, ShapelyPoint]] = {}
def __eq__(self, other: object) -> bool:
if not isinstance(other, NavMeshPoly):
return False
return self.ident == other.ident
def __hash__(self) -> int:
return self.ident
@dataclass(frozen=True)
class NavPoint:
point: ShapelyPoint
poly: NavMeshPoly
@property
def world_point(self) -> Point:
return Point(self.point.x, self.point.y)
def __hash__(self) -> int:
return hash(self.poly.ident)
def __eq__(self, other: object) -> bool:
if id(self) == id(other):
return True
if not isinstance(other, NavPoint):
return False
if not self.point.almost_equals(other.point):
return False
return self.poly == other.poly
def __str__(self) -> str:
return f"{self.point} in {self.poly.ident}"
@dataclass(frozen=True, order=True)
class FrontierNode:
cost: float
point: NavPoint = field(compare=False)
class NavFrontier:
def __init__(self) -> None:
self.nodes: List[FrontierNode] = []
def push(self, poly: NavPoint, cost: float) -> None:
heapq.heappush(self.nodes, FrontierNode(cost, poly))
def pop(self) -> Optional[NavPoint]:
try:
return heapq.heappop(self.nodes).point
except IndexError:
return None
class NavMesh:
def __init__(self, polys: List[NavMeshPoly]) -> None:
self.polys = polys
def localize(self, point: Point) -> Optional[NavMeshPoly]:
# This is a naive implementation but it's O(n). Runs at about 10k
# lookups a second on a 5950X. Flights usually have 5-10 waypoints, so
# that's 1k-2k flights before we lose a full second to localization as a
# part of flight plan creation.
#
# Can improve the algorithm later if needed, but that seems unnecessary
# currently.
p = ShapelyPoint(point.x, point.y)
for navpoly in self.polys:
if navpoly.poly.contains(p):
return navpoly
return None
@staticmethod
def travel_cost(a: NavPoint, b: NavPoint) -> float:
modifier = 1.0
if a.poly.threatened:
modifier = 3.0
return a.point.distance(b.point) * modifier
def travel_heuristic(self, a: NavPoint, b: NavPoint) -> float:
return self.travel_cost(a, b)
@staticmethod
def reconstruct_path(came_from: Dict[NavPoint, Optional[NavPoint]],
origin: NavPoint,
destination: NavPoint) -> List[Point]:
current = destination
path: List[Point] = []
while current != origin:
path.append(current.world_point)
previous = came_from[current]
if previous is None:
raise RuntimeError(
f"Could not reconstruct path to {destination} from {origin}"
)
current = previous
path.append(origin.world_point)
path.reverse()
return path
@staticmethod
def dcs_to_shapely_point(point: Point) -> ShapelyPoint:
return ShapelyPoint(point.x, point.y)
def shortest_path(self, origin: Point, destination: Point) -> List[Point]:
origin_poly = self.localize(origin)
if origin_poly is None:
raise ValueError(f"Origin point {origin} is outside the navmesh")
destination_poly = self.localize(destination)
if destination_poly is None:
raise ValueError(
f"Origin point {destination} is outside the navmesh")
return self._shortest_path(
NavPoint(self.dcs_to_shapely_point(origin), origin_poly),
NavPoint(self.dcs_to_shapely_point(destination), destination_poly)
)
def _shortest_path(self, origin: NavPoint,
destination: NavPoint) -> List[Point]:
# Adapted from
# https://www.redblobgames.com/pathfinding/a-star/implementation.py.
frontier = NavFrontier()
frontier.push(origin, 0.0)
came_from: Dict[NavPoint, Optional[NavPoint]] = {origin: None}
best_known: Dict[NavPoint, float] = defaultdict(lambda: math.inf)
best_known[origin] = 0.0
while (current := frontier.pop()) is not None:
if current == destination:
break
if current.poly == destination.poly:
# Made it to the correct nav poly. Add the leg from the border
# to the target.
cost = best_known[current] + self.travel_cost(
current, destination
)
if cost < best_known[destination]:
best_known[destination] = cost
estimated = cost
frontier.push(destination, estimated)
came_from[destination] = current
for neighbor, boundary in current.poly.neighbors.items():
previous = came_from[current]
if previous is not None and previous.poly == neighbor:
# Don't backtrack.
continue
if previous is None and current != origin:
raise RuntimeError
_, neighbor_point = nearest_points(current.point, boundary)
neighbor_nav = NavPoint(neighbor_point, neighbor)
cost = best_known[current] + self.travel_cost(
current, neighbor_nav
)
if cost < best_known[neighbor_nav]:
best_known[neighbor_nav] = cost
estimated = cost + self.travel_heuristic(
neighbor_nav, destination
)
frontier.push(neighbor_nav, estimated)
came_from[neighbor_nav] = current
return self.reconstruct_path(came_from, origin, destination)
@staticmethod
def map_bounds(theater: ConflictTheater) -> Polygon:
points = []
for cp in theater.controlpoints:
points.append(ShapelyPoint(cp.position.x, cp.position.y))
for tgo in cp.ground_objects:
points.append(ShapelyPoint(tgo.position.x, tgo.position.y))
# Needs to be a large enough boundary beyond the known points so that
# threatened airbases at the map edges have room to retreat from the
# threat without running off the navmesh.
return box(*LineString(points).bounds).buffer(
nautical_miles(100).meters, resolution=1)
@staticmethod
def create_navpolys(polys: List[Polygon],
threat_zones: ThreatZones) -> List[NavMeshPoly]:
return [NavMeshPoly(i, p, threat_zones.threatened(p))
for i, p in enumerate(polys)]
@staticmethod
def associate_neighbors(polys: List[NavMeshPoly]) -> None:
# Maps (rounded) points to polygons that have a vertex at that point.
# The points are rounded to the nearest int so we can use them as dict
# keys. This allows us to perform approximate neighbor lookups more
# efficiently than comparing each poly to every other poly by finding
# approximate neighbors before checking if the polys actually touch.
points_map: Dict[Tuple[int, int], Set[NavMeshPoly]] = defaultdict(set)
for navpoly in polys:
# The coordinates of the polygon's boundary are a sequence of
# coordinates that define the polygon. The first point is repeated
# at the end, so skip the last vertex.
for x, y in navpoly.poly.boundary.coords[:-1]:
point = (int(x), int(y))
neighbors = {}
for potential_neighbor in points_map[point]:
intersection = navpoly.poly.intersection(
potential_neighbor.poly)
if not intersection.is_empty:
potential_neighbor.neighbors[navpoly] = intersection
neighbors[potential_neighbor] = intersection
navpoly.neighbors.update(neighbors)
points_map[point].add(navpoly)
@classmethod
def from_threat_zones(cls, threat_zones: ThreatZones,
theater: ConflictTheater) -> NavMesh:
# Simplify the threat poly to reduce the number of nav zones. Increase
# the size of the zone and then simplify it with the buffer size as the
# error margin. This will create a simpler poly around the threat zone.
buffer = nautical_miles(10).meters
threat_poly = threat_zones.all.buffer(buffer).simplify(buffer)
# Threat zones can be disconnected. Create a list of threat zones.
if isinstance(threat_poly, MultiPolygon):
polys = list(threat_poly.geoms)
else:
polys = [threat_poly]
# Subtract the threat zones from the whole-map poly to build a navmesh
# for the *safe* areas. Navigation within threatened regions is always
# a straight line to the target or out of the threatened region.
bounds = cls.map_bounds(theater)
for poly in polys:
bounds = bounds.difference(poly)
# Triangulate the safe-region to build the navmesh.
navpolys = cls.create_navpolys(triangulate(bounds), threat_zones)
cls.associate_neighbors(navpolys)
return cls(navpolys)

View File

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

View File

@@ -1,10 +1,7 @@
from __future__ import annotations
from game.theater.theatergroundobject import TheaterGroundObject
import logging
import os
from pathlib import Path
from typing import TYPE_CHECKING, Iterable, List, Optional, Set
from typing import List, Optional, Set
from dcs import Mission
from dcs.action import DoScript, DoScriptFile
@@ -12,8 +9,11 @@ from dcs.coalition import Coalition
from dcs.countries import country_dict
from dcs.lua.parse import loads
from dcs.mapping import Point
from dcs.terrain.terrain import Terrain
from dcs.translation import String
from dcs.triggers import TriggerStart
from dcs.unittype import UnitType
from game.plugins import LuaPluginManager
from gen import Conflict, FlightType, VisualGenerator
from gen.aircraft import AIRCRAFT_DATA, AircraftConflictGenerator, FlightData
@@ -26,22 +26,22 @@ from gen.environmentgen import EnvironmentGenerator
from gen.forcedoptionsgen import ForcedOptionsGenerator
from gen.groundobjectsgen import GroundObjectsGenerator
from gen.kneeboard import KneeboardGenerator
from gen.naming import namegen
from gen.radios import RadioFrequency, RadioRegistry
from gen.tacan import TacanRegistry
from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
from theater import ControlPoint
from .. import db
from ..theater import Airfield
from ..unitmap import UnitMap
if TYPE_CHECKING:
from game import Game
from ..debriefing import Debriefing
class Operation:
"""Static class for managing the final Mission generation"""
attackers_starting_position = None # type: db.StartingPosition
defenders_starting_position = None # type: db.StartingPosition
current_mission = None # type: Mission
regular_mission = None # type: Mission
quick_mission = None # type: Mission
conflict = None # type: Conflict
airgen = None # type: AircraftConflictGenerator
triggersgen = None # type: TriggersGenerator
airsupportgen = None # type: AirSupportConflictGenerator
@@ -51,96 +51,104 @@ class Operation:
forcedoptionsgen = None # type: ForcedOptionsGenerator
radio_registry: Optional[RadioRegistry] = None
tacan_registry: Optional[TacanRegistry] = None
game = None # type: Game
environment_settings = None
trigger_radius = TRIGGER_RADIUS_MEDIUM
is_quick = None
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):
self.game = game
self.attacker_name = attacker_name
self.attacker_country = db.FACTIONS[attacker_name].country
self.defender_name = defender_name
self.defender_country = db.FACTIONS[defender_name].country
print(self.defender_country, self.attacker_country)
self.from_cp = from_cp
self.departure_cp = departure_cp
self.to_cp = to_cp
self.is_quick = False
self.plugin_scripts: List[str] = []
def units_of(self, country_name: str) -> List[UnitType]:
return []
def is_successfull(self, debriefing: Debriefing) -> bool:
return True
@property
def is_player_attack(self) -> bool:
return self.from_cp.captured
def initialize(self, mission: Mission, conflict: Conflict):
self.current_mission = mission
self.conflict = conflict
# self.briefinggen = BriefingGenerator(self.current_mission, self.game) Is it safe to remove this, or does it also break save compat?
def prepare(self, terrain: Terrain, is_quick: bool):
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
)
self.current_mission = Mission(terrain)
@classmethod
def air_conflict(cls) -> Conflict:
assert cls.game
player_cp, enemy_cp = cls.game.theater.closest_opposing_control_points()
mid_point = player_cp.position.point_from_heading(
player_cp.position.heading_between_point(enemy_cp.position),
player_cp.position.distance_to_point(enemy_cp.position) / 2
)
return Conflict(
cls.game.theater,
player_cp,
enemy_cp,
cls.game.player_name,
cls.game.enemy_name,
cls.game.player_country,
cls.game.enemy_country,
mid_point
)
print(self.game.player_country)
print(country_dict[db.country_id_from_name(self.game.player_country)])
print(country_dict[db.country_id_from_name(self.game.player_country)]())
@classmethod
def _set_mission(cls, mission: Mission) -> None:
cls.current_mission = mission
# Setup coalition :
self.current_mission.coalition["blue"] = Coalition("blue")
self.current_mission.coalition["red"] = Coalition("red")
@classmethod
def _setup_mission_coalitions(cls):
cls.current_mission.coalition["blue"] = Coalition("blue")
cls.current_mission.coalition["red"] = Coalition("red")
p_country = self.game.player_country
e_country = self.game.enemy_country
self.current_mission.coalition["blue"].add_country(country_dict[db.country_id_from_name(p_country)]())
self.current_mission.coalition["red"].add_country(country_dict[db.country_id_from_name(e_country)]())
p_country = cls.game.player_country
e_country = cls.game.enemy_country
cls.current_mission.coalition["blue"].add_country(
country_dict[db.country_id_from_name(p_country)]())
cls.current_mission.coalition["red"].add_country(
country_dict[db.country_id_from_name(e_country)]())
print([c for c in self.current_mission.coalition["blue"].countries.keys()])
print([c for c in self.current_mission.coalition["red"].countries.keys()])
@classmethod
def inject_lua_trigger(cls, contents: str, comment: str) -> None:
if is_quick:
self.quick_mission = self.current_mission
else:
self.regular_mission = self.current_mission
self.current_mission.options.load_from_dict(options_dict)
self.is_quick = is_quick
if is_quick:
self.attackers_starting_position = None
self.defenders_starting_position = None
else:
self.attackers_starting_position = self.departure_cp.at
# TODO: Is this possible?
if self.to_cp is not None:
self.defenders_starting_position = self.to_cp.at
else:
self.defenders_starting_position = None
def inject_lua_trigger(self, contents: str, comment: str) -> None:
trigger = TriggerStart(comment=comment)
trigger.add_action(DoScript(String(contents)))
cls.current_mission.triggerrules.triggers.append(trigger)
self.current_mission.triggerrules.triggers.append(trigger)
@classmethod
def bypass_plugin_script(cls, mnemonic: str) -> None:
cls.plugin_scripts.append(mnemonic)
def bypass_plugin_script(self, mnemonic: str) -> None:
self.plugin_scripts.append(mnemonic)
@classmethod
def inject_plugin_script(cls, plugin_mnemonic: str, script: str,
def inject_plugin_script(self, plugin_mnemonic: str, script: str,
script_mnemonic: str) -> None:
if script_mnemonic in cls.plugin_scripts:
if script_mnemonic in self.plugin_scripts:
logging.debug(
f"Skipping already loaded {script} for {plugin_mnemonic}"
)
else:
cls.plugin_scripts.append(script_mnemonic)
self.plugin_scripts.append(script_mnemonic)
plugin_path = Path("./resources/plugins", plugin_mnemonic)
@@ -153,25 +161,23 @@ class Operation:
trigger = TriggerStart(comment=f"Load {script_mnemonic}")
filename = script_path.resolve()
fileref = cls.current_mission.map_resource.add_resource_file(
filename)
fileref = self.current_mission.map_resource.add_resource_file(filename)
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,
self,
groundobjectgen: GroundObjectsGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo],
airgen: AircraftConflictGenerator,
):
):
"""Generates subscribed MissionInfoGenerator objects (currently kneeboards and briefings)
"""
gens: List[MissionInfoGenerator] = [
KneeboardGenerator(cls.current_mission, cls.game),
BriefingGenerator(cls.current_mission, cls.game)
]
KneeboardGenerator(self.current_mission, self.game),
BriefingGenerator(self.current_mission, self.game)
]
for gen in gens:
for dynamic_runway in groundobjectgen.runways.values():
gen.add_dynamic_runway(dynamic_runway)
@@ -179,7 +185,7 @@ class Operation:
for tanker in airsupportgen.air_support.tankers:
gen.add_tanker(tanker)
if cls.player_awacs_enabled:
if self.is_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
gen.add_awacs(awacs)
@@ -190,34 +196,301 @@ class Operation:
gen.add_flight(flight)
gen.generate()
@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)
def generate(self):
radio_registry = RadioRegistry()
tacan_registry = TacanRegistry()
@classmethod
def create_radio_registries(cls) -> None:
# 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()
cls._create_tacan_registry(unique_map_frequencies)
cls._create_radio_registry(unique_map_frequencies)
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.
assert cls.radio_registry is not None
for frequency in unique_map_frequencies:
cls.radio_registry.reserve(frequency)
radio_registry.reserve(frequency)
@classmethod
def assign_channels_to_flights(cls, flights: List[FlightData],
# Set mission time and weather conditions.
EnvironmentGenerator(self.current_mission,
self.game.conditions).generate()
# Generate ground object first
groundobjectgen = GroundObjectsGenerator(
self.current_mission,
self.conflict,
self.game,
radio_registry,
tacan_registry
)
groundobjectgen.generate()
# Generate destroyed units
for d in self.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not self.game.position_culled(pos) and self.game.settings.perf_destroyed_units:
self.current_mission.static_group(
country=self.current_mission.country(self.game.player_country),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
# Air Support (Tanker & Awacs)
airsupportgen = AirSupportConflictGenerator(
self.current_mission, self.conflict, self.game, radio_registry,
tacan_registry)
airsupportgen.generate(self.is_awacs_enabled)
# Generate Activity on the map
airgen = AircraftConflictGenerator(
self.current_mission, self.conflict, self.game.settings, self.game,
radio_registry)
airgen.generate_flights(
self.current_mission.country(self.game.player_country),
self.game.blue_ato,
groundobjectgen.runways
)
airgen.generate_flights(
self.current_mission.country(self.game.enemy_country),
self.game.red_ato,
groundobjectgen.runways
)
# Generate ground units on frontline everywhere
jtacs: List[JtacInfo] = []
for front_line in self.game.theater.conflicts(True):
player_cp = front_line.control_point_a
enemy_cp = front_line.control_point_b
conflict = Conflict.frontline_cas_conflict(self.attacker_name, self.defender_name,
self.current_mission.country(self.attacker_country),
self.current_mission.country(self.defender_country),
player_cp, enemy_cp, self.game.theater)
# Generate frontline ops
player_gp = self.game.ground_planners[player_cp.id].units_per_cp[enemy_cp.id]
enemy_gp = self.game.ground_planners[enemy_cp.id].units_per_cp[player_cp.id]
groundConflictGen = GroundConflictGenerator(self.current_mission, conflict, self.game, player_gp, enemy_gp, player_cp.stances[enemy_cp.id])
groundConflictGen.generate()
jtacs.extend(groundConflictGen.jtacs)
# Setup combined arms parameters
self.current_mission.groundControl.pilot_can_control_vehicles = self.ca_slots > 0
if self.game.player_country in [country.name for country in self.current_mission.coalition["blue"].countries.values()]:
self.current_mission.groundControl.blue_tactical_commander = self.ca_slots
else:
self.current_mission.groundControl.red_tactical_commander = self.ca_slots
# Triggers
triggersgen = TriggersGenerator(self.current_mission, self.conflict,
self.game)
triggersgen.generate()
# Options
forcedoptionsgen = ForcedOptionsGenerator(self.current_mission,
self.conflict, self.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(self.current_mission, self.conflict,
self.game)
if self.game.settings.perf_smoke_gen:
visualgen.generate()
luaData = {}
luaData["AircraftCarriers"] = {}
luaData["Tankers"] = {}
luaData["AWACs"] = {}
luaData["JTACs"] = {}
luaData["TargetPoints"] = {}
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
}
if self.is_awacs_enabled:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP, FlightType.DEAD, FlightType.SEAD, FlightType.STRIKE]:
flightType = flight.flight_type.name
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if hasattr(flightTarget, 'obj_name'):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": { "x": flightTarget.position.x, "y": flightTarget.position.y}
}
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath=""" + state_location + """
"""
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName= data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
#lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
#lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- later, we'll add more data to the table
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
self.current_mission.triggerrules.triggers.append(trigger)
# Inject Plugins Lua Scripts and data
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(self)
plugin.inject_configuration(self)
self.assign_channels_to_flights(airgen.flights,
airsupportgen.air_support)
self.notify_info_generators(groundobjectgen, airsupportgen, jtacs, airgen)
def assign_channels_to_flights(self, flights: List[FlightData],
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
@@ -232,344 +505,3 @@ class Operation:
aircraft_data.channel_allocator.assign_channels_for_flight(
flight, air_support
)
@classmethod
def _create_tacan_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
"""
Dedup beacon/radio frequencies, since some maps have some frequencies
used multiple times.
"""
cls.tacan_registry = TacanRegistry()
beacons = load_beacons_for_terrain(cls.game.theater.terrain.name)
for beacon in beacons:
unique_map_frequencies.add(beacon.frequency)
if beacon.is_tacan:
if beacon.channel is None:
logging.error(
f"TACAN beacon has no channel: {beacon.callsign}")
else:
cls.tacan_registry.reserve(beacon.tacan_channel)
@classmethod
def _create_radio_registry(cls, unique_map_frequencies: Set[RadioFrequency]) -> None:
cls.radio_registry = RadioRegistry()
for data in AIRFIELD_DATA.values():
if data.theater == cls.game.theater.terrain.name and data.atc:
unique_map_frequencies.add(data.atc.hf)
unique_map_frequencies.add(data.atc.vhf_fm)
unique_map_frequencies.add(data.atc.vhf_am)
unique_map_frequencies.add(data.atc.uhf)
# No need to reserve ILS or TACAN because those are in the
# beacon list.
@classmethod
def _generate_ground_units(cls):
cls.groundobjectgen = GroundObjectsGenerator(
cls.current_mission,
cls.game,
cls.radio_registry,
cls.tacan_registry,
cls.unit_map
)
cls.groundobjectgen.generate()
@classmethod
def _generate_destroyed_units(cls) -> None:
"""Add destroyed units to the Mission"""
for d in cls.game.get_destroyed_units():
try:
utype = db.unit_type_from_name(d["type"])
except KeyError:
continue
pos = Point(d["x"], d["z"])
if utype is not None and not cls.game.position_culled(pos) and cls.game.settings.perf_destroyed_units:
cls.current_mission.static_group(
country=cls.current_mission.country(
cls.game.player_country),
name="",
_type=utype,
hidden=True,
position=pos,
heading=d["orientation"],
dead=True,
)
@classmethod
def generate(cls) -> UnitMap:
"""Build the final Mission to be exported"""
cls.create_unit_map()
cls.create_radio_registries()
# Set mission time and weather conditions.
EnvironmentGenerator(cls.current_mission,
cls.game.conditions).generate()
cls._generate_ground_units()
cls._generate_destroyed_units()
cls._generate_air_units()
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls._generate_ground_conflicts()
# Triggers
triggersgen = TriggersGenerator(cls.current_mission, cls.game)
triggersgen.generate()
# Setup combined arms parameters
cls.current_mission.groundControl.pilot_can_control_vehicles = cls.ca_slots > 0
if cls.game.player_country in [country.name for country in cls.current_mission.coalition["blue"].countries.values()]:
cls.current_mission.groundControl.blue_tactical_commander = cls.ca_slots
else:
cls.current_mission.groundControl.red_tactical_commander = cls.ca_slots
# Options
forcedoptionsgen = ForcedOptionsGenerator(
cls.current_mission, cls.game)
forcedoptionsgen.generate()
# Generate Visuals Smoke Effects
visualgen = VisualGenerator(cls.current_mission, cls.game)
if cls.game.settings.perf_smoke_gen:
visualgen.generate()
cls.generate_lua(cls.airgen, cls.airsupportgen, cls.jtacs)
# Inject Plugins Lua Scripts and data
cls.plugin_scripts.clear()
for plugin in LuaPluginManager.plugins():
if plugin.enabled:
plugin.inject_scripts(cls)
plugin.inject_configuration(cls)
cls.assign_channels_to_flights(cls.airgen.flights,
cls.airsupportgen.air_support)
cls.notify_info_generators(
cls.groundobjectgen,
cls.airsupportgen,
cls.jtacs,
cls.airgen
)
cls.reset_naming_ids()
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 reset_naming_ids(cls):
namegen.reset_numbers()
@classmethod
def generate_lua(cls, airgen: AircraftConflictGenerator,
airsupportgen: AirSupportConflictGenerator,
jtacs: List[JtacInfo]) -> None:
# TODO: Refactor this
luaData = {
"AircraftCarriers": {},
"Tankers": {},
"AWACs": {},
"JTACs": {},
"TargetPoints": {},
} # type: ignore
for tanker in airsupportgen.air_support.tankers:
luaData["Tankers"][tanker.callsign] = {
"dcsGroupName": tanker.dcsGroupName,
"callsign": tanker.callsign,
"variant": tanker.variant,
"radio": tanker.freq.mhz,
"tacan": str(tanker.tacan.number) + tanker.tacan.band.name
}
if airsupportgen.air_support.awacs:
for awacs in airsupportgen.air_support.awacs:
luaData["AWACs"][awacs.callsign] = {
"dcsGroupName": awacs.dcsGroupName,
"callsign": awacs.callsign,
"radio": awacs.freq.mhz
}
for jtac in jtacs:
luaData["JTACs"][jtac.callsign] = {
"dcsGroupName": jtac.dcsGroupName,
"callsign": jtac.callsign,
"zone": jtac.region,
"dcsUnit": jtac.unit_name,
"laserCode": jtac.code
}
for flight in airgen.flights:
if flight.friendly and flight.flight_type in [FlightType.ANTISHIP,
FlightType.DEAD,
FlightType.SEAD,
FlightType.STRIKE]:
flightType = str(flight.flight_type)
flightTarget = flight.package.target
if flightTarget:
flightTargetName = None
flightTargetType = None
if isinstance(flightTarget, TheaterGroundObject):
flightTargetName = flightTarget.obj_name
flightTargetType = flightType + \
f" TGT ({flightTarget.category})"
elif hasattr(flightTarget, 'name'):
flightTargetName = flightTarget.name
flightTargetType = flightType + " TGT (Airbase)"
luaData["TargetPoints"][flightTargetName] = {
"name": flightTargetName,
"type": flightTargetType,
"position": {"x": flightTarget.position.x,
"y": flightTarget.position.y}
}
# set a LUA table with data from Liberation that we want to set
# at the moment it contains Liberation's install path, and an overridable definition for the JTACAutoLase function
# later, we'll add data about the units and points having been generated, in order to facilitate the configuration of the plugin lua scripts
state_location = "[[" + os.path.abspath(".") + "]]"
lua = """
-- setting configuration table
env.info("DCSLiberation|: setting configuration table")
-- all data in this table is overridable.
dcsLiberation = {}
-- the base location for state.json; if non-existent, it'll be replaced with LIBERATION_EXPORT_DIR, TEMP, or DCS working directory
dcsLiberation.installPath=""" + state_location + """
"""
# Process the tankers
lua += """
-- list the tankers generated by Liberation
dcsLiberation.Tankers = {
"""
for key in luaData["Tankers"]:
data = luaData["Tankers"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
variant = data["variant"]
tacan = data["tacan"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', variant='{variant}', tacan='{tacan}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} ({variant})', information='Tacan:{tacan} Radio:{radio}' }}, \n"
lua += "}"
# Process the AWACSes
lua += """
-- list the AWACs generated by Liberation
dcsLiberation.AWACs = {
"""
for key in luaData["AWACs"]:
data = luaData["AWACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
radio = data["radio"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', radio='{radio}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='{callsign} (AWACS)', information='Radio:{radio}' }}, \n"
lua += "}"
# Process the JTACs
lua += """
-- list the JTACs generated by Liberation
dcsLiberation.JTACs = {
"""
for key in luaData["JTACs"]:
data = luaData["JTACs"][key]
dcsGroupName = data["dcsGroupName"]
callsign = data["callsign"]
zone = data["zone"]
laserCode = data["laserCode"]
dcsUnit = data["dcsUnit"]
lua += f" {{dcsGroupName='{dcsGroupName}', callsign='{callsign}', zone='{zone}', laserCode='{laserCode}', dcsUnit='{dcsUnit}' }}, \n"
# lua += f" {{name='{dcsGroupName}', description='JTAC {callsign} ', information='Laser:{laserCode}', jtac={laserCode} }}, \n"
lua += "}"
# Process the Target Points
lua += """
-- list the target points generated by Liberation
dcsLiberation.TargetPoints = {
"""
for key in luaData["TargetPoints"]:
data = luaData["TargetPoints"][key]
name = data["name"]
pointType = data["type"]
positionX = data["position"]["x"]
positionY = data["position"]["y"]
lua += f" {{name='{name}', pointType='{pointType}', positionX='{positionX}', positionY='{positionY}' }}, \n"
# lua += f" {{name='{pointType} {name}', point{{x={positionX}, z={positionY} }} }}, \n"
lua += "}"
lua += """
-- list the airbases generated by Liberation
-- dcsLiberation.Airbases = {}
-- list the aircraft carriers generated by Liberation
-- dcsLiberation.Carriers = {}
-- later, we'll add more data to the table
"""
trigger = TriggerStart(comment="Set DCS Liberation data")
trigger.add_action(DoScript(String(lua)))
Operation.current_mission.triggerrules.triggers.append(trigger)

View File

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

View File

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

View File

@@ -1,255 +0,0 @@
from __future__ import annotations
import math
import random
from dataclasses import dataclass
from typing import Iterator, List, Optional, TYPE_CHECKING, Type
from dcs.unittype import FlyingType, VehicleType
from game import db
from game.factions.faction import Faction
from game.theater import ControlPoint, MissionTarget
from game.utils import Distance
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import FlightType
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
if TYPE_CHECKING:
from game import Game
@dataclass(frozen=True)
class AircraftProcurementRequest:
near: MissionTarget
range: Distance
task_capability: FlightType
number: int
def __str__(self) -> str:
task = self.task_capability.value
distance = self.range.nautical_miles
target = self.near.name
return f"{self.number} ship {task} within {distance} nm of {target}"
class ProcurementAi:
def __init__(self, game: Game, for_player: bool, faction: Faction,
manage_runways: bool, manage_front_line: bool,
manage_aircraft: bool, front_line_budget_share: float) -> None:
if front_line_budget_share > 1.0:
raise ValueError
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
self.front_line_budget_share = front_line_budget_share
self.threat_zones = self.game.threat_zone_for(not self.is_player)
def spend_budget(
self, budget: float,
aircraft_requests: List[AircraftProcurementRequest]) -> float:
if self.manage_runways:
budget = self.repair_runways(budget)
if self.manage_front_line:
armor_budget = math.ceil(budget * self.front_line_budget_share)
budget -= armor_budget
budget += self.reinforce_front_line(armor_budget)
# Don't sell overstock aircraft until after we've bought runways and
# front lines. Any budget we free up should be earmarked for aircraft.
if not self.is_player:
budget += self.sell_incomplete_squadrons()
if self.manage_aircraft:
budget = self.purchase_aircraft(budget, aircraft_requests)
return budget
def sell_incomplete_squadrons(self) -> float:
# Selling incomplete squadrons gives us more money to spend on the next
# turn. This serves as a short term fix for
# https://github.com/Khopa/dcs_liberation/issues/41.
#
# Only incomplete squadrons which are unlikely to get used will be sold
# rather than all unused aircraft because the unused aircraft are what
# make OCA strikes worthwhile.
#
# This option is only used by the AI since players cannot cancel sales
# (https://github.com/Khopa/dcs_liberation/issues/365).
total = 0.0
for cp in self.game.theater.control_points_for(self.is_player):
inventory = self.game.aircraft_inventory.for_control_point(cp)
for aircraft, available in inventory.all_aircraft:
# We only ever plan even groups, so the odd aircraft is unlikely
# to get used.
if available % 2 == 0:
continue
inventory.remove_aircraft(aircraft, 1)
total += db.PRICES[aircraft]
return total
def repair_runways(self, budget: float) -> float:
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: float,
cp: ControlPoint) -> Optional[Type[VehicleType]]:
affordable_units = [u for u in self.faction.frontline_units + self.faction.artillery_units if
db.PRICES[u] <= budget]
total_number_aa = cp.base.total_frontline_aa + cp.pending_frontline_aa_deliveries_count
total_non_aa = cp.base.total_armor + cp.pending_deliveries_count - total_number_aa
max_aa = math.ceil(total_non_aa/8)
# Limit the number of AA units the AI will buy
if not total_number_aa < max_aa:
for unit in [u for u in affordable_units if u in TYPE_SHORAD]:
affordable_units.remove(unit)
if not affordable_units:
return None
return random.choice(affordable_units)
def reinforce_front_line(self, budget: float) -> float:
if not self.faction.frontline_units and not self.faction.artillery_units:
return budget
while budget > 0:
candidates = self.front_line_candidates()
if not candidates:
break
cp = random.choice(candidates)
unit = self.random_affordable_ground_unit(budget, cp)
if unit is None:
# Can't afford any more units.
break
budget -= db.PRICES[unit]
cp.pending_unit_deliveries.order({unit: 1})
return budget
def _affordable_aircraft_of_types(
self, types: List[Type[FlyingType]], airbase: ControlPoint,
number: int, max_price: float) -> Optional[Type[FlyingType]]:
best_choice: Optional[Type[FlyingType]] = None
for unit in [u for u in self.faction.aircrafts if u in types]:
if db.PRICES[unit] * number > max_price:
continue
if not airbase.can_operate(unit):
continue
# Affordable and compatible. To keep some variety, skip with a 50/50
# chance. Might be a good idea to have the chance to skip based on
# the price compared to the rest of the choices.
best_choice = unit
if random.choice([True, False]):
break
return best_choice
def affordable_aircraft_for(
self, request: AircraftProcurementRequest,
airbase: ControlPoint, budget: float) -> Optional[Type[FlyingType]]:
return self._affordable_aircraft_of_types(
aircraft_for_task(request.task_capability),
airbase, request.number, budget)
def purchase_aircraft(
self, budget: float,
aircraft_requests: List[AircraftProcurementRequest]) -> float:
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
airbase.pending_unit_deliveries.order({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
)
threatened = []
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
if self.threat_zones.threatened(cp.position):
threatened.append(cp)
yield cp
yield from threatened
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.expected_ground_units_next_turn.total >= 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 reserves, but don't exceed 10 reserve units per CP.
# These units do not exist in the world until the CP becomes
# connected to an active front line, at which point all these units
# will suddenly appear at the gates of the newly captured CP.
#
# To avoid sudden overwhelming numbers of units we avoid buying
# many.
#
# Also, do not bother buying units at bases that will never connect
# to a front line.
for cp in self.owned_points:
if not cp.can_deploy_ground_units:
continue
if cp.expected_ground_units_next_turn.total >= 10:
continue
if cp.is_global:
continue
candidates.append(cp)
return candidates

View File

@@ -1,58 +1,52 @@
from dataclasses import dataclass, field
from typing import Dict, Optional
from dcs.forcedoptions import ForcedOptions
from typing import Dict
@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
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
default_start_type: str = "Cold"
# 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 = 1.0
self.generate_marks = True
self.sams = True # Legacy parameter do not use
self.cold_start = False # Legacy parameter do not use
self.version = None
# Campaign management
automate_runway_repair: bool = False
automate_front_line_reinforcements: bool = False
automate_aircraft_reinforcements: bool = False
restrict_weapons_by_date: bool = False
# Performance oriented
self.perf_red_alert_state = True
self.perf_smoke_gen = True
self.perf_artillery = True
self.perf_moving_units = True
self.perf_infantry = True
self.perf_ai_parking_start = True
self.perf_destroyed_units = True
# Performance oriented
perf_red_alert_state: bool = True
perf_smoke_gen: bool = True
perf_artillery: bool = True
perf_moving_units: bool = True
perf_infantry: bool = True
perf_destroyed_units: bool = True
# Performance culling
self.perf_culling = False
self.perf_culling_distance = 100
# Performance culling
perf_culling: bool = False
perf_culling_distance: int = 100
perf_do_not_cull_carrier = True
# LUA Plugins system
self.plugins: Dict[str, bool] = {}
# LUA Plugins system
plugins: Dict[str, bool] = field(default_factory=dict)
# Cheating
self.show_red_ato = False
# Cheating
show_red_ato: bool = False
enable_frontline_cheats: bool = False
enable_base_capture_cheat: bool = False
never_delay_player_flights: bool = False
self.never_delay_player_flights = False
@staticmethod
def plugin_settings_key(identifier: str) -> str:

View File

@@ -1,960 +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 Distance, meters, nautical_miles
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 = nautical_miles(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, Distance]:
closest = self.theater.closest_control_point(group.position)
distance = meters(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.exclusion_zones:
if poly_contains(point.x, point.y, exclusion_zone):
return False
for sea in self.landmap.sea_zones:
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
if poly_contains(point.x, point.y, self.landmap.inclusion_zones):
is_point_included = True
if not is_point_included:
return False
for exclusion_zone in self.landmap.exclusion_zones:
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.inclusion_zones:
nearest_pair = ops.nearest_points(point, inclusion_zone)
nearest_points.append(nearest_pair[1])
min_distance = point.distance(nearest_points[0]) # type: geometry.Point
nearest_point = nearest_points[0] # type: geometry.Point
for pt in nearest_points[1:]:
distance = point.distance(pt)
if distance < min_distance:
min_distance = distance
nearest_point = pt
assert isinstance(nearest_point, geometry.Point)
point = Point(point.x, point.y)
nearest_point = Point(nearest_point.x, nearest_point.y)
new_point = point.point_from_heading(
point.heading_between_point(nearest_point),
point.distance_to_point(nearest_point) + extend_dist
)
return new_point
def control_points_for(self, player: bool) -> Iterator[ControlPoint]:
for point in self.controlpoints:
if point.captured == player:
yield point
def player_points(self) -> List[ControlPoint]:
return list(self.control_points_for(player=True))
def conflicts(self, from_player=True) -> Iterator[FrontLine]:
for cp in [x for x in self.controlpoints if x.captured == from_player]:
for connected_point in [x for x in cp.connected_points if x.captured != from_player]:
yield FrontLine(cp, connected_point, self)
def enemy_points(self) -> List[ControlPoint]:
return list(self.control_points_for(player=False))
def closest_control_point(self, point: Point) -> ControlPoint:
closest = self.controlpoints[0]
closest_distance = point.distance_to_point(closest.position)
for control_point in self.controlpoints[1:]:
distance = point.distance_to_point(control_point.position)
if distance < closest_distance:
closest = control_point
closest_distance = distance
return closest
def closest_target(self, point: Point) -> MissionTarget:
closest: MissionTarget = 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
for tgo in control_point.ground_objects:
distance = point.distance_to_point(tgo.position)
if distance < closest_distance:
closest = tgo
closest_distance = distance
for conflict in self.conflicts():
distance = conflict.position.distance_to_point(point)
if distance < closest_distance:
closest = conflict
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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@@ -1,879 +0,0 @@
from __future__ import annotations
import heapq
import itertools
import logging
import random
import re
from abc import ABC, abstractmethod
from dataclasses import dataclass, field
from enum import Enum
from functools import total_ordering
from typing import Any, 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.flights.closestairfields import ObjectiveDistanceCache
from gen.ground_forces.ai_ground_planner_db import TYPE_SHORAD
from gen.ground_forces.combat_stance import CombatStance
from gen.runways import RunwayAssigner, RunwayData
from .base import Base
from .missiontarget import MissionTarget
from .theatergroundobject import (
BaseDefenseGroundObject,
EwrGroundObject,
GenericCarrierGroundObject,
SamGroundObject,
TheaterGroundObject,
VehicleGroupGroundObject,
)
from ..db import PRICES
from ..utils import nautical_miles
from ..weather import Conditions
if TYPE_CHECKING:
from game import Game
from gen.flights.flight import FlightType
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"
@total_ordering
class GroundUnitDestination:
def __init__(self, control_point: ControlPoint) -> None:
self.control_point = control_point
@property
def total_value(self) -> float:
return self.control_point.base.total_armor_value
def __eq__(self, other: Any) -> bool:
if not isinstance(other, GroundUnitDestination):
raise TypeError
return self.total_value == other.total_value
def __lt__(self, other: Any) -> bool:
if not isinstance(other, GroundUnitDestination):
raise TypeError
return self.total_value < other.total_value
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__(name, 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] = {}
from ..event import UnitsDeliveryEvent
self.pending_unit_deliveries = UnitsDeliveryEvent(self)
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 = []
def capture_equipment(self, game: Game) -> None:
total = self.base.total_armor_value
self.base.armor.clear()
game.adjust_budget(total, player=not self.captured)
game.message(
f"{self.name} is not connected to any friendly points. Ground "
f"vehicles have been captured and sold for ${total}M.")
def retreat_ground_units(self, game: Game):
# When there are multiple valid destinations, deliver units to whichever
# base is least defended first. The closest approximation of unit
# strength we have is price
destinations = [GroundUnitDestination(cp)
for cp in self.connected_points
if cp.captured == self.captured]
if not destinations:
self.capture_equipment(game)
return
heapq.heapify(destinations)
destination = heapq.heappop(destinations)
while self.base.armor:
unit_type, count = self.base.armor.popitem()
for _ in range(count):
destination.control_point.base.commision_units({unit_type: 1})
destination = heapq.heappushpop(destinations, destination)
def capture_aircraft(self, game: Game, airframe: Type[FlyingType],
count: int) -> None:
try:
value = PRICES[airframe] * count
except KeyError:
logging.exception(f"Unknown price for {airframe.id}")
return
game.adjust_budget(value, player=not self.captured)
game.message(
f"No valid retreat destination in range of {self.name} for "
f"{airframe.id}. {count} aircraft have been captured and sold for "
f"${value}M.")
def aircraft_retreat_destination(
self, game: Game,
airframe: Type[FlyingType]) -> Optional[ControlPoint]:
closest = ObjectiveDistanceCache.get_closest_airfields(self)
# TODO: Should be airframe dependent.
max_retreat_distance = nautical_miles(200)
# Skip the first airbase because that's the airbase we're retreating
# from.
airfields = list(closest.airfields_within(max_retreat_distance))[1:]
for airbase in airfields:
if not airbase.can_operate(airframe):
continue
if airbase.captured != self.captured:
continue
if airbase.unclaimed_parking(game) > 0:
return airbase
return None
def _retreat_air_units(self, game: Game, airframe: Type[FlyingType],
count: int) -> None:
while count:
logging.debug(f"Retreating {count} {airframe.id} from {self.name}")
destination = self.aircraft_retreat_destination(game, airframe)
if destination is None:
self.capture_aircraft(game, airframe, count)
return
parking = destination.unclaimed_parking(game)
transfer_amount = min([parking, count])
destination.base.commision_units({airframe: transfer_amount})
count -= transfer_amount
def retreat_air_units(self, game: Game) -> None:
# TODO: Capture in order of price to retain maximum value?
while self.base.aircraft:
airframe, count = self.base.aircraft.popitem()
self._retreat_air_units(game, airframe, count)
# TODO: Should be Airbase specific.
def capture(self, game: Game, for_player: bool) -> None:
self.pending_unit_deliveries.refund_all(game)
self.retreat_ground_units(game)
self.retreat_air_units(game)
if for_player:
self.captured = True
else:
self.captured = False
self.base.set_strength_to_minimum()
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:
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, game: Game) -> None:
self.pending_unit_deliveries.process(game)
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):
ground_object.position.x = ground_object.position.x + delta.x
ground_object.position.y = ground_object.position.y + delta.y
for group in ground_object.groups:
for u in group.units:
u.position.x = u.position.x + delta.x
u.position.y = u.position.y + delta.y
@property
def pending_frontline_aa_deliveries_count(self):
"""
Get number of pending frontline aa units
"""
if self.pending_unit_deliveries:
return sum([v for k,v in self.pending_unit_deliveries.units.items() if k in TYPE_SHORAD])
else:
return 0
@property
def pending_deliveries_count(self):
"""
Get number of pending units
"""
if self.pending_unit_deliveries:
return sum([v for k, v in self.pending_unit_deliveries.units.items()])
else:
return 0
@property
def expected_ground_units_next_turn(self) -> PendingOccupancy:
on_order = 0
for unit_bought in self.pending_unit_deliveries.units:
if issubclass(unit_bought, FlyingType):
continue
if unit_bought in TYPE_SHORAD:
continue
on_order += self.pending_unit_deliveries.units[unit_bought]
return PendingOccupancy(self.base.total_armor, on_order,
# Ground unit transfers not yet implemented.
transferring=0)
@property
def income_per_turn(self) -> int:
return 0
class Airfield(ControlPoint):
def __init__(self, airport: Airport, size: int,
importance: float, has_frontline=True):
super().__init__(airport.id, airport.name, airport.position, airport,
size, importance, has_frontline,
cptype=ControlPointType.AIRBASE)
self.airport = airport
self._runway_status = RunwayStatus()
def can_operate(self, aircraft: FlyingType) -> bool:
# TODO: Allow helicopters.
# Need to implement ground spawns so the helos don't use the runway.
# TODO: Allow harrier.
# Needs ground spawns just like helos do, but also need to be able to
# limit takeoff weight to ~20500 lbs or it won't be able to take off.
return self.runway_is_operational()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
]
yield from super().mission_types(for_player)
@property
def total_aircraft_parking(self) -> int:
return len(self.airport.parking_slots)
@property
def heading(self) -> int:
return self.airport.runways[0].heading
def runway_is_operational(self) -> bool:
return not self.runway_status.damaged
@property
def runway_status(self) -> RunwayStatus:
return self._runway_status
def damage_runway(self) -> None:
self.runway_status.damage()
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
assigner = RunwayAssigner(conditions)
return assigner.get_preferred_runway(self.airport)
@property
def parking_slots(self) -> Iterator[ParkingSlot]:
yield from self.airport.parking_slots
@property
def can_deploy_ground_units(self) -> bool:
return True
@property
def income_per_turn(self) -> int:
return 20
class NavalControlPoint(ControlPoint, ABC):
@property
def is_fleet(self) -> bool:
return True
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
# TODO: FlightType.INTERCEPTION
# TODO: Buddy tanking for the A-4?
# TODO: Rescue chopper?
# TODO: Inter-ship logistics?
]
else:
yield FlightType.ANTISHIP
yield from super().mission_types(for_player)
@property
def heading(self) -> int:
return 0 # TODO compute heading
def runway_is_operational(self) -> bool:
# Necessary because it's possible for the carrier itself to have sunk
# while its escorts are still alive.
for g in self.ground_objects:
if g.dcs_identifier in ["CARRIER", "LHA"]:
for group in g.groups:
for u in group.units:
if db.unit_type_from_name(u.type) in [
CVN_74_John_C__Stennis, LHA_1_Tarawa,
CV_1143_5_Admiral_Kuznetsov,
Type_071_Amphibious_Transport_Dock]:
return True
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
# TODO: Assign TACAN and ICLS earlier so we don't need this.
fallback = RunwayData(self.full_name, runway_heading=0, runway_name="")
return dynamic_runways.get(self.name, fallback)
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus(damaged=not self.runway_is_operational())
@property
def runway_can_be_repaired(self) -> bool:
return False
@property
def moveable(self) -> bool:
return True
@property
def can_deploy_ground_units(self) -> bool:
return False
class Carrier(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.AIRCRAFT_CARRIER_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Carriers cannot be captured")
@property
def is_carrier(self):
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.CARRIER_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 90
class Lha(NavalControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=False, cptype=ControlPointType.LHA_GROUP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("LHAs cannot be captured")
@property
def is_lha(self) -> bool:
return True
def can_operate(self, aircraft: FlyingType) -> bool:
return aircraft in db.LHA_CAPABLE
@property
def total_aircraft_parking(self) -> int:
return 20
class OffMapSpawn(ControlPoint):
def runway_is_operational(self) -> bool:
return True
def __init__(self, cp_id: int, name: str, position: Point):
from . import IMPORTANCE_MEDIUM, SIZE_REGULAR
super().__init__(cp_id, name, position, at=position,
size=SIZE_REGULAR, importance=IMPORTANCE_MEDIUM,
has_frontline=False, cptype=ControlPointType.OFF_MAP)
def capture(self, game: Game, for_player: bool) -> None:
raise RuntimeError("Off map control points cannot be captured")
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
yield from []
@property
def total_aircraft_parking(self) -> int:
return 1000
def can_operate(self, aircraft: FlyingType) -> bool:
return True
@property
def heading(self) -> int:
return 0
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: Off map spawns have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
@property
def can_deploy_ground_units(self) -> bool:
return False
class Fob(ControlPoint):
def __init__(self, name: str, at: Point, cp_id: int):
import game.theater.conflicttheater
super().__init__(cp_id, name, at, at,
game.theater.conflicttheater.SIZE_SMALL, 1,
has_frontline=True, cptype=ControlPointType.FOB)
self.name = name
def runway_is_operational(self) -> bool:
return False
def active_runway(self, conditions: Conditions,
dynamic_runways: Dict[str, RunwayData]) -> RunwayData:
logging.warning("TODO: FOBs have no runways.")
return RunwayData(self.full_name, runway_heading=0, runway_name="")
@property
def runway_status(self) -> RunwayStatus:
return RunwayStatus()
def mission_types(self, for_player: bool) -> Iterator[FlightType]:
from gen.flights.flight import FlightType
if self.is_friendly(for_player):
yield from [
FlightType.BARCAP,
# TODO: FlightType.LOGISTICS
]
else:
yield from [
FlightType.STRIKE,
FlightType.SWEEP,
FlightType.ESCORT,
FlightType.SEAD,
]
@property
def total_aircraft_parking(self) -> int:
return 0
def can_operate(self, aircraft: FlyingType) -> bool:
return False
@property
def heading(self) -> int:
return 0
@property
def can_deploy_ground_units(self) -> bool:
return True
@property
def income_per_turn(self) -> int:
return 10

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@@ -1,49 +0,0 @@
from dataclasses import dataclass
import pickle
from functools import cached_property
from typing import Optional, Tuple, Union
import logging
from shapely import geometry
from shapely.geometry import MultiPolygon, Polygon
@dataclass(frozen=True)
class Landmap:
inclusion_zones: MultiPolygon
exclusion_zones: MultiPolygon
sea_zones: MultiPolygon
def __post_init__(self):
if not self.inclusion_zones.is_valid:
raise RuntimeError("Inclusion zones not valid")
if not self.exclusion_zones.is_valid:
raise RuntimeError("Exclusion zones not valid")
if not self.sea_zones.is_valid:
raise RuntimeError("Sea zones not valid")
@cached_property
def inclusion_zone_only(self) -> MultiPolygon:
return self.inclusion_zones - self.exclusion_zones - self.sea_zones
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: Union[MultiPolygon, Polygon]):
return poly.contains(geometry.Point(x, y))
def poly_centroid(poly) -> Tuple[float, float]:
x_list = [vertex[0] for vertex in poly]
y_list = [vertex[1] for vertex in poly]
x = sum(x_list) / len(poly)
y = sum(y_list) / len(poly)
return (x, y)

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@@ -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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@@ -1,739 +0,0 @@
from __future__ import annotations
import logging
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.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)
groups = generate_anti_air_group(self.game, g, self.faction)
if not groups:
logging.error(f"Could not generate SAM at {self.control_point}")
return
g.groups = groups
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)
groups = generate_anti_air_group(self.game, g, self.faction,
ranges=[{AirDefenseRange.Short}])
if not groups:
logging.error(
f"Could not generate SHORAD group at {self.control_point}")
return
g.groups = groups
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)
groups = generate_anti_air_group(self.game, g, self.faction, ranges)
if not groups:
logging.error("Could not generate air defense group for %s at %s",
g.name, self.control_point)
return
g.groups = groups
self.control_point.connected_objectives.append(g)
def generate_missile_sites(self) -> None:
for i in range(self.faction.missiles_group_count):
self.generate_missile_site()
def generate_missile_site(self) -> None:
position = self.location_finder.location_for(LocationType.MissileSite)
if position is None:
return
group_id = self.game.next_group_id()
g = MissileSiteGroundObject(namegen.random_objective_name(), group_id,
position, self.control_point)
group = generate_missile_group(self.game, g, self.faction_name)
g.groups = []
if group is not None:
g.groups.append(group)
self.control_point.connected_objectives.append(g)
return
class FobGroundObjectGenerator(AirbaseGroundObjectGenerator):
def generate(self) -> bool:
self.generate_fob()
FobDefenseGenerator(self.game, self.control_point).generate()
self.generate_required_aa()
return True
def generate_fob(self) -> None:
try:
category = self.faction.building_set[self.faction.building_set.index('fob')]
except IndexError:
logging.exception("Faction has no fob buildings defined")
return
obj_name = self.control_point.name
template = random.choice(list(self.templates[category].values()))
point = self.control_point.position
# Pick from preset locations
object_id = 0
group_id = self.game.next_group_id()
# TODO: Create only one TGO per objective, each with multiple units.
for unit in template:
object_id += 1
template_point = Point(unit["offset"].x, unit["offset"].y)
g = BuildingGroundObject(
obj_name, category, group_id, object_id, point + template_point,
unit["heading"], self.control_point, unit["type"], airbase_group=True)
self.control_point.connected_objectives.append(g)
class GroundObjectGenerator:
def __init__(self, game: Game,
generator_settings: GeneratorSettings) -> None:
self.game = game
self.generator_settings = generator_settings
with open("resources/groundobject_templates.p", "rb") as f:
self.templates: GroundObjectTemplates = pickle.load(f)
def generate(self) -> None:
# Copied so we can remove items from the original list without breaking
# the iterator.
control_points = list(self.game.theater.controlpoints)
for control_point in control_points:
if not self.generate_for_control_point(control_point):
self.game.theater.controlpoints.remove(control_point)
def generate_for_control_point(self, control_point: ControlPoint) -> bool:
generator: ControlPointGroundObjectGenerator
if control_point.cptype == ControlPointType.AIRCRAFT_CARRIER_GROUP:
generator = CarrierGroundObjectGenerator(
self.game, self.generator_settings, control_point)
elif control_point.cptype == ControlPointType.LHA_GROUP:
generator = LhaGroundObjectGenerator(
self.game, self.generator_settings, control_point)
elif isinstance(control_point, OffMapSpawn):
generator = NoOpGroundObjectGenerator(
self.game, self.generator_settings, control_point)
elif isinstance(control_point, Fob):
generator = FobGroundObjectGenerator(
self.game, self.generator_settings, control_point,
self.templates)
else:
generator = AirbaseGroundObjectGenerator(
self.game, self.generator_settings, control_point,
self.templates)
return generator.generate()

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@@ -1,158 +0,0 @@
from __future__ import annotations
from functools import singledispatchmethod
from typing import Optional, TYPE_CHECKING, Union
from dcs.mapping import Point as DcsPoint
from shapely.geometry import (
LineString,
MultiPolygon,
Point as ShapelyPoint,
Polygon,
)
from shapely.geometry.base import BaseGeometry
from shapely.ops import nearest_points, unary_union
from game.theater import ControlPoint
from game.utils import Distance, meters, nautical_miles
from gen.flights.closestairfields import ObjectiveDistanceCache
from gen.flights.flight import Flight
if TYPE_CHECKING:
from game import Game
ThreatPoly = Union[MultiPolygon, Polygon]
class ThreatZones:
def __init__(self, airbases: ThreatPoly, air_defenses: ThreatPoly) -> None:
self.airbases = airbases
self.air_defenses = air_defenses
self.all = unary_union([airbases, air_defenses])
def closest_boundary(self, point: DcsPoint) -> DcsPoint:
boundary, _ = nearest_points(self.all.boundary,
self.dcs_to_shapely_point(point))
return DcsPoint(boundary.x, boundary.y)
@singledispatchmethod
def threatened(self, position) -> bool:
raise NotImplementedError
@threatened.register
def _threatened_geometry(self, position: BaseGeometry) -> bool:
return self.all.intersects(position)
@threatened.register
def _threatened_dcs_point(self, position: DcsPoint) -> bool:
return self.all.intersects(self.dcs_to_shapely_point(position))
def path_threatened(self, a: DcsPoint, b: DcsPoint) -> bool:
return self.threatened(LineString(
[self.dcs_to_shapely_point(a), self.dcs_to_shapely_point(b)]))
@singledispatchmethod
def threatened_by_aircraft(self, target) -> bool:
raise NotImplementedError
@threatened_by_aircraft.register
def _threatened_by_aircraft_geom(self, position: BaseGeometry) -> bool:
return self.airbases.intersects(position)
@threatened_by_aircraft.register
def _threatened_by_aircraft_flight(self, flight: Flight) -> bool:
return self.threatened_by_aircraft(LineString((
self.dcs_to_shapely_point(p.position) for p in flight.points
)))
@singledispatchmethod
def threatened_by_air_defense(self, target) -> bool:
raise NotImplementedError
@threatened_by_air_defense.register
def _threatened_by_air_defense_geom(self, position: BaseGeometry) -> bool:
return self.air_defenses.intersects(position)
@threatened_by_air_defense.register
def _threatened_by_air_defense_flight(self, flight: Flight) -> bool:
return self.threatened_by_air_defense(LineString((
self.dcs_to_shapely_point(p.position) for p in flight.points
)))
@classmethod
def closest_enemy_airbase(cls, location: ControlPoint,
max_distance: Distance) -> Optional[ControlPoint]:
airfields = ObjectiveDistanceCache.get_closest_airfields(location)
for airfield in airfields.airfields_within(max_distance):
if airfield.captured != location.captured:
return airfield
return None
@classmethod
def barcap_threat_range(cls, game: Game,
control_point: ControlPoint) -> Distance:
doctrine = game.faction_for(control_point.captured).doctrine
cap_threat_range = (doctrine.cap_max_distance_from_cp +
doctrine.cap_engagement_range)
opposing_airfield = cls.closest_enemy_airbase(control_point,
cap_threat_range * 2)
if opposing_airfield is None:
return cap_threat_range
airfield_distance = meters(
opposing_airfield.position.distance_to_point(control_point.position)
)
# BARCAPs should not commit further than halfway to the closest enemy
# airfield (with some breathing room) to avoid those missions becoming
# offensive. For dissimilar doctrines we could weight this so that, as
# an example, modern US goes no closer than 70% of the way to the WW2
# German base, and the Germans go no closer than 30% of the way to the
# US base, but for now equal weighting is fine.
max_distance = airfield_distance * 0.45
return min(cap_threat_range, max_distance)
@classmethod
def for_faction(cls, game: Game, player: bool) -> ThreatZones:
"""Generates the threat zones projected by the given coalition.
Args:
game: The game to generate the threat zone for.
player: True if the coalition projecting the threat zone belongs to
the player.
Returns:
The threat zones projected by the given coalition. If the threat
zone belongs to the player, it is the zone that will be avoided by
the enemy and vice versa.
"""
airbases = []
air_defenses = []
for control_point in game.theater.controlpoints:
if control_point.captured != player:
continue
if control_point.runway_is_operational():
point = ShapelyPoint(control_point.position.x,
control_point.position.y)
cap_threat_range = cls.barcap_threat_range(game, control_point)
airbases.append(point.buffer(cap_threat_range.meters))
for tgo in control_point.ground_objects:
for group in tgo.groups:
threat_range = tgo.threat_range(group)
# Any system with a shorter range than this is not worth
# even avoiding.
if threat_range > nautical_miles(3):
point = ShapelyPoint(tgo.position.x, tgo.position.y)
threat_zone = point.buffer(threat_range.meters)
air_defenses.append(threat_zone)
return cls(
airbases=unary_union(airbases),
air_defenses=unary_union(air_defenses)
)
@staticmethod
def dcs_to_shapely_point(point: DcsPoint) -> ShapelyPoint:
return ShapelyPoint(point.x, point.y)

View File

@@ -1,135 +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__.
# The name of the initiator in the DCS dead event will have " object"
# appended for statics.
name = f"{group.name} object"
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

@@ -1,180 +1,14 @@
from __future__ import annotations
import math
from dataclasses import dataclass
from typing import Union
METERS_TO_FEET = 3.28084
FEET_TO_METERS = 1 / METERS_TO_FEET
NM_TO_METERS = 1852
METERS_TO_NM = 1 / NM_TO_METERS
KNOTS_TO_KPH = 1.852
KPH_TO_KNOTS = 1 / KNOTS_TO_KPH
MS_TO_KPH = 3.6
KPH_TO_MS = 1 / MS_TO_KPH
def meter_to_feet(value_in_meter: float) -> int:
return int(3.28084 * value_in_meter)
def heading_sum(h, a) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
def feet_to_meter(value_in_feet: float) -> int:
return int(value_in_feet / 3.28084)
def opposite_heading(h):
return heading_sum(h, 180)
def meter_to_nm(value_in_meter: float) -> int:
return int(value_in_meter / 1852)
@dataclass(frozen=True, order=True)
class Distance:
distance_in_meters: float
@property
def feet(self) -> float:
return self.distance_in_meters * METERS_TO_FEET
@property
def meters(self) -> float:
return self.distance_in_meters
@property
def nautical_miles(self) -> float:
return self.distance_in_meters * METERS_TO_NM
@classmethod
def from_feet(cls, value: float) -> Distance:
return cls(value * FEET_TO_METERS)
@classmethod
def from_meters(cls, value: float) -> Distance:
return cls(value)
@classmethod
def from_nautical_miles(cls, value: float) -> Distance:
return cls(value * NM_TO_METERS)
def __add__(self, other: Distance) -> Distance:
return meters(self.meters + other.meters)
def __sub__(self, other: Distance) -> Distance:
return meters(self.meters - other.meters)
def __mul__(self, other: Union[float, int]) -> Distance:
return meters(self.meters * other)
def __truediv__(self, other: Union[float, int]) -> Distance:
return meters(self.meters / other)
def __floordiv__(self, other: Union[float, int]) -> Distance:
return meters(self.meters // other)
def __bool__(self) -> bool:
return not math.isclose(self.meters, 0.0)
def feet(value: float) -> Distance:
return Distance.from_feet(value)
def meters(value: float) -> Distance:
return Distance.from_meters(value)
def nautical_miles(value: float) -> Distance:
return Distance.from_nautical_miles(value)
@dataclass(frozen=True, order=True)
class Speed:
speed_in_kph: float
@property
def knots(self) -> float:
return self.speed_in_kph * KPH_TO_KNOTS
@property
def kph(self) -> float:
return self.speed_in_kph
@property
def meters_per_second(self) -> float:
return self.speed_in_kph * KPH_TO_MS
def mach(self, altitude: Distance = meters(0)) -> float:
c_sound = mach(1, altitude)
return self.speed_in_kph / c_sound.kph
@classmethod
def from_knots(cls, value: float) -> Speed:
return cls(value * KNOTS_TO_KPH)
@classmethod
def from_kph(cls, value: float) -> Speed:
return cls(value)
@classmethod
def from_meters_per_second(cls, value: float) -> Speed:
return cls(value * MS_TO_KPH)
@classmethod
def from_mach(cls, value: float, altitude: Distance) -> Speed:
# https://www.grc.nasa.gov/WWW/K-12/airplane/atmos.html
if altitude <= feet(36152):
temperature_f = 59 - 0.00356 * altitude.feet
else:
# There's another formula for altitudes over 82k feet, but we better
# not be planning waypoints that high...
temperature_f = -70
temperature_k = (temperature_f + 459.67) * (5 / 9)
# https://www.engineeringtoolbox.com/specific-heat-ratio-d_602.html
# Dependent on temperature, but varies very little (+/-0.001)
# between -40F and 180F.
heat_capacity_ratio = 1.4
# https://www.grc.nasa.gov/WWW/K-12/airplane/sound.html
gas_constant = 286 # m^2/s^2/K
c_sound = math.sqrt(heat_capacity_ratio * gas_constant * temperature_k)
return mps(c_sound) * value
def __add__(self, other: Speed) -> Speed:
return kph(self.kph + other.kph)
def __sub__(self, other: Speed) -> Speed:
return kph(self.kph - other.kph)
def __mul__(self, other: Union[float, int]) -> Speed:
return kph(self.kph * other)
def __truediv__(self, other: Union[float, int]) -> Speed:
return kph(self.kph / other)
def __floordiv__(self, other: Union[float, int]) -> Speed:
return kph(self.kph // other)
def __bool__(self) -> bool:
return not math.isclose(self.kph, 0.0)
def knots(value: float) -> Speed:
return Speed.from_knots(value)
def kph(value: float) -> Speed:
return Speed.from_kph(value)
def mps(value: float) -> Speed:
return Speed.from_meters_per_second(value)
def mach(value: float, altitude: Distance) -> Speed:
return Speed.from_mach(value, altitude)
SPEED_OF_SOUND_AT_SEA_LEVEL = knots(661.5)
def nm_to_meter(value_in_nm: float) -> int:
return int(value_in_nm * 1852)

View File

@@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["2.4"]
components = ["2.2.0"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:

View File

@@ -5,15 +5,12 @@ import logging
import random
from dataclasses import dataclass
from enum import Enum
from typing import Optional, TYPE_CHECKING
from typing import Optional
from dcs.weather import Weather as PydcsWeather, Wind
from game.settings import Settings
from game.utils import Distance, meters
if TYPE_CHECKING:
from game.theater import ConflictTheater
from theater import ConflictTheater
class TimeOfDay(Enum):
@@ -40,7 +37,7 @@ class Clouds:
@dataclass(frozen=True)
class Fog:
visibility: Distance
visibility: int
thickness: int
@@ -57,7 +54,7 @@ class Weather:
if random.randrange(5) != 0:
return None
return Fog(
visibility=meters(random.randint(2500, 5000)),
visibility=random.randint(2500, 5000),
thickness=random.randint(100, 500)
)

View File

@@ -5,7 +5,7 @@ import random
from dataclasses import dataclass
from datetime import timedelta
from functools import cached_property
from typing import Dict, List, Optional, TYPE_CHECKING, Type, Union
from typing import Dict, List, Optional, Type, Union, TYPE_CHECKING
from dcs import helicopters
from dcs.action import AITaskPush, ActivateGroup
@@ -13,15 +13,11 @@ from dcs.condition import CoalitionHasAirdrome, TimeAfter
from dcs.country import Country
from dcs.flyingunit import FlyingUnit
from dcs.helicopters import UH_1H, helicopter_map
from dcs.mapping import Point
from dcs.mission import Mission, StartType
from dcs.planes import (
AJS37,
B_17G,
B_52H,
Bf_109K_4,
C_101CC,
C_101EB,
FW_190A8,
FW_190D9,
F_14B,
@@ -33,64 +29,48 @@ from dcs.planes import (
P_47D_40,
P_51D,
P_51D_30_NA,
PlaneType,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_33,
Tu_22M3,
Su_33, A_20G, Tu_22M3, B_52H,
)
from dcs.point import MovingPoint, PointAction
from dcs.task import (
AntishipStrike,
AttackGroup,
Bombing,
BombingRunway,
CAP,
CAS,
ControlledTask,
EPLRS,
EngageTargets,
EngageTargetsInZone,
FighterSweep,
GroundAttack,
OptROE,
OptRTBOnBingoFuel,
OptRTBOnOutOfAmmo,
OptReactOnThreat,
OptRestrictAfterburner,
OptRestrictJettison,
OrbitAction,
PinpointStrike,
RunwayAttack,
SEAD,
StartCommand,
Targets,
Task,
WeaponType,
Task, WeaponType,
)
from dcs.terrain.terrain import Airport, NoParkingSlotError
from dcs.terrain.terrain import Airport
from dcs.translation import String
from dcs.triggers import Event, TriggerOnce, TriggerRule
from dcs.unitgroup import FlyingGroup, ShipGroup, StaticGroup
from dcs.unittype import FlyingType, UnitType
from game import db
from game.data.cap_capabilities_db import GUNFIGHTERS
from game.data.weapons import Pylon, Weapon
from game.factions.faction import Faction
from game.settings import Settings
from game.theater.controlpoint import (
Airfield,
ControlPoint,
ControlPointType,
NavalControlPoint,
OffMapSpawn,
)
from game.theater.theatergroundobject import TheaterGroundObject
from game.unitmap import UnitMap
from game.utils import Distance, meters, nautical_miles
from game.utils import nm_to_meter
from gen.airsupportgen import AirSupport
from gen.ato import AirTaskingOrder, Package
from gen.callsigns import create_group_callsign_from_unit
from gen.conflictgen import FRONTLINE_LENGTH
from gen.flights.flight import (
Flight,
FlightType,
@@ -99,22 +79,29 @@ from gen.flights.flight import (
)
from gen.radios import MHz, Radio, RadioFrequency, RadioRegistry, get_radio
from gen.runways import RunwayData
from gen.conflictgen import FRONTLINE_LENGTH
from dcs.mapping import Point
from theater import TheaterGroundObject
from theater.controlpoint import ControlPoint, ControlPointType
from .conflictgen import Conflict
from .flights.flightplan import (
CasFlightPlan,
LoiterFlightPlan,
FormationFlightPlan,
PatrollingFlightPlan,
SweepFlightPlan,
)
from .flights.traveltime import GroundSpeed, TotEstimator
from .flights.traveltime import TotEstimator
from .naming import namegen
from .runways import RunwayAssigner
if TYPE_CHECKING:
from game import Game
WARM_START_HELI_ALT = meters(500)
WARM_START_ALTITUDE = meters(3000)
WARM_START_HELI_AIRSPEED = 120
WARM_START_HELI_ALT = 500
WARM_START_ALTITUDE = 3000
WARM_START_AIRSPEED = 550
RTB_ALTITUDE = meters(800)
RTB_ALTITUDE = 800
RTB_DISTANCE = 5000
HELI_ALT = 500
@@ -262,9 +249,6 @@ class FlightData:
#: The package that the flight belongs to.
package: Package
#: The country that the flight belongs to.
country: str
flight_type: FlightType
#: All units in the flight.
@@ -297,21 +281,13 @@ class FlightData:
#: Map of radio frequencies to their assigned radio and channel, if any.
frequency_to_channel_map: Dict[RadioFrequency, ChannelAssignment]
#: Bingo fuel value in lbs.
bingo_fuel: Optional[int]
joker_fuel: Optional[int]
def __init__(self, package: Package, country: str, flight_type: FlightType,
def __init__(self, package: Package, flight_type: FlightType,
units: List[FlyingUnit], size: int, friendly: bool,
departure_delay: timedelta, departure: RunwayData,
arrival: RunwayData, divert: Optional[RunwayData],
waypoints: List[FlightWaypoint],
intra_flight_channel: RadioFrequency,
bingo_fuel: Optional[int],
joker_fuel: Optional[int]) -> None:
intra_flight_channel: RadioFrequency) -> None:
self.package = package
self.country = country
self.flight_type = flight_type
self.units = units
self.size = size
@@ -323,8 +299,6 @@ class FlightData:
self.waypoints = waypoints
self.intra_flight_channel = intra_flight_channel
self.frequency_to_channel_map = {}
self.bingo_fuel = bingo_fuel
self.joker_fuel = joker_fuel
self.callsign = create_group_callsign_from_unit(self.units[0])
@property
@@ -666,13 +640,13 @@ AIRCRAFT_DATA["P-47D-30"] = AIRCRAFT_DATA["P-51D"]
class AircraftConflictGenerator:
def __init__(self, mission: Mission, settings: Settings, game: Game,
radio_registry: RadioRegistry, unit_map: UnitMap) -> None:
def __init__(self, mission: Mission, conflict: Conflict, settings: Settings,
game: Game, radio_registry: RadioRegistry):
self.m = mission
self.game = game
self.settings = settings
self.conflict = conflict
self.radio_registry = radio_registry
self.unit_map = unit_map
self.flights: List[FlightData] = []
@cached_property
@@ -729,11 +703,6 @@ class AircraftConflictGenerator:
if for_task in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][for_task]
group.load_loadout(payload_name)
if not group.units[0].pylons and for_task == RunwayAttack:
if PinpointStrike in db.PLANE_PAYLOAD_OVERRIDES[unit_type]:
logging.warning("No loadout for \"Runway Attack\" for the {}, defaulting to Strike loadout".format(str(unit_type)))
payload_name = db.PLANE_PAYLOAD_OVERRIDES[unit_type][PinpointStrike]
group.load_loadout(payload_name)
did_load_loadout = True
logging.info("Loaded overridden payload for {} - {} for task {}".format(unit_type, payload_name, for_task))
@@ -770,44 +739,54 @@ class AircraftConflictGenerator:
if unit_type is F_14B:
unit.set_property(F_14B.Properties.INSAlignmentStored.id, True)
group.points[0].tasks.append(OptReactOnThreat(OptReactOnThreat.Values.EvadeFire))
channel = self.get_intra_flight_channel(unit_type)
group.set_frequency(channel.mhz)
divert = None
if flight.divert is not None:
divert = flight.divert.active_runway(self.game.conditions,
dynamic_runways)
# TODO: Support for different departure/arrival airfields.
cp = flight.from_cp
fallback_runway = RunwayData(cp.full_name, runway_heading=0,
runway_name="")
if cp.cptype == ControlPointType.AIRBASE:
assigner = RunwayAssigner(self.game.conditions)
departure_runway = assigner.get_preferred_runway(
flight.from_cp.airport)
elif cp.is_fleet:
departure_runway = dynamic_runways.get(cp.name, fallback_runway)
else:
logging.warning(f"Unhandled departure control point: {cp.cptype}")
departure_runway = fallback_runway
self.flights.append(FlightData(
package=package,
country=faction.country,
flight_type=flight.flight_type,
units=group.units,
size=len(group.units),
friendly=flight.from_cp.captured,
# Set later.
departure_delay=timedelta(),
departure=flight.departure.active_runway(self.game.conditions,
dynamic_runways),
arrival=flight.arrival.active_runway(self.game.conditions,
dynamic_runways),
divert=divert,
departure=departure_runway,
arrival=departure_runway,
# TODO: Support for divert airfields.
divert=None,
# Waypoints are added later, after they've had their TOTs set.
waypoints=[],
intra_flight_channel=channel,
bingo_fuel=flight.flight_plan.bingo_fuel,
joker_fuel=flight.flight_plan.joker_fuel
intra_flight_channel=channel
))
# Special case so Su 33 and C101 can take off
if unit_type in [Su_33, C_101EB, C_101CC]:
self.set_reduced_fuel(flight, group, unit_type)
# Special case so Su 33 carrier take off
if unit_type is Su_33:
if flight.flight_type is not CAP:
for unit in group.units:
unit.fuel = Su_33.fuel_max / 2.2
else:
for unit in group.units:
unit.fuel = Su_33.fuel_max * 0.8
def _generate_at_airport(self, name: str, side: Country,
unit_type: Type[FlyingType], count: int,
start_type: str,
unit_type: FlyingType, count: int, start_type: str,
airport: Optional[Airport] = None) -> FlyingGroup:
assert count > 0
@@ -822,44 +801,35 @@ class AircraftConflictGenerator:
group_size=count,
parking_slots=None)
def _generate_inflight(self, name: str, side: Country, flight: Flight,
origin: ControlPoint) -> FlyingGroup:
assert flight.count > 0
at = origin.position
def _generate_inflight(self, name: str, side: Country, unit_type: FlyingType, count: int, at: Point) -> FlyingGroup:
assert count > 0
alt_type = "RADIO"
if isinstance(origin, OffMapSpawn):
alt = flight.flight_plan.waypoints[0].alt
alt_type = flight.flight_plan.waypoints[0].alt_type
elif flight.unit_type in helicopters.helicopter_map.values():
if unit_type in helicopters.helicopter_map.values():
alt = WARM_START_HELI_ALT
speed = WARM_START_HELI_AIRSPEED
else:
alt = WARM_START_ALTITUDE
speed = GroundSpeed.for_flight(flight, alt)
speed = WARM_START_AIRSPEED
pos = Point(at.x + random.randint(100, 1000), at.y + random.randint(100, 1000))
logging.info(
"airgen: {} for {} at {} at {}".format(flight.unit_type, side.id,
alt, int(speed.kph)))
logging.info("airgen: {} for {} at {} at {}".format(unit_type, side.id, alt, speed))
group = self.m.flight_group(
country=side,
name=name,
aircraft_type=flight.unit_type,
aircraft_type=unit_type,
airport=None,
position=pos,
altitude=alt.meters,
speed=speed.kph,
altitude=alt,
speed=speed,
maintask=None,
group_size=flight.count)
group_size=count)
group.points[0].alt_type = alt_type
group.points[0].alt_type = "RADIO"
return group
def _generate_at_group(self, name: str, side: Country,
unit_type: Type[FlyingType], count: int,
start_type: str,
unit_type: FlyingType, count: int, start_type: str,
at: Union[ShipGroup, StaticGroup]) -> FlyingGroup:
assert count > 0
@@ -873,10 +843,8 @@ class AircraftConflictGenerator:
start_type=self._start_type(start_type),
group_size=count)
def _add_radio_waypoint(self, group: FlyingGroup, position,
altitude: Distance,
airspeed: int = 600) -> MovingPoint:
point = group.add_waypoint(position, altitude.meters, airspeed)
def _add_radio_waypoint(self, group: FlyingGroup, position, altitude: int, airspeed: int = 600):
point = group.add_waypoint(position, altitude, airspeed)
point.alt_type = "RADIO"
return point
@@ -892,8 +860,7 @@ class AircraftConflictGenerator:
tod_location = position.point_from_heading(heading, RTB_DISTANCE)
self._add_radio_waypoint(group, tod_location, last_waypoint.alt)
destination_waypoint = self._add_radio_waypoint(group, position,
RTB_ALTITUDE)
destination_waypoint = self._add_radio_waypoint(group, position, RTB_ALTITUDE)
if isinstance(at, Airport):
group.land_at(at)
return destination_waypoint
@@ -908,108 +875,48 @@ class AircraftConflictGenerator:
else:
assert False
@staticmethod
def _setup_custom_payload(flight: Flight, group: FlyingGroup) -> None:
if not flight.use_custom_loadout:
return
logging.info("Custom loadout for flight : " + flight.__repr__())
for p in group.units:
p.pylons.clear()
def _setup_custom_payload(self, flight, group:FlyingGroup):
if flight.use_custom_loadout:
for pylon_number, weapon in flight.loadout.items():
if weapon is None:
continue
pylon = Pylon.for_aircraft(flight.unit_type, pylon_number)
pylon.equip(group, weapon)
logging.info("Custom loadout for flight : " + flight.__repr__())
for p in group.units:
p.pylons.clear()
def _degrade_payload_to_era(self, flight: Flight,
group: FlyingGroup) -> None:
loadout = dict(group.units[0].pylons)
for pylon_number, clsid in loadout.items():
weapon = Weapon.from_clsid(clsid["CLSID"])
if weapon is None:
logging.error(f"Could not find weapon for clsid {clsid}")
continue
if not weapon.available_on(self.game.date):
pylon = Pylon.for_aircraft(flight.unit_type, pylon_number)
for fallback in weapon.fallbacks:
if not pylon.can_equip(fallback):
continue
if not fallback.available_on(self.game.date):
continue
pylon.equip(group, fallback)
break
for key in flight.loadout.keys():
if "Pylon" + key in flight.unit_type.__dict__.keys():
print(flight.loadout)
weapon_dict = flight.unit_type.__dict__["Pylon" + key].__dict__
if flight.loadout[key] in weapon_dict.keys():
weapon = weapon_dict[flight.loadout[key]]
group.load_pylon(weapon, int(key))
else:
logging.warning("Pylon not found ! => Pylon" + key + " on " + str(flight.unit_type))
def clear_parking_slots(self) -> None:
for cp in self.game.theater.controlpoints:
for parking_slot in cp.parking_slots:
parking_slot.unit_id = None
if cp.airport is not None:
for parking_slot in cp.airport.parking_slots:
parking_slot.unit_id = None
def generate_flights(self, country, ato: AirTaskingOrder,
dynamic_runways: Dict[str, RunwayData]) -> None:
self.clear_parking_slots()
for package in ato.packages:
if not package.flights:
continue
for flight in package.flights:
culled = self.game.position_culled(flight.from_cp.position)
if flight.client_count == 0 and culled:
logging.info("Flight not generated: culled")
continue
logging.info(f"Generating flight: {flight.unit_type}")
group = self.generate_planned_flight(flight.from_cp, country,
flight)
self.unit_map.add_aircraft(group, flight)
self.setup_flight_group(group, package, flight, dynamic_runways)
self.create_waypoints(group, package, flight)
def spawn_unused_aircraft(self, player_country: Country,
enemy_country: Country) -> None:
inventories = self.game.aircraft_inventory.inventories
for control_point, inventory in inventories.items():
if not isinstance(control_point, Airfield):
continue
if control_point.captured:
country = player_country
faction = self.game.player_faction
else:
country = enemy_country
faction = self.game.enemy_faction
for aircraft, available in inventory.all_aircraft:
try:
self._spawn_unused_at(control_point, country, faction, aircraft,
available)
except NoParkingSlotError:
# If we run out of parking, stop spawning aircraft.
return
def _spawn_unused_at(self, control_point: Airfield, country: Country, faction: Faction,
aircraft: Type[FlyingType], number: int) -> None:
for _ in range(number):
# Creating a flight even those this isn't a fragged mission lets us
# reuse the existing debriefing code.
# TODO: Special flight type?
flight = Flight(Package(control_point), faction.country, aircraft, 1,
FlightType.BARCAP, "Cold", departure=control_point,
arrival=control_point, divert=None)
group = self._generate_at_airport(
name=namegen.next_aircraft_name(country, control_point.id,
flight),
side=country,
unit_type=aircraft,
count=1,
start_type="Cold",
airport=control_point.airport)
if aircraft in faction.liveries_overrides:
livery = random.choice(faction.liveries_overrides[aircraft])
for unit in group.units:
unit.livery_id = livery
group.uncontrolled = True
self.unit_map.add_aircraft(group, flight)
def set_activation_time(self, flight: Flight, group: FlyingGroup,
delay: timedelta) -> None:
# Note: Late activation causes the waypoint TOTs to look *weird* in the
@@ -1059,29 +966,26 @@ class AircraftConflictGenerator:
CoalitionHasAirdrome(coalition, flight.from_cp.id))
def generate_planned_flight(self, cp, country, flight:Flight):
name = namegen.next_aircraft_name(country, cp.id, flight)
try:
if flight.start_type == "In Flight":
group = self._generate_inflight(
name=name,
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
flight=flight,
origin=cp)
elif isinstance(cp, NavalControlPoint):
unit_type=flight.unit_type,
count=flight.count,
at=cp.position)
elif cp.is_fleet:
group_name = cp.get_carrier_group_name()
group = self._generate_at_group(
name=name,
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
unit_type=flight.unit_type,
count=flight.count,
start_type=flight.start_type,
at=self.m.find_group(group_name))
else:
if not isinstance(cp, Airfield):
raise RuntimeError(
f"Attempted to spawn at airfield for non-airfield {cp}")
group = self._generate_at_airport(
name=name,
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
unit_type=flight.unit_type,
count=flight.count,
@@ -1093,28 +997,15 @@ class AircraftConflictGenerator:
logging.warning("No room on runway or parking slots. Starting from the air.")
flight.start_type = "In Flight"
group = self._generate_inflight(
name=name,
name=namegen.next_unit_name(country, cp.id, flight.unit_type),
side=country,
flight=flight,
origin=cp)
unit_type=flight.unit_type,
count=flight.count,
at=cp.position)
group.points[0].alt = 1500
return group
@staticmethod
def set_reduced_fuel(flight: Flight, group: FlyingGroup, unit_type: Type[PlaneType]) -> None:
if unit_type is Su_33:
for unit in group.units:
if flight.flight_type is not CAP:
unit.fuel = Su_33.fuel_max / 2.2
else:
unit.fuel = Su_33.fuel_max * 0.8
elif unit_type in [C_101EB, C_101CC]:
for unit in group.units:
unit.fuel = unit_type.fuel_max * 0.5
else:
raise RuntimeError(f"No reduced fuel case for type {unit_type}")
@staticmethod
def configure_behavior(
group: FlyingGroup,
@@ -1155,18 +1046,8 @@ class AircraftConflictGenerator:
self.configure_behavior(group, rtb_winchester=ammo_type)
def configure_sweep(self, group: FlyingGroup, package: Package,
flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = FighterSweep.name
self._setup_group(group, FighterSweep, package, flight, dynamic_runways)
if flight.unit_type not in GUNFIGHTERS:
ammo_type = OptRTBOnOutOfAmmo.Values.AAM
else:
ammo_type = OptRTBOnOutOfAmmo.Values.Cannon
self.configure_behavior(group, rtb_winchester=ammo_type)
group.points[0].tasks.append(EngageTargets(max_distance=nm_to_meter(50),
targets=[Targets.All.Air]))
def configure_cas(self, group: FlyingGroup, package: Package,
flight: Flight,
@@ -1227,28 +1108,6 @@ class AircraftConflictGenerator:
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_runway_attack(
self, group: FlyingGroup, package: Package, flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = RunwayAttack.name
self._setup_group(group, RunwayAttack, package, flight, dynamic_runways)
self.configure_behavior(
group,
react_on_threat=OptReactOnThreat.Values.EvadeFire,
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_oca_strike(
self, group: FlyingGroup, package: Package, flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
group.task = CAS.name
self._setup_group(group, CAS, package, flight, dynamic_runways)
self.configure_behavior(
group,
react_on_threat=OptReactOnThreat.Values.EvadeFire,
roe=OptROE.Values.OpenFire,
restrict_jettison=True)
def configure_escort(self, group: FlyingGroup, package: Package,
flight: Flight,
dynamic_runways: Dict[str, RunwayData]) -> None:
@@ -1262,7 +1121,7 @@ class AircraftConflictGenerator:
def configure_unknown_task(self, group: FlyingGroup,
flight: Flight) -> None:
logging.error(f"Unhandled flight type: {flight.flight_type}")
logging.error(f"Unhandled flight type: {flight.flight_type.name}")
self.configure_behavior(group)
def setup_flight_group(self, group: FlyingGroup, package: Package,
@@ -1272,25 +1131,18 @@ class AircraftConflictGenerator:
if flight_type in [FlightType.BARCAP, FlightType.TARCAP,
FlightType.INTERCEPTION]:
self.configure_cap(group, package, flight, dynamic_runways)
elif flight_type == FlightType.SWEEP:
self.configure_sweep(group, package, flight, dynamic_runways)
elif flight_type in [FlightType.CAS, FlightType.BAI]:
self.configure_cas(group, package, flight, dynamic_runways)
elif flight_type == FlightType.DEAD:
elif flight_type in [FlightType.DEAD, ]:
self.configure_dead(group, package, flight, dynamic_runways)
elif flight_type == FlightType.SEAD:
elif flight_type in [FlightType.SEAD, ]:
self.configure_sead(group, package, flight, dynamic_runways)
elif flight_type == FlightType.STRIKE:
elif flight_type in [FlightType.STRIKE]:
self.configure_strike(group, package, flight, dynamic_runways)
elif flight_type == FlightType.ANTISHIP:
elif flight_type in [FlightType.ANTISHIP]:
self.configure_anti_ship(group, package, flight, dynamic_runways)
elif flight_type == FlightType.ESCORT:
self.configure_escort(group, package, flight, dynamic_runways)
elif flight_type == FlightType.OCA_RUNWAY:
self.configure_runway_attack(group, package, flight,
dynamic_runways)
elif flight_type == FlightType.OCA_AIRCRAFT:
self.configure_oca_strike(group, package, flight, dynamic_runways)
else:
self.configure_unknown_task(group, flight)
@@ -1312,10 +1164,10 @@ class AircraftConflictGenerator:
if point.only_for_player and not flight.client_count:
continue
filtered_points.append(point)
# Only add 1 target waypoint for Viggens. This only affects player flights,
# Only add 1 target waypoint for Viggens. This only affects player flights,
# the Viggen can't have more than 9 waypoints which leaves us with two target point
# under the current flight plans.
# TODO: Make this smarter, it currently selects a random unit in the group for target,
# TODO: Make this smarter, it currently selects a random unit in the group for target,
# this could be updated to make it pick the "best" two targets in the group.
if flight.unit_type is AJS37 and flight.client_count:
viggen_target_points = [
@@ -1328,7 +1180,7 @@ class AircraftConflictGenerator:
point.waypoint_type not in TARGET_WAYPOINTS or idx == keep_target[0]
)
]
for idx, point in enumerate(filtered_points):
PydcsWaypointBuilder.for_waypoint(
point, group, package, flight, self.m
@@ -1338,8 +1190,6 @@ class AircraftConflictGenerator:
# have their TOTs set.
self.flights[-1].waypoints = [takeoff_point] + flight.points
self._setup_custom_payload(flight, group)
if self.game.settings.restrict_weapons_by_date:
self._degrade_payload_to_era(flight, group)
def should_delay_flight(self, flight: Flight,
start_time: timedelta) -> bool:
@@ -1374,7 +1224,7 @@ class AircraftConflictGenerator:
# And setting *our* waypoint TOT causes the takeoff time to show up in
# the player's kneeboard.
waypoint.tot = flight.flight_plan.takeoff_time()
waypoint.tot = estimator.takeoff_time_for_flight(flight)
# And finally assign it to the FlightData info so it shows correctly in
# the briefing.
self.flights[-1].departure_delay = start_time
@@ -1408,17 +1258,10 @@ class PydcsWaypointBuilder:
def build(self) -> MovingPoint:
waypoint = self.group.add_waypoint(
Point(self.waypoint.x, self.waypoint.y),
self.waypoint.alt.meters,
name=self.mission.string(self.waypoint.name))
if self.waypoint.flyover:
waypoint.action = PointAction.FlyOverPoint
# It seems we need to leave waypoint.type exactly as it is even
# though it's set to "Turning Point". If I set this to "Fly Over
# Point" and then save the mission in the ME DCS resets it.
Point(self.waypoint.x, self.waypoint.y), self.waypoint.alt)
waypoint.alt_type = self.waypoint.alt_type
waypoint.name = String(self.waypoint.name)
tot = self.flight.flight_plan.tot_for_waypoint(self.waypoint)
if tot is not None:
self.set_waypoint_tot(waypoint, tot)
@@ -1436,18 +1279,13 @@ class PydcsWaypointBuilder:
package: Package, flight: Flight,
mission: Mission) -> PydcsWaypointBuilder:
builders = {
FlightWaypointType.INGRESS_BAI: BaiIngressBuilder,
FlightWaypointType.INGRESS_CAS: CasIngressBuilder,
FlightWaypointType.INGRESS_DEAD: DeadIngressBuilder,
FlightWaypointType.INGRESS_OCA_AIRCRAFT: OcaAircraftIngressBuilder,
FlightWaypointType.INGRESS_OCA_RUNWAY: OcaRunwayIngressBuilder,
FlightWaypointType.INGRESS_SEAD: SeadIngressBuilder,
FlightWaypointType.INGRESS_STRIKE: StrikeIngressBuilder,
FlightWaypointType.INGRESS_SWEEP: SweepIngressBuilder,
FlightWaypointType.JOIN: JoinPointBuilder,
FlightWaypointType.LANDING_POINT: LandingPointBuilder,
FlightWaypointType.LOITER: HoldPointBuilder,
FlightWaypointType.PATROL: RaceTrackEndBuilder,
FlightWaypointType.PATROL_TRACK: RaceTrackBuilder,
}
builder = builders.get(waypoint.waypoint_type, DefaultWaypointBuilder)
@@ -1458,7 +1296,7 @@ class PydcsWaypointBuilder:
If the flight is a player controlled Viggen flight, no TOT should be set on any waypoint except actual target waypoints.
"""
if (
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
(self.flight.client_count > 0 and self.flight.unit_type == AJS37) and
(self.waypoint.waypoint_type not in TARGET_WAYPOINTS)
):
return True
@@ -1485,7 +1323,7 @@ class HoldPointBuilder(PydcsWaypointBuilder):
altitude=waypoint.alt,
pattern=OrbitAction.OrbitPattern.Circle
))
if not isinstance(self.flight.flight_plan, LoiterFlightPlan):
if not isinstance(self.flight.flight_plan, FormationFlightPlan):
flight_plan_type = self.flight.flight_plan.__class__.__name__
logging.error(
f"Cannot configure hold for for {self.flight} because "
@@ -1500,36 +1338,13 @@ class HoldPointBuilder(PydcsWaypointBuilder):
return waypoint
class BaiIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Auto)
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["groupAttack"] = True
waypoint.tasks.append(task)
else:
logging.error("Could not find group for BAI mission %s",
target_group.group_name)
else:
logging.error("Unexpected target type for BAI mission: %s",
target_group.__class__.__name__)
return waypoint
class CasIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
if isinstance(self.flight.flight_plan, CasFlightPlan):
waypoint.add_task(EngageTargetsInZone(
position=self.flight.flight_plan.target,
radius=int(self.flight.flight_plan.engagement_distance.meters),
radius=FRONTLINE_LENGTH / 2,
targets=[
Targets.All.GroundUnits.GroundVehicles,
Targets.All.GroundUnits.AirDefence.AAA,
@@ -1540,7 +1355,7 @@ class CasIngressBuilder(PydcsWaypointBuilder):
logging.error(
"No CAS waypoint found. Falling back to search and engage")
waypoint.add_task(EngageTargets(
max_distance=int(nautical_miles(10).meters),
max_distance=nm_to_meter(10),
targets=[
Targets.All.GroundUnits.GroundVehicles,
Targets.All.GroundUnits.AirDefence.AAA,
@@ -1556,13 +1371,14 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
task = AttackGroup(tgroup.id, weapon_type=WeaponType.Guided)
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
task = AttackGroup(tgroup.id)
task.params["expend"] = "All"
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["weaponType"] = 268402702 # Guided Weapons
task.params["groupAttack"] = True
waypoint.tasks.append(task)
else:
@@ -1571,59 +1387,17 @@ class DeadIngressBuilder(PydcsWaypointBuilder):
return waypoint
class OcaAircraftIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target = self.package.target
if not isinstance(target, Airfield):
logging.error(
"Unexpected target type for OCA Strike mission: %s",
target.__class__.__name__)
return waypoint
task = EngageTargetsInZone(
position=target.position,
# Al Dhafra is 4 nm across at most. Add a little wiggle room in case
# the airport position from DCS is not centered.
radius=int(nautical_miles(3).meters),
targets=[Targets.All.Air]
)
task.params["attackQtyLimit"] = False
task.params["directionEnabled"] = False
task.params["altitudeEnabled"] = False
task.params["groupAttack"] = True
waypoint.tasks.append(task)
return waypoint
class OcaRunwayIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target = self.package.target
if not isinstance(target, Airfield):
logging.error(
"Unexpected target type for runway bombing mission: %s",
target.__class__.__name__)
return waypoint
waypoint.tasks.append(
BombingRunway(airport_id=target.airport.id, group_attack=True))
return waypoint
class SeadIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
target_group = self.package.target
if isinstance(target_group, TheaterGroundObject):
tgroup = self.mission.find_group(target_group.group_name)
if tgroup is not None:
tgroup = self.mission.find_group(target_group.group_name, search="match") # Match search is used due to TheaterGroundObject.name not matching
if tgroup is not None: # the Mission group name because of SkyNet prefixes.
waypoint.add_task(EngageTargetsInZone(
position=tgroup.position,
radius=int(nautical_miles(30).meters),
radius=nm_to_meter(30),
targets=[
Targets.All.GroundUnits.AirDefence,
])
@@ -1693,24 +1467,6 @@ class StrikeIngressBuilder(PydcsWaypointBuilder):
return waypoint
class SweepIngressBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
if not isinstance(self.flight.flight_plan, SweepFlightPlan):
flight_plan_type = self.flight.flight_plan.__class__.__name__
logging.error(
f"Cannot create sweep for {self.flight} because "
f"{flight_plan_type} is not a sweep flight plan.")
return waypoint
waypoint.tasks.append(EngageTargets(
max_distance=int(nautical_miles(50).meters),
targets=[Targets.All.Air.Planes.Fighters]))
return waypoint
class JoinPointBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
@@ -1748,7 +1504,7 @@ class JoinPointBuilder(PydcsWaypointBuilder):
# https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-world-2-5/bugs-and-problems-ai/ai-ad/250183-task-follow-and-escort-temporarily-aborted
waypoint.add_task(ControlledTask(EngageTargets(
# TODO: From doctrine.
max_distance=int(nautical_miles(30).meters),
max_distance=nm_to_meter(30),
targets=[Targets.All.Air.Planes.Fighters]
)))
@@ -1766,48 +1522,6 @@ class LandingPointBuilder(PydcsWaypointBuilder):
class RaceTrackBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
flight_plan = self.flight.flight_plan
if not isinstance(flight_plan, PatrollingFlightPlan):
flight_plan_type = flight_plan.__class__.__name__
logging.error(
f"Cannot create race track for {self.flight} because "
f"{flight_plan_type} does not define a patrol.")
return waypoint
# NB: It's important that the engage task comes before the orbit task.
# Though they're on the same waypoint, if the orbit task comes first it
# is their first priority and they will not engage any targets because
# they're fully focused on orbiting. If the STE task is first, they will
# engage targets if available and orbit if they find nothing to shoot.
# TODO: Move the properties of this task into the flight plan?
# CAP is the only current user of this so it's not a big deal, but might
# be good to make this usable for things like BAI when we add that
# later.
cap_types = {FlightType.BARCAP, FlightType.TARCAP}
if self.flight.flight_type in cap_types:
engagement_distance = int(flight_plan.engagement_distance.meters)
waypoint.tasks.append(
EngageTargets(max_distance=engagement_distance,
targets=[Targets.All.Air]))
racetrack = ControlledTask(OrbitAction(
altitude=waypoint.alt,
pattern=OrbitAction.OrbitPattern.RaceTrack
))
self.set_waypoint_tot(waypoint, flight_plan.patrol_start_time)
racetrack.stop_after_time(
int(flight_plan.patrol_end_time.total_seconds()))
waypoint.add_task(racetrack)
return waypoint
class RaceTrackEndBuilder(PydcsWaypointBuilder):
def build(self) -> MovingPoint:
waypoint = super().build()
@@ -1818,5 +1532,13 @@ class RaceTrackEndBuilder(PydcsWaypointBuilder):
f"{flight_plan_type} does not define a patrol.")
return waypoint
self.waypoint.departure_time = self.flight.flight_plan.patrol_end_time
racetrack = ControlledTask(OrbitAction(
altitude=waypoint.alt,
pattern=OrbitAction.OrbitPattern.RaceTrack
))
self.set_waypoint_tot(
waypoint, self.flight.flight_plan.patrol_start_time)
racetrack.stop_after_time(
int(self.flight.flight_plan.patrol_end_time.total_seconds()))
waypoint.add_task(racetrack)
return waypoint

View File

@@ -83,7 +83,7 @@ AIRFIELD_DATA = {
tacan_callsign="BTM",
atc=AtcData(MHz(4, 250), MHz(131, 0), MHz(40, 400), MHz(260, 0)),
ils={
"13": ("ILU", MHz(110, 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)),
},
),
@@ -290,8 +290,8 @@ AIRFIELD_DATA = {
vor=("MN", MHz(117, 10)),
atc=AtcData(MHz(4, 450), MHz(135, 0), MHz(41, 200), MHz(264, 0)),
ils={
"30": ("IMW", MHz(109, 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 +310,7 @@ AIRFIELD_DATA = {
runway_length=7082,
atc=AtcData(MHz(4, 500), MHz(136, 0), MHz(41, 400), MHz(265, 0)),
ils={
"24": ("INL", MHz(110, 500)),
"24": ("INL", MHz(110, 50)),
},
outer_ndb={
"24": ("NL", MHz(718, 0)),
@@ -348,7 +348,7 @@ AIRFIELD_DATA = {
runway_length=9327,
atc=AtcData(MHz(4, 750), MHz(141, 0), MHz(42, 400), MHz(270, 0)),
ils={
"10": ("ICH", MHz(110, 500)),
"10": ("ICH", MHz(110, 50)),
},
outer_ndb={
"10": ("CX", MHz(1, 5)),
@@ -367,8 +367,8 @@ AIRFIELD_DATA = {
tacan_callsign="GTB",
atc=AtcData(MHz(4, 600), MHz(138, 0), MHz(41, 800), MHz(267, 0)),
ils={
"13": ("INA", MHz(110, 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 +399,8 @@ AIRFIELD_DATA = {
tacan_callsign="VAS",
atc=AtcData(MHz(4, 700), MHz(140, 0), MHz(42, 200), MHz(269, 0)),
ils={
"13": ("IVZ", MHz(108, 750)),
"31": ("IVZ", MHz(108, 750)),
"13": ("IVZ", MHz(108, 75)),
"31": ("IVZ", MHz(108, 75)),
},
),
@@ -410,10 +410,7 @@ AIRFIELD_DATA = {
icao="OMLW",
elevation=400,
runway_length=10768,
tacan=TacanChannel(121, TacanBand.X),
tacan_callsign="OMLW",
vor=("OMLW", MHz(117,400)),
atc=AtcData(MHz(4, 225), MHz(39, 350), MHz(119, 300), MHz(250, 950)),
atc=AtcData(MHz(4, 175), MHz(39, 250), MHz(119, 300), MHz(250, 850)),
),
"Al Dhafra AB": AirfieldData(
@@ -1019,8 +1016,8 @@ AIRFIELD_DATA = {
tacan_callsign="TQQ",
atc=AtcData(MHz(3, 800), MHz(124, 750), MHz(38, 500), MHz(257, 950)),
ils={
"32": ("I-UVV", MHz(111, 700)),
"14": ("I-RVP", MHz(108, 300)),
"32": ("I-UVV", MHz(111, 70)),
"14": ("I-RVP", MHz(108, 30)),
},
),
@@ -1046,7 +1043,7 @@ AIRFIELD_DATA = {
tacan_callsign="GRL",
atc=AtcData(MHz(3, 850), MHz(118, 0), MHz(38, 600), MHz(250, 50)),
ils={
"32": ("GLRI", MHz(109, 300)),
"32": ("GLRI", MHz(109, 30)),
},
),
@@ -1072,7 +1069,7 @@ AIRFIELD_DATA = {
tacan_callsign="INS",
atc=AtcData(MHz(3, 825), MHz(118, 300), MHz(38, 550), MHz(360, 600)),
ils={
"8": ("ICRR", MHz(108, 700)),
"8": ("ICRR", MHz(108, 70)),
},
),
@@ -1095,7 +1092,7 @@ AIRFIELD_DATA = {
tacan_callsign="LSV",
atc=AtcData(MHz(3, 900), MHz(132, 550), MHz(38, 700), MHz(327, 0)),
ils={
"21": ("IDIQ", MHz(109, 100)),
"21": ("IDIQ", MHz(109, 10)),
},
),
@@ -1116,7 +1113,7 @@ AIRFIELD_DATA = {
tacan_callsign="LAS",
atc=AtcData(MHz(3, 875), MHz(119, 900), MHz(38, 650), MHz(257, 800)),
ils={
"25": ("I-LAS", MHz(110, 300)),
"25": ("I-LAS", MHz(110, 30)),
},
),

View File

@@ -1,10 +1,8 @@
import logging
from dataclasses import dataclass, field
from typing import List, Type, Tuple
from typing import List, Type
from dcs.mission import Mission, StartType
from dcs.planes import IL_78M, KC130, KC135MPRS, KC_135
from dcs.unittype import UnitType
from dcs.planes import IL_78M
from dcs.task import (
AWACS,
ActivateBeaconCommand,
@@ -69,24 +67,13 @@ class AirSupportConflictGenerator:
def support_tasks(cls) -> List[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 +84,11 @@ 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)
@@ -133,28 +120,26 @@ class AirSupportConflictGenerator:
self.air_support.tankers.append(TankerInfo(str(tanker_group.name), 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(
str(awacs_flight.name), callsign_for_support_unit(awacs_flight), freq))
except:
print("No AWACS for faction")

View File

@@ -1,9 +1,7 @@
from __future__ import annotations
import logging
import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, List, Optional, Tuple
from typing import List
from dcs import Mission
from dcs.action import AITaskPush
@@ -12,28 +10,31 @@ 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.task import (
AttackGroup,
ControlledTask,
EPLRS,
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 .naming 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 game.plugins import LuaPluginManager
SPREAD_DISTANCE_FACTOR = 0.1, 0.3
SPREAD_DISTANCE_SIZE_FACTOR = 0.1
@@ -50,8 +51,6 @@ FIGHT_DISTANCE = 3500
RANDOM_OFFSET_ATTACK = 250
INFANTRY_GROUP_SIZE = 5
@dataclass(frozen=True)
class JtacInfo:
@@ -66,87 +65,79 @@ 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:
def _group_point(self, point) -> Point:
distance = random.randint(
int(base_distance * SPREAD_DISTANCE_FACTOR[0]),
int(base_distance * SPREAD_DISTANCE_FACTOR[1]),
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:
@@ -171,23 +162,14 @@ class GroundConflictGenerator:
callsign = callsign_for_support_unit(jtac)
self.jtacs.append(JtacInfo(str(jtac.name), n, callsign, frontline, str(code)))
def gen_infantry_group_for_group(
self,
group: 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:
@@ -198,268 +180,149 @@ 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.id, 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
u = random.choice(possible_infantry_units)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u), u,
namegen.next_infantry_name(side, cp, u), u,
position=infantry_position,
group_size=1,
heading=forward_heading,
move_formation=PointAction.OffRoad)
for i in range(INFANTRY_GROUP_SIZE):
for i in range(random.randint(3, 10)):
u = random.choice(possible_infantry_units)
position = infantry_position.random_point_within(55, 5)
self.mission.vehicle_group(
side,
namegen.next_infantry_name(side, cp.id, u), u,
namegen.next_infantry_name(side, cp, u), u,
position=position,
group_size=1,
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, forward_heading, (int)(RETREAT_DISTANCE/3))
dcs_group.add_waypoint(dcs_group.position.point_from_heading(forward_heading, 1), PointAction.OffRoad)
dcs_group.points[2].tasks.append(Hold())
dcs_group.add_waypoint(retreat, PointAction.OffRoad)
artillery_fallback = TriggerOnce(Event.NoEvent, "ArtilleryRetreat #" + str(dcs_group.id))
for i, u in enumerate(dcs_group.units):
artillery_fallback.add_condition(UnitDamaged(u.id))
if i < len(dcs_group.units) - 1:
artillery_fallback.add_condition(Or())
hold_2 = Hold()
hold_2.number = 3
dcs_group.add_trigger_action(hold_2)
retreat_task = GoToWaypoint(to_index=3)
retreat_task.number = 4
dcs_group.add_trigger_action(retreat_task)
artillery_fallback.add_action(AITaskPush(dcs_group.id, len(dcs_group.tasks)))
self.mission.triggerrules.triggers.append(artillery_fallback)
for u in dcs_group.units:
u.initial = True
u.heading = forward_heading + random.randint(-5, 5)
return True
return False
def _plan_tank_ifv_action(
self,
stance: CombatStance,
enemy_groups: List[Tuple[VehicleGroup, CombatGroup]],
dcs_group: VehicleGroup,
forward_heading: int,
to_cp: ControlPoint,
) -> bool:
"""
Handles adding the DCS tasks for tank and IFV groups for all combat stances.
Returns True if tasking was added, returns False if the stance was not a combat stance.
"""
self._set_reform_waypoint(dcs_group, forward_heading)
if stance == CombatStance.AGGRESSIVE:
# Attack nearest enemy if any
# Then move forward OR Attack enemy base if it is not too far away
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
if target is not None:
rand_offset = Point(
random.randint(
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
),
random.randint(
-RANDOM_OFFSET_ATTACK, RANDOM_OFFSET_ATTACK
)
)
target_point = self.conflict.theater.nearest_land_pos(
target.points[0].position + rand_offset
)
dcs_group.add_waypoint(target_point)
dcs_group.points[2].tasks.append(AttackGroup(target.id))
if (
to_cp.position.distance_to_point(dcs_group.points[0].position)
<=
AGGRESIVE_MOVE_DISTANCE
):
attack_point = self.conflict.theater.nearest_land_pos(
to_cp.position.random_point_within(500, 0)
)
else:
# We use an offset heading here because DCS doesn't always
# force vehicles to move if there's no heading change.
offset_heading = forward_heading - 2
if offset_heading < 0:
offset_heading = 358
attack_point = self.find_offensive_point(
dcs_group,
offset_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:
# We use an offset heading here because DCS doesn't always
# force vehicles to move if there's no heading change.
offset_heading = forward_heading - 1
if offset_heading < 0:
offset_heading = 359
attack_point = self.find_offensive_point(dcs_group, offset_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
@@ -469,10 +332,11 @@ 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
"""
@@ -489,13 +353,10 @@ 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)
@@ -511,30 +372,17 @@ 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
@@ -542,41 +390,26 @@ 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
@@ -584,132 +417,57 @@ 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))
if group.role in [CombatGroupRole.APC, CombatGroupRole.IFV]:
self.gen_infantry_group_for_group(
g,
is_player,
self.mission.country(country),
opposite_heading(spawn_heading)
)
else:
logging.warning(f"Unable to get valid position for {group}")
return positioned_groups
def _generate_group(
self,
side: Country,
unit: VehicleType,
count: int,
at: Point,
distance_from_frontline,
move_formation: PointAction = PointAction.OffRoad,
heading=0,
) -> VehicleGroup:
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
@@ -720,15 +478,13 @@ 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

@@ -16,11 +16,9 @@ from typing import Dict, List, Optional
from dcs.mapping import Point
from game.theater.missiontarget import MissionTarget
from game.utils import Speed
from theater.missiontarget import MissionTarget
from .flights.flight import Flight, FlightType
from .flights.flightplan import FormationFlightPlan
from .flights.traveltime import TotEstimator
@dataclass(frozen=True)
@@ -55,18 +53,13 @@ class Package:
delay: int = field(default=0)
#: True if the package ToT should be reset to ASAP whenever the player makes
#: a change. This is really a UI property rather than a game property, but
#: we want it to persist in the save.
auto_asap: bool = field(default=False)
#: 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[Speed]:
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
@@ -124,18 +117,6 @@ class Package:
return max(times)
return None
@property
def mission_departure_time(self) -> Optional[timedelta]:
times = []
for flight in self.flights:
times.append(flight.flight_plan.mission_departure_time)
if times:
return max(times)
return None
def set_tot_asap(self) -> None:
self.time_over_target = TotEstimator(self).earliest_tot()
def add_flight(self, flight: Flight) -> None:
"""Adds a flight to the package."""
self.flights.append(flight)
@@ -166,14 +147,19 @@ class Package:
FlightType.CAS,
FlightType.STRIKE,
FlightType.ANTISHIP,
FlightType.OCA_AIRCRAFT,
FlightType.OCA_RUNWAY,
FlightType.BAI,
FlightType.EVAC,
FlightType.TROOP_TRANSPORT,
FlightType.RECON,
FlightType.ELINT,
FlightType.DEAD,
FlightType.SEAD,
FlightType.LOGISTICS,
FlightType.INTERCEPTION,
FlightType.TARCAP,
FlightType.CAP,
FlightType.BARCAP,
FlightType.SWEEP,
FlightType.EWAR,
FlightType.ESCORT,
]
for task in task_priorities:
@@ -192,10 +178,7 @@ class Package:
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)
return task.name
def __hash__(self) -> int:
# TODO: Far from perfect. Number packages?

View File

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

View File

@@ -1,16 +1,58 @@
import logging
from typing import Tuple, Optional
import random
from typing import Tuple
from dcs.country import Country
from dcs.mapping import Point
from shapely.geometry import LineString, Point as ShapelyPoint
from game.theater.conflicttheater import ConflictTheater, FrontLine
from game.theater.controlpoint import ControlPoint
from game.utils import heading_sum, opposite_heading
from theater import ConflictTheater, ControlPoint
AIR_DISTANCE = 40000
CAPTURE_AIR_ATTACKERS_DISTANCE = 25000
CAPTURE_AIR_DEFENDERS_DISTANCE = 60000
STRIKE_AIR_ATTACKERS_DISTANCE = 45000
STRIKE_AIR_DEFENDERS_DISTANCE = 25000
CAP_CAS_DISTANCE = 10000, 120000
GROUND_INTERCEPT_SPREAD = 5000
GROUND_DISTANCE_FACTOR = 1.4
GROUND_DISTANCE = 2000
GROUND_ATTACK_DISTANCE = 25000, 13000
TRANSPORT_FRONTLINE_DIST = 1800
INTERCEPT_ATTACKERS_HEADING = -45, 45
INTERCEPT_DEFENDERS_HEADING = -10, 10
INTERCEPT_CONFLICT_DISTANCE = 50000
INTERCEPT_ATTACKERS_DISTANCE = 100000
INTERCEPT_MAX_DISTANCE = 160000
INTERCEPT_MIN_DISTANCE = 100000
NAVAL_INTERCEPT_DISTANCE_FACTOR = 1
NAVAL_INTERCEPT_DISTANCE_MAX = 40000
NAVAL_INTERCEPT_STEP = 5000
FRONTLINE_LENGTH = 80000
FRONTLINE_MIN_CP_DISTANCE = 5000
FRONTLINE_DISTANCE_STRENGTH_FACTOR = 0.7
def _opposite_heading(h):
return h+180
def _heading_sum(h, a) -> int:
h += a
if h > 360:
return h - 360
elif h < 0:
return 360 + h
else:
return h
class Conflict:
def __init__(self,
@@ -22,9 +64,12 @@ 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 +81,182 @@ 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) -> 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) -> 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 flight_frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
"""Returns the frontline vector without regard for exclusion zones, used in CAS flight plan"""
frontline = cls.frontline_position(theater, from_cp, to_cp)
center_position, heading = frontline
left_position = center_position.point_from_heading(_heading_sum(heading, -90), int(FRONTLINE_LENGTH/2))
right_position = center_position.point_from_heading(_heading_sum(heading, 90), int(FRONTLINE_LENGTH/2))
return left_position, _heading_sum(heading, 90), int(right_position.distance_to_point(left_position))
@classmethod
def frontline_vector(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater) -> Tuple[Point, int, int]:
"""
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)
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) -> 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,
@@ -76,51 +264,249 @@ 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"""
extended = initial.point_from_heading(heading, max_distance)
if theater.landmap is None:
# TODO: Why is this possible?
return extended
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)
p0 = ShapelyPoint(initial.x, initial.y)
p1 = ShapelyPoint(extended.x, extended.y)
line = LineString([p0, p1])
distance = to_cp.size * GROUND_DISTANCE_FACTOR
attackers_location = position.point_from_heading(attack_heading, distance)
attackers_location = Conflict._find_ground_position(
attackers_location, int(distance * 2),
_heading_sum(attack_heading, 180), theater)
intersection = line.intersection(
theater.landmap.inclusion_zone_only.boundary)
if intersection.is_empty:
# Max extent does not intersect with the boundary of the inclusion
# zone, so the full front line is usable. This does assume that the
# front line was centered on a valid location.
return extended
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(
defenders_location, int(distance * 2),
_heading_sum(defense_heading, 180), theater)
# Otherwise extend the front line only up to the intersection.
return initial.point_from_heading(heading, p0.distance(intersection))
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, random.randint(0, int(distance)))
attackers_position = attack_position.point_from_heading(heading - 90, AIR_DISTANCE)
defenders_position = attack_position.point_from_heading(heading + 90, random.randint(*CAP_CAS_DISTANCE))
return cls(
position=position,
heading=heading,
distance=distance,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
air_attackers_location=attackers_position,
air_defenders_location=defenders_position,
)
@classmethod
def ground_base_attack(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
position = to_cp.position
attack_heading = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
distance = to_cp.size * GROUND_DISTANCE_FACTOR
defenders_location = position.point_from_heading(defense_heading, distance)
defenders_location = Conflict._find_ground_position(
defenders_location, int(distance * 2),
_heading_sum(defense_heading, 180), theater)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=defenders_location,
air_attackers_location=position.point_from_heading(attack_heading, AIR_DISTANCE),
air_defenders_location=position
)
@classmethod
def naval_intercept_position(cls, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
radial = random.choice(to_cp.sea_radials)
initial_distance = min(int(from_cp.position.distance_to_point(to_cp.position) * NAVAL_INTERCEPT_DISTANCE_FACTOR), NAVAL_INTERCEPT_DISTANCE_MAX)
initial_position = to_cp.position.point_from_heading(radial, initial_distance)
for offset in range(0, initial_distance, NAVAL_INTERCEPT_STEP):
position = initial_position.point_from_heading(_opposite_heading(radial), offset)
if not theater.is_on_land(position):
break
return position
@classmethod
def naval_intercept_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, position: Point, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
attacker_heading = from_cp.position.heading_between_point(to_cp.position)
return cls(
position=position,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=None,
ground_defenders_location=position,
air_attackers_location=position.point_from_heading(attacker_heading, AIR_DISTANCE),
air_defenders_location=position.point_from_heading(_opposite_heading(attacker_heading), AIR_DISTANCE)
)
@classmethod
def transport_conflict(cls, attacker_name: str, defender_name: str, attacker: Country, defender: Country, from_cp: ControlPoint, to_cp: ControlPoint, theater: ConflictTheater):
frontline_position, heading = cls.frontline_position(theater, from_cp, to_cp)
initial_dest = frontline_position.point_from_heading(heading, TRANSPORT_FRONTLINE_DIST)
dest = cls._find_ground_position(initial_dest, from_cp.position.distance_to_point(to_cp.position) / 3, heading, theater)
if not dest:
radial = to_cp.find_radial(to_cp.position.heading_between_point(from_cp.position))
dest = to_cp.position.point_from_heading(radial, to_cp.size * GROUND_DISTANCE_FACTOR)
return cls(
position=dest,
theater=theater,
from_cp=from_cp,
to_cp=to_cp,
attackers_side=attacker_name,
defenders_side=defender_name,
attackers_country=attacker,
defenders_country=defender,
ground_attackers_location=from_cp.position,
ground_defenders_location=frontline_position,
air_attackers_location=from_cp.position.point_from_heading(0, 100),
air_defenders_location=frontline_position
)

View File

@@ -21,7 +21,7 @@ class EnvironmentGenerator:
def set_fog(self, fog: Optional[Fog]) -> None:
if fog is None:
return
self.mission.weather.fog_visibility = fog.visibility.meters
self.mission.weather.fog_visibility = fog.visibility
self.mission.weather.fog_thickness = fog.thickness
def set_wind(self, wind: WindConditions) -> None:

View File

@@ -8,12 +8,13 @@ from dcs.ships import (
Type_052C_Destroyer,
Type_052B_Destroyer,
Type_054A_Frigate,
CGN_1144_2_Pyotr_Velikiy,
)
from game.factions.faction import Faction
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.theater.theatergroundobject import TheaterGroundObject
from theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
@@ -26,8 +27,10 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
include_frigate = random.choice([True, True, False])
include_dd = random.choice([True, False])
if not any([include_frigate, include_dd]):
include_frigate = True
if include_dd:
include_cc = random.choice([True, False])
else:
include_cc = False
if include_frigate:
self.add_unit(Type_054A_Frigate, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
@@ -35,8 +38,12 @@ class ChineseNavyGroupGenerator(ShipGroupGenerator):
if include_dd:
dd_type = random.choice([Type_052C_Destroyer, Type_052B_Destroyer])
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
if include_cc:
cc_type = random.choice([CGN_1144_2_Pyotr_Velikiy])
self.add_unit(cc_type, "CC1", self.position.x, self.position.y, self.heading)
self.get_generated_group().points[0].speed = 20

View File

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

View File

@@ -8,6 +8,7 @@ from dcs.ships import (
FFG_11540_Neustrashimy,
FF_1135M_Rezky,
CG_1164_Moskva,
CGN_1144_2_Pyotr_Velikiy,
SSK_877,
SSK_641B
)
@@ -15,7 +16,7 @@ from dcs.ships import (
from gen.fleet.dd_group import DDGroupGenerator
from gen.sam.group_generator import ShipGroupGenerator
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
from theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
@@ -34,9 +35,6 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
else:
include_cc = False
if not any([include_frigate, include_dd, include_cc]):
include_frigate = True
if include_frigate:
frigate_type = random.choice([FFL_1124_4_Grisha, FSG_1241_1MP_Molniya])
self.add_unit(frigate_type, "FF1", self.position.x + 1200, self.position.y + 900, self.heading)
@@ -44,13 +42,12 @@ class RussianNavyGroupGenerator(ShipGroupGenerator):
if include_dd:
dd_type = random.choice([FFG_11540_Neustrashimy, FF_1135M_Rezky])
self.add_unit(dd_type, "DD1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "DD2", self.position.x + 2400, self.position.y - 900, self.heading)
self.add_unit(dd_type, "FF1", self.position.x + 2400, self.position.y + 900, self.heading)
self.add_unit(dd_type, "FF2", self.position.x + 2400, self.position.y - 900, self.heading)
if include_cc:
# Only include the Moskva for now, the Pyotry Velikiy is an unkillable monster.
# See https://github.com/Khopa/dcs_liberation/issues/567
self.add_unit(CG_1164_Moskva, "CC1", self.position.x, self.position.y, self.heading)
cc_type = random.choice([CG_1164_Moskva, CGN_1144_2_Pyotr_Velikiy])
self.add_unit(cc_type, "CC1", self.position.x, self.position.y, self.heading)
self.get_generated_group().points[0].speed = 20

View File

@@ -3,46 +3,28 @@ from __future__ import annotations
import logging
import operator
import random
from collections import defaultdict
from dataclasses import dataclass, field
from dataclasses import dataclass
from datetime import timedelta
from enum import Enum, auto
from typing import (
Dict,
Iterable,
Iterator,
List,
Optional,
Set,
TYPE_CHECKING,
Tuple,
Type,
)
from typing import Iterator, List, Optional, Set, TYPE_CHECKING, Tuple, Type
from dcs.unittype import FlyingType
from dcs.unittype import FlyingType, UnitType
from game import db
from game.data.radar_db import UNITS_WITH_RADAR
from game.infos.information import Information
from game.procurement import AircraftProcurementRequest
from game.theater import (
Airfield,
ControlPoint,
Fob,
FrontLine,
MissionTarget,
OffMapSpawn,
SamGroundObject,
TheaterGroundObject,
)
from game.theater.theatergroundobject import (
BuildingGroundObject,
EwrGroundObject,
NavalGroundObject,
VehicleGroupGroundObject,
)
from game.utils import Distance, nautical_miles
from game.utils import nm_to_meter
from gen import Conflict
from gen.ato import Package
from gen.flights.ai_flight_planner_db import aircraft_for_task
from gen.flights.ai_flight_planner_db import (
CAP_CAPABLE,
CAP_PREFERRED,
CAS_CAPABLE,
CAS_PREFERRED,
SEAD_CAPABLE,
SEAD_PREFERRED,
STRIKE_CAPABLE,
STRIKE_PREFERRED,
)
from gen.flights.closestairfields import (
ClosestAirfields,
ObjectiveDistanceCache,
@@ -53,6 +35,13 @@ from gen.flights.flight import (
)
from gen.flights.flightplan import FlightPlanBuilder
from gen.flights.traveltime import TotEstimator
from theater import (
ControlPoint,
FrontLine,
MissionTarget,
TheaterGroundObject,
SamGroundObject,
)
# Avoid importing some types that cause circular imports unless type checking.
if TYPE_CHECKING:
@@ -60,11 +49,6 @@ if TYPE_CHECKING:
from game.inventory import GlobalAircraftInventory
class EscortType(Enum):
AirToAir = auto()
Sead = auto()
@dataclass(frozen=True)
class ProposedFlight:
"""A flight outline proposed by the mission planner.
@@ -81,16 +65,10 @@ class ProposedFlight:
num_aircraft: int
#: The maximum distance between the objective and the departure airfield.
max_distance: Distance
#: The type of threat this flight defends against if it is an escort. Escort
#: flights will be pruned if the rest of the package is not threatened by
#: the threat they defend against. If this flight is not an escort, this
#: field is None.
escort_type: Optional[EscortType] = field(default=None)
max_distance: int
def __str__(self) -> str:
return f"{self.task} {self.num_aircraft} ship"
return f"{self.task.name} {self.num_aircraft} ship"
@dataclass(frozen=True)
@@ -125,7 +103,7 @@ class AircraftAllocator:
def find_aircraft_for_flight(
self, flight: ProposedFlight
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
) -> Optional[Tuple[ControlPoint, UnitType]]:
"""Finds aircraft suitable for the given mission.
Searches for aircraft capable of performing the given mission within the
@@ -144,13 +122,51 @@ class AircraftAllocator:
on subsequent calls. If the found aircraft are not used, the caller is
responsible for returning them to the inventory.
"""
return self.find_aircraft_of_type(
flight, aircraft_for_task(flight.task)
result = self.find_aircraft_of_type(
flight, self.preferred_aircraft_for_task(flight.task)
)
if result is not None:
return result
return self.find_aircraft_of_type(
flight, self.capable_aircraft_for_task(flight.task)
)
@staticmethod
def preferred_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_PREFERRED
elif task == FlightType.CAS:
return CAS_PREFERRED
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_PREFERRED
elif task == FlightType.STRIKE:
return STRIKE_PREFERRED
elif task == FlightType.ESCORT:
return CAP_PREFERRED
else:
return []
@staticmethod
def capable_aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_CAPABLE
elif task == FlightType.CAS:
return CAS_CAPABLE
elif task in (FlightType.DEAD, FlightType.SEAD):
return SEAD_CAPABLE
elif task == FlightType.STRIKE:
return STRIKE_CAPABLE
elif task == FlightType.ESCORT:
return CAP_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []
def find_aircraft_of_type(
self, flight: ProposedFlight, types: List[Type[FlyingType]],
) -> Optional[Tuple[ControlPoint, Type[FlyingType]]]:
) -> Optional[Tuple[ControlPoint, UnitType]]:
airfields_in_range = self.closest_airfields.airfields_within(
flight.max_distance
)
@@ -159,8 +175,6 @@ class AircraftAllocator:
continue
inventory = self.global_inventory.for_control_point(airfield)
for aircraft, available in inventory.all_aircraft:
if not airfield.can_operate(aircraft):
continue
if aircraft in types and available >= flight.num_aircraft:
inventory.remove_aircraft(aircraft, flight.num_aircraft)
return airfield, aircraft
@@ -175,11 +189,7 @@ class PackageBuilder:
closest_airfields: ClosestAirfields,
global_inventory: GlobalAircraftInventory,
is_player: bool,
package_country: str,
start_type: str) -> None:
self.closest_airfields = closest_airfields
self.is_player = is_player
self.package_country = package_country
self.package = Package(location)
self.allocator = AircraftAllocator(closest_airfields, global_inventory,
is_player)
@@ -198,32 +208,11 @@ class PackageBuilder:
if assignment is None:
return False
airfield, aircraft = assignment
if isinstance(airfield, OffMapSpawn):
start_type = "In Flight"
else:
start_type = self.start_type
flight = Flight(self.package, self.package_country, aircraft, plan.num_aircraft, plan.task,
start_type, departure=airfield, arrival=airfield,
divert=self.find_divert_field(aircraft, airfield))
flight = Flight(self.package, aircraft, plan.num_aircraft, airfield,
plan.task, self.start_type)
self.package.add_flight(flight)
return True
def find_divert_field(self, aircraft: Type[FlyingType],
arrival: ControlPoint) -> Optional[ControlPoint]:
divert_limit = nautical_miles(150)
for airfield in self.closest_airfields.airfields_within(divert_limit):
if airfield.captured != self.is_player:
continue
if airfield == arrival:
continue
if not airfield.can_operate(aircraft):
continue
if isinstance(airfield, OffMapSpawn):
continue
return airfield
return None
def build(self) -> Package:
"""Returns the built package."""
return self.package
@@ -240,8 +229,8 @@ class ObjectiveFinder:
"""Identifies potential objectives for the mission planner."""
# TODO: Merge into doctrine.
AIRFIELD_THREAT_RANGE = nautical_miles(150)
SAM_THREAT_RANGE = nautical_miles(100)
AIRFIELD_THREAT_RANGE = nm_to_meter(150)
SAM_THREAT_RANGE = nm_to_meter(100)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
@@ -254,9 +243,7 @@ class ObjectiveFinder:
found_targets: Set[str] = set()
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
is_ewr = isinstance(ground_object, EwrGroundObject)
is_sam = isinstance(ground_object, SamGroundObject)
if not is_ewr and not is_sam:
if not isinstance(ground_object, SamGroundObject):
continue
if ground_object.is_dead:
@@ -265,7 +252,7 @@ class ObjectiveFinder:
if ground_object.name in found_targets:
continue
if not ground_object.has_radar:
if not self.object_has_radar(ground_object):
continue
# TODO: Yield in order of most threatening.
@@ -275,66 +262,22 @@ class ObjectiveFinder:
yield ground_object
found_targets.add(ground_object.name)
def threatening_sams(self) -> Iterator[MissionTarget]:
def threatening_sams(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy SAMs in threat range of friendly control points.
SAM sites are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_sams())
def enemy_vehicle_groups(self) -> Iterator[VehicleGroupGroundObject]:
"""Iterates over all enemy vehicle groups."""
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, VehicleGroupGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_vehicle_groups(self) -> Iterator[MissionTarget]:
"""Iterates over enemy vehicle groups near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_vehicle_groups())
def enemy_ships(self) -> Iterator[NavalGroundObject]:
for cp in self.enemy_control_points():
for ground_object in cp.ground_objects:
if not isinstance(ground_object, NavalGroundObject):
continue
if ground_object.is_dead:
continue
yield ground_object
def threatening_ships(self) -> Iterator[MissionTarget]:
"""Iterates over enemy ships near friendly control points.
Groups are sorted by their closest proximity to any friendly control
point (airfield or fleet).
"""
return self._targets_by_range(self.enemy_ships())
def _targets_by_range(
self,
targets: Iterable[MissionTarget]) -> Iterator[MissionTarget]:
target_ranges: List[Tuple[MissionTarget, int]] = []
for target in targets:
sams: List[Tuple[TheaterGroundObject, int]] = []
for sam in self.enemy_sams():
ranges: List[int] = []
for cp in self.friendly_control_points():
ranges.append(target.distance_to(cp))
target_ranges.append((target, min(ranges)))
ranges.append(sam.distance_to(cp))
sams.append((sam, min(ranges)))
target_ranges = sorted(target_ranges, key=operator.itemgetter(1))
for target, _range in target_ranges:
yield target
sams = sorted(sams, key=operator.itemgetter(1))
for sam, _range in sams:
yield sam
def strike_targets(self) -> Iterator[TheaterGroundObject]:
"""Iterates over enemy strike targets.
@@ -343,40 +286,11 @@ class ObjectiveFinder:
point (airfield or fleet).
"""
targets: List[Tuple[TheaterGroundObject, int]] = []
# Building objectives are made of several individual TGOs (one per
# building).
# Control points might have the same ground object several times, for
# some reason.
found_targets: Set[str] = set()
for enemy_cp in self.enemy_control_points():
for ground_object in enemy_cp.ground_objects:
# TODO: Reuse ground_object.mission_types.
# The mission types for ground objects are currently not
# accurate because we include things like strike and BAI for all
# targets since they have different planning behavior (waypoint
# generation is better for players with strike when the targets
# are stationary, AI behavior against weaker air defenses is
# better with BAI), so that's not a useful filter. Once we have
# better control over planning profiles and target dependent
# loadouts we can clean this up.
if isinstance(ground_object, VehicleGroupGroundObject):
# BAI target, not strike target.
continue
if isinstance(ground_object, NavalGroundObject):
# Anti-ship target, not strike target.
continue
if isinstance(ground_object, SamGroundObject):
# SAMs are targeted by DEAD. No need to double plan.
continue
is_building = isinstance(ground_object, BuildingGroundObject)
is_fob = isinstance(enemy_cp, Fob)
if is_building and is_fob and ground_object.airbase_group:
# This is the FOB structure itself. Can't be repaired or
# targeted by the player, so shouldn't be targetable by the
# AI.
continue
if ground_object.is_dead:
continue
if ground_object.name in found_targets:
@@ -390,6 +304,15 @@ class ObjectiveFinder:
for target, _range in targets:
yield target
@staticmethod
def object_has_radar(ground_object: TheaterGroundObject) -> bool:
"""Returns True if the ground object contains a unit with radar."""
for group in ground_object.groups:
for unit in group.units:
if db.unit_type_from_name(unit.type) in UNITS_WITH_RADAR:
return True
return False
def front_lines(self) -> Iterator[FrontLine]:
"""Iterates over all active front lines in the theater."""
for cp in self.friendly_control_points():
@@ -398,7 +321,7 @@ class ObjectiveFinder:
continue
if Conflict.has_frontline_between(cp, connected):
yield FrontLine(cp, connected, self.game.theater)
yield FrontLine(cp, connected)
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.
@@ -407,9 +330,6 @@ class ObjectiveFinder:
CP.
"""
for cp in self.friendly_control_points():
if isinstance(cp, OffMapSpawn):
# Off-map spawn locations don't need protection.
continue
airfields_in_proximity = self.closest_airfields_to(cp)
airfields_in_threat_range = airfields_in_proximity.airfields_within(
self.AIRFIELD_THREAT_RANGE
@@ -419,15 +339,6 @@ class ObjectiveFinder:
yield cp
break
def oca_targets(self, min_aircraft: int) -> Iterator[MissionTarget]:
airfields = []
for control_point in self.enemy_control_points():
if not isinstance(control_point, Airfield):
continue
if control_point.base.total_aircraft >= min_aircraft:
airfields.append(control_point)
return self._targets_by_range(airfields)
def friendly_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over all friendly control points."""
return (c for c in self.game.theater.controlpoints if
@@ -480,57 +391,31 @@ class CoalitionMissionPlanner:
"""
# TODO: Merge into doctrine, also limit by aircraft.
MAX_CAP_RANGE = nautical_miles(100)
MAX_CAS_RANGE = nautical_miles(50)
MAX_ANTISHIP_RANGE = nautical_miles(150)
MAX_BAI_RANGE = nautical_miles(150)
MAX_OCA_RANGE = nautical_miles(150)
MAX_SEAD_RANGE = nautical_miles(150)
MAX_STRIKE_RANGE = nautical_miles(150)
MAX_CAP_RANGE = nm_to_meter(100)
MAX_CAS_RANGE = nm_to_meter(50)
MAX_SEAD_RANGE = nm_to_meter(150)
MAX_STRIKE_RANGE = nm_to_meter(150)
def __init__(self, game: Game, is_player: bool) -> None:
self.game = game
self.is_player = is_player
self.objective_finder = ObjectiveFinder(self.game, self.is_player)
self.ato = self.game.blue_ato if is_player else self.game.red_ato
self.threat_zones = self.game.threat_zone_for(not self.is_player)
self.procurement_requests: List[AircraftProcurementRequest] = []
def critical_missions(self) -> Iterator[ProposedMission]:
"""Identifies the most important missions to plan this turn.
Non-critical missions that cannot be fulfilled will create purchase
orders for the next turn. Critical missions will create a purchase order
unless the mission can be doubly fulfilled. In other words, the AI will
attempt to have *double* the aircraft it needs for these missions to
ensure that they can be planned again next turn even if all aircraft are
eliminated this turn.
"""
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
# Plan three rounds of CAP to give ~90 minutes coverage. Spacing
# these out appropriately is done in stagger_missions.
yield ProposedMission(cp, [
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
])
yield ProposedMission(cp, [
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
])
yield ProposedMission(cp, [
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
])
# Find front lines, plan CAS.
for front_line in self.objective_finder.front_lines():
yield ProposedMission(front_line, [
ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE),
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE,
EscortType.AirToAir),
])
def propose_missions(self) -> Iterator[ProposedMission]:
"""Identifies and iterates over potential mission in priority order."""
yield from self.critical_missions()
# Find friendly CPs within 100 nmi from an enemy airfield, plan CAP.
for cp in self.objective_finder.vulnerable_control_points():
yield ProposedMission(cp, [
ProposedFlight(FlightType.BARCAP, 2, self.MAX_CAP_RANGE),
])
# Find front lines, plan CAP.
for front_line in self.objective_finder.front_lines():
yield ProposedMission(front_line, [
ProposedFlight(FlightType.TARCAP, 2, self.MAX_CAP_RANGE),
ProposedFlight(FlightType.CAS, 2, self.MAX_CAS_RANGE),
])
# Find enemy SAM sites with ranges that cover friendly CPs, front lines,
# or objects, plan DEAD.
@@ -540,55 +425,16 @@ class CoalitionMissionPlanner:
yield ProposedMission(sam, [
ProposedFlight(FlightType.DEAD, 2, self.MAX_SEAD_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_SEAD_RANGE,
EscortType.AirToAir),
ProposedFlight(FlightType.ESCORT, 2, self.MAX_SEAD_RANGE),
])
for group in self.objective_finder.threatening_ships():
yield ProposedMission(group, [
ProposedFlight(FlightType.ANTISHIP, 2, self.MAX_ANTISHIP_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_ANTISHIP_RANGE,
EscortType.AirToAir),
])
for group in self.objective_finder.threatening_vehicle_groups():
yield ProposedMission(group, [
ProposedFlight(FlightType.BAI, 2, self.MAX_BAI_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_BAI_RANGE,
EscortType.AirToAir),
ProposedFlight(FlightType.SEAD, 2, self.MAX_OCA_RANGE,
EscortType.Sead),
])
for target in self.objective_finder.oca_targets(min_aircraft=20):
flights = [
ProposedFlight(FlightType.OCA_RUNWAY, 2, self.MAX_OCA_RANGE),
]
if self.game.settings.default_start_type == "Cold":
# Only schedule if the default start type is Cold. If the player
# has set anything else there are no targets to hit.
flights.append(ProposedFlight(FlightType.OCA_AIRCRAFT, 2,
self.MAX_OCA_RANGE))
flights.extend([
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_OCA_RANGE,
EscortType.AirToAir),
ProposedFlight(FlightType.SEAD, 2, self.MAX_OCA_RANGE,
EscortType.Sead),
])
yield ProposedMission(target, flights)
# Plan strike missions.
for target in self.objective_finder.strike_targets():
yield ProposedMission(target, [
ProposedFlight(FlightType.STRIKE, 2, self.MAX_STRIKE_RANGE),
# TODO: Max escort range.
ProposedFlight(FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE,
EscortType.AirToAir),
ProposedFlight(FlightType.SEAD, 2, self.MAX_STRIKE_RANGE,
EscortType.Sead),
ProposedFlight(FlightType.SEAD, 2, self.MAX_STRIKE_RANGE),
ProposedFlight(FlightType.ESCORT, 2, self.MAX_STRIKE_RANGE),
])
def plan_missions(self) -> None:
@@ -596,9 +442,6 @@ class CoalitionMissionPlanner:
for proposed_mission in self.propose_missions():
self.plan_mission(proposed_mission)
for critical_mission in self.critical_missions():
self.plan_mission(critical_mission, reserves=True)
self.stagger_missions()
for cp in self.objective_finder.friendly_control_points():
@@ -607,128 +450,42 @@ class CoalitionMissionPlanner:
self.message("Unused aircraft",
f"{available} {aircraft.id} from {cp}")
def plan_flight(self, mission: ProposedMission, flight: ProposedFlight,
builder: PackageBuilder, missing_types: Set[FlightType],
for_reserves: bool) -> None:
if not builder.plan_flight(flight):
missing_types.add(flight.task)
purchase_order = AircraftProcurementRequest(
near=mission.location,
range=flight.max_distance,
task_capability=flight.task,
number=flight.num_aircraft
)
if for_reserves:
# Reserves are planned for critical missions, so prioritize
# those orders over aircraft needed for non-critical missions.
self.procurement_requests.insert(0, purchase_order)
else:
self.procurement_requests.append(purchase_order)
def scrub_mission_missing_aircraft(
self, mission: ProposedMission, builder: PackageBuilder,
missing_types: Set[FlightType],
not_attempted: Iterable[ProposedFlight],
reserves: bool) -> None:
# Try to plan the rest of the mission just so we can count the missing
# types to buy.
for flight in not_attempted:
self.plan_flight(mission, flight, builder, missing_types, reserves)
missing_types_str = ", ".join(
sorted([t.name for t in missing_types]))
builder.release_planned_aircraft()
desc = "reserve aircraft" if reserves else "aircraft"
self.message(
"Insufficient aircraft",
f"Not enough {desc} in range for {mission.location.name} "
f"capable of: {missing_types_str}")
def check_needed_escorts(
self, builder: PackageBuilder) -> Dict[EscortType, bool]:
threats = defaultdict(bool)
for flight in builder.package.flights:
if self.threat_zones.threatened_by_aircraft(flight):
threats[EscortType.AirToAir] = True
if self.threat_zones.threatened_by_air_defense(flight):
threats[EscortType.Sead] = True
return threats
def plan_mission(self, mission: ProposedMission,
reserves: bool = False) -> None:
def plan_mission(self, mission: ProposedMission) -> None:
"""Allocates aircraft for a proposed mission and adds it to the ATO."""
if self.is_player:
package_country = self.game.player_country
if self.game.settings.perf_ai_parking_start:
start_type = "Cold"
else:
package_country = self.game.enemy_country
start_type = "Warm"
builder = PackageBuilder(
mission.location,
self.objective_finder.closest_airfields_to(mission.location),
self.game.aircraft_inventory,
self.is_player,
package_country,
self.game.settings.default_start_type
start_type
)
# Attempt to plan all the main elements of the mission first. Escorts
# will be planned separately so we can prune escorts for packages that
# are not expected to encounter that type of threat.
missing_types: Set[FlightType] = set()
escorts = []
for proposed_flight in mission.flights:
if proposed_flight.escort_type is not None:
# Escorts are planned after the primary elements of the package.
# If the package does not need escorts they may be pruned.
escorts.append(proposed_flight)
continue
self.plan_flight(mission, proposed_flight, builder, missing_types,
reserves)
if not builder.plan_flight(proposed_flight):
missing_types.add(proposed_flight.task)
if missing_types:
self.scrub_mission_missing_aircraft(mission, builder, missing_types,
escorts, reserves)
return
# Create flight plans for the main flights of the package so we can
# determine threats. This is done *after* creating all of the flights
# rather than as each flight is added because the flight plan for
# flights that will rendezvous with their package will be affected by
# the other flights in the package. Escorts will not be able to
# contribute to this.
flight_plan_builder = FlightPlanBuilder(self.game, builder.package,
self.is_player)
for flight in builder.package.flights:
flight_plan_builder.populate_flight_plan(flight)
needed_escorts = self.check_needed_escorts(builder)
for escort in escorts:
# This list was generated from the not None set, so this should be
# impossible.
assert escort.escort_type is not None
if needed_escorts[escort.escort_type]:
self.plan_flight(mission, escort, builder, missing_types,
reserves)
# Check again for unavailable aircraft. If the escort was required and
# none were found, scrub the mission.
if missing_types:
self.scrub_mission_missing_aircraft(mission, builder, missing_types,
escorts, reserves)
return
if reserves:
# Mission is planned reserves which will not be used this turn.
# Return reserves to the inventory.
missing_types_str = ", ".join(
sorted([t.name for t in missing_types]))
builder.release_planned_aircraft()
self.message(
"Insufficient aircraft",
f"Not enough aircraft in range for {mission.location.name} "
f"capable of: {missing_types_str}")
return
package = builder.build()
# Add flight plans for escorts.
flight_plan_builder = FlightPlanBuilder(self.game, package,
self.is_player)
for flight in package.flights:
if not flight.flight_plan.waypoints:
flight_plan_builder.populate_flight_plan(flight)
flight_plan_builder.populate_flight_plan(flight)
self.ato.add_package(package)
def stagger_missions(self) -> None:
@@ -739,14 +496,8 @@ class CoalitionMissionPlanner:
error = random.randint(-margin, margin)
yield timedelta(minutes=max(0, time + error))
dca_types = {
FlightType.BARCAP,
FlightType.TARCAP,
}
dca_types = (FlightType.BARCAP, FlightType.INTERCEPTION)
previous_cap_end_time: Dict[MissionTarget, timedelta] = defaultdict(
timedelta
)
non_dca_packages = [p for p in self.ato.packages if
p.primary_task not in dca_types]
@@ -759,22 +510,8 @@ class CoalitionMissionPlanner:
for package in self.ato.packages:
tot = TotEstimator(package).earliest_tot()
if package.primary_task in dca_types:
previous_end_time = previous_cap_end_time[package.target]
if tot > previous_end_time:
# Can't get there exactly on time, so get there ASAP. This
# will typically only happen for the first CAP at each
# target.
package.time_over_target = tot
else:
package.time_over_target = previous_end_time
departure_time = package.mission_departure_time
# Should be impossible for CAPs
if departure_time is None:
logging.error(
f"Could not determine mission end time for {package}")
continue
previous_cap_end_time[package.target] = departure_time
# All CAP missions should be on station ASAP.
package.time_over_target = tot
else:
# But other packages should be spread out a bit. Note that take
# times are delayed, but all aircraft will become active at

View File

@@ -1,6 +1,3 @@
import logging
from typing import List, Type
from dcs.helicopters import (
AH_1W,
AH_64A,
@@ -13,7 +10,6 @@ from dcs.helicopters import (
SA342L,
SA342M,
UH_1H,
SH_60B
)
from dcs.planes import (
AJS37,
@@ -40,6 +36,7 @@ from dcs.planes import (
F_4E,
F_5E_3,
F_86F_Sabre,
F_A_18C,
JF_17,
J_11A,
Ju_88A4,
@@ -64,7 +61,6 @@ from dcs.planes import (
P_51D,
P_51D_30_NA,
RQ_1A_Predator,
S_3B,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_17M4,
@@ -83,288 +79,392 @@ from dcs.planes import (
Tu_22M3,
Tu_95MS,
WingLoong_I,
I_16
)
from dcs.unittype import FlyingType
from gen.flights.flight import FlightType
# Interceptor are the aircraft prioritized for interception tasks
# If none is available, the AI will use regular CAP-capable aircraft instead
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.mb339.mb339 import MB_339PAN
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M, Rafale_B
from pydcs_extensions.su57.su57 import Su_57
from pydcs_extensions.hercules.hercules import Hercules
# All aircraft lists are in priority order. Aircraft higher in the list will be
# preferred over those lower in the list.
from pydcs_extensions.rafale.rafale import Rafale_A_S, Rafale_M
# TODO: These lists really ought to be era (faction) dependent.
# Factions which have F-5s, F-86s, and A-4s will should prefer F-5s for CAP, but
# factions that also have F-4s should not.
from pydcs_extensions.su57.su57 import Su_57
INTERCEPT_CAPABLE = [
MiG_21Bis,
MiG_25PD,
MiG_31,
MiG_29S,
MiG_29A,
MiG_29G,
MiG_29K,
M_2000C,
Mirage_2000_5,
Rafale_M,
F_14A_135_GR,
F_14B,
F_15C,
]
# Used for CAP, Escort, and intercept if there is not a specialised aircraft available
CAP_CAPABLE = [
Su_57,
F_22A,
MiG_31,
F_14B,
F_14A_135_GR,
MiG_15bis,
MiG_19P,
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
Rafale_M,
Su_33,
Su_30,
MiG_29A,
MiG_29G,
MiG_29S,
MiG_31,
Su_27,
J_11A,
JF_17,
Su_30,
Su_33,
Su_57,
M_2000C,
Mirage_2000_5,
F_86F_Sabre,
F_4E,
F_5E_3,
F_14A_135_GR,
F_14B,
F_15C,
MiG_29S,
MiG_29K,
MiG_29G,
MiG_29A,
F_16C_50,
FA_18C_hornet,
F_15E,
F_16A,
F_4E,
JF_17,
MiG_23MLD,
MiG_21Bis,
Mirage_2000_5,
M_2000C,
F_5E_3,
MiG_19P,
A_4E_C,
F_86F_Sabre,
MiG_15bis,
F_16C_50,
FA_18C_hornet,
C_101CC,
L_39ZA,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
P_47D_30,
P_47D_30bl1,
P_47D_40,
I_16,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
A_4E_C,
Rafale_M,
]
CAP_PREFERRED = [
MiG_15bis,
MiG_19P,
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_29A,
MiG_29G,
MiG_29S,
MiG_31,
Su_27,
J_11A,
Su_30,
Su_33,
Su_57,
M_2000C,
Mirage_2000_5,
F_86F_Sabre,
F_14A_135_GR,
F_14B,
F_15C,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
Rafale_M,
]
# Used for CAS (Close air support) and BAI (Battlefield Interdiction)
CAS_CAPABLE = [
A_10C_2,
A_10C,
B_1B,
F_14B,
F_14A_135_GR,
Su_25TM,
Su_25T,
MiG_15bis,
MiG_29A,
MiG_27K,
MiG_29S,
Su_17M4,
Su_24M,
Su_24MR,
Su_25,
Su_25T,
Su_25TM,
Su_34,
JF_17,
M_2000C,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
F_86F_Sabre,
F_5E_3,
F_14A_135_GR,
F_14B,
F_15E,
F_16A,
F_16C_50,
FA_18C_hornet,
Rafale_A_S,
Rafale_B,
Tornado_GR4,
B_1B,
Tornado_IDS,
JF_17,
A_10A,
A_4E_C,
AJS37,
Su_24MR,
Su_24M,
Su_17M4,
AV8BNA,
S_3B,
Su_34,
Su_30,
MiG_29S,
MiG_27K,
MiG_29A,
AH_64D,
AH_64A,
AH_1W,
OH_58D,
SA342M,
SA342L,
Ka_50,
Mi_28N,
Mi_24V,
Mi_8MT,
UH_1H,
MiG_15bis,
M_2000C,
F_5E_3,
F_86F_Sabre,
Tornado_GR4,
C_101CC,
MB_339PAN,
L_39ZA,
A_20G,
P_47D_40,
P_47D_30bl1,
P_47D_30,
AJS37,
SA342M,
SA342L,
OH_58D,
AH_64A,
AH_64D,
AH_1W,
UH_1H,
Mi_8MT,
Mi_28N,
Mi_24V,
Ka_50,
P_51D_30_NA,
P_51D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
A_20G,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
A_4E_C,
Rafale_A_S,
WingLoong_I,
MQ_9_Reaper,
RQ_1A_Predator,
RQ_1A_Predator
]
# Aircraft used for SEAD tasks
SEAD_CAPABLE = [
JF_17,
F_16C_50,
FA_18C_hornet,
Tornado_IDS,
CAS_PREFERRED = [
Su_17M4,
Su_24M,
Su_24MR,
Su_25,
Su_25T,
Su_25TM,
Rafale_A_S,
Rafale_B,
F_4E,
A_4E_C,
AV8BNA,
Su_24M,
Su_17M4,
Su_34,
Su_30,
MiG_27K,
JF_17,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
F_15E,
Tornado_GR4,
F_117A,
B_17G,
A_20G,
P_47D_40,
P_47D_30bl1,
C_101CC,
MB_339PAN,
L_39ZA,
AJS37,
SA342M,
SA342L,
OH_58D,
AH_64A,
AH_64D,
AH_1W,
UH_1H,
Mi_8MT,
Mi_28N,
Mi_24V,
Ka_50,
P_47D_30,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
P_47D_30bl1,
P_47D_40,
A_20G,
A_4E_C,
Rafale_A_S,
WingLoong_I,
MQ_9_Reaper,
RQ_1A_Predator
]
# Aircraft used for SEAD / DEAD tasks
SEAD_CAPABLE = [
F_4E,
FA_18C_hornet,
F_15E,
F_16C_50,
AV8BNA,
JF_17,
# Aircraft used for DEAD tasks
DEAD_CAPABLE = [
AJS37,
F_14B,
F_14A_135_GR,
B_1B,
B_52H,
Tu_160,
Tu_95MS,
] + SEAD_CAPABLE
Su_24M,
Su_25T,
Su_25TM,
Su_17M4,
Su_30,
Su_34,
MiG_27K,
Tornado_IDS,
Tornado_GR4,
A_4E_C,
Rafale_A_S
]
SEAD_PREFERRED = [
F_4E,
Su_25T,
Tornado_IDS,
]
# Aircraft used for Strike mission
STRIKE_CAPABLE = [
F_117A,
B_1B,
B_52H,
MiG_15bis,
MiG_27K,
MB_339PAN,
Su_17M4,
Su_24M,
Su_24MR,
Su_25,
Su_25T,
Su_34,
Tu_160,
Tu_95MS,
Tu_22M3,
Tu_95MS,
JF_17,
M_2000C,
A_10A,
A_10C,
A_10C_2,
AV8BNA,
F_86F_Sabre,
F_5E_3,
F_14A_135_GR,
F_14B,
F_15E,
AJS37,
Rafale_A_S,
Rafale_B,
Tornado_GR4,
F_16A,
F_16C_50,
FA_18C_hornet,
F_16A,
F_14B,
F_14A_135_GR,
B_1B,
B_52H,
F_117A,
Tornado_IDS,
Su_17M4,
Su_24MR,
Su_24M,
Su_25TM,
Su_25T,
Su_25,
Su_34,
Su_33,
Su_30,
Su_27,
MiG_29S,
MiG_29K,
MiG_29G,
MiG_29A,
JF_17,
A_10C_2,
A_10C,
AV8BNA,
S_3B,
A_4E_C,
M_2000C,
MiG_27K,
MiG_21Bis,
MiG_15bis,
F_5E_3,
F_86F_Sabre,
MB_339PAN,
Tornado_GR4,
C_101CC,
L_39ZA,
B_17G,
A_20G,
P_47D_40,
P_47D_30bl1,
P_47D_30,
AJS37,
P_51D_30_NA,
P_51D,
P_47D_30,
P_47D_30bl1,
P_47D_40,
A_20G,
B_17G,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
Bf_109K_4,
FW_190D9,
FW_190A8,
A_4E_C,
Rafale_A_S
]
STRIKE_PREFERRED = [
AJS37,
A_20G,
B_17G,
B_1B,
B_52H,
F_117A,
F_15E,
Tornado_GR4,
Tu_160,
Tu_22M3,
Tu_95MS,
]
ANTISHIP_CAPABLE = [
AJS37,
Tu_22M3,
FA_18C_hornet,
Rafale_A_S,
Rafale_B,
Su_24M,
Su_17M4,
F_A_18C,
F_15E,
AV8BNA,
JF_17,
Su_34,
Su_30,
F_16A,
F_16C_50,
A_10C,
A_10C_2,
A_10A,
Tornado_IDS,
Tornado_GR4,
AV8BNA,
S_3B,
A_20G,
Ju_88A4,
C_101CC,
SH_60B,
]
# Duplicates some list entries but that's fine.
RUNWAY_ATTACK_CAPABLE = [
JF_17,
Su_34,
Su_30,
Tornado_IDS,
] + STRIKE_CAPABLE
# For any aircraft that isn't necessarily directly involved in strike
# missions in a direct combat sense, but can transport objects and infantry.
TRANSPORT_CAPABLE = [
Hercules,
Mi_8MT,
UH_1H,
Rafale_A_S
]
DRONES = [
@@ -372,30 +472,3 @@ DRONES = [
RQ_1A_Predator,
WingLoong_I
]
def aircraft_for_task(task: FlightType) -> List[Type[FlyingType]]:
cap_missions = (FlightType.BARCAP, FlightType.TARCAP)
if task in cap_missions:
return CAP_CAPABLE
elif task == FlightType.ANTISHIP:
return ANTISHIP_CAPABLE
elif task == FlightType.BAI:
return CAS_CAPABLE
elif task == FlightType.CAS:
return CAS_CAPABLE
elif task == FlightType.SEAD:
return SEAD_CAPABLE
elif task == FlightType.DEAD:
return DEAD_CAPABLE
elif task == FlightType.OCA_AIRCRAFT:
return CAS_CAPABLE
elif task == FlightType.OCA_RUNWAY:
return RUNWAY_ATTACK_CAPABLE
elif task == FlightType.STRIKE:
return STRIKE_CAPABLE
elif task == FlightType.ESCORT:
return CAP_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []

View File

@@ -1,12 +1,7 @@
"""Objective adjacency lists."""
from __future__ import annotations
from typing import Dict, Iterator, List, Optional
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING
from game.utils import Distance
if TYPE_CHECKING:
from game.theater import ConflictTheater, ControlPoint, MissionTarget
from theater import ConflictTheater, ControlPoint, MissionTarget
class ClosestAirfields:
@@ -15,25 +10,18 @@ class ClosestAirfields:
def __init__(self, target: MissionTarget,
all_control_points: List[ControlPoint]) -> None:
self.target = target
# This cache is configured once on load, so it's important that it is
# complete and deterministic to avoid different behaviors across loads.
# E.g. https://github.com/Khopa/dcs_liberation/issues/819
self.closest_airfields: List[ControlPoint] = sorted(
all_control_points, key=lambda c: self.target.distance_to(c)
)
@property
def operational_airfields(self) -> Iterator[ControlPoint]:
return (c for c in self.closest_airfields if c.runway_is_operational())
def airfields_within(self, distance: Distance) -> Iterator[ControlPoint]:
def airfields_within(self, meters: int) -> Iterator[ControlPoint]:
"""Iterates over all airfields within the given range of the target.
Note that this iterates over *all* airfields, not just friendly
airfields.
"""
for cp in self.closest_airfields:
if cp.distance_to(self.target) < distance.meters:
if cp.distance_to(self.target) < meters:
yield cp
else:
break

View File

@@ -1,18 +1,15 @@
from __future__ import annotations
from collections import defaultdict
from datetime import timedelta
from enum import Enum
from typing import Dict, List, Optional, TYPE_CHECKING, Type
from typing import Dict, List, Optional, TYPE_CHECKING
from dcs.mapping import Point
from dcs.point import MovingPoint, PointAction
from dcs.unittype import FlyingType
from game import db
from game.data.weapons import Weapon
from game.theater.controlpoint import ControlPoint, MissionTarget
from game.utils import Distance, meters
from theater.controlpoint import ControlPoint, MissionTarget
if TYPE_CHECKING:
from gen.ato import Package
@@ -20,22 +17,26 @@ if TYPE_CHECKING:
class FlightType(Enum):
TARCAP = "TARCAP"
BARCAP = "BARCAP"
CAS = "CAS"
INTERCEPTION = "Intercept"
STRIKE = "Strike"
ANTISHIP = "Anti-ship"
SEAD = "SEAD"
DEAD = "DEAD"
ESCORT = "Escort"
BAI = "BAI"
SWEEP = "Fighter sweep"
OCA_RUNWAY = "OCA/Runway"
OCA_AIRCRAFT = "OCA/Aircraft"
CAP = 0 # Do not use. Use BARCAP or TARCAP.
TARCAP = 1
BARCAP = 2
CAS = 3
INTERCEPTION = 4
STRIKE = 5
ANTISHIP = 6
SEAD = 7
DEAD = 8
ESCORT = 9
BAI = 10
def __str__(self) -> str:
return self.value
# Helos
TROOP_TRANSPORT = 11
LOGISTICS = 12
EVAC = 13
ELINT = 14
RECON = 15
EWAR = 16
class FlightWaypointType(Enum):
@@ -60,17 +61,12 @@ class FlightWaypointType(Enum):
LOITER = 18
INGRESS_ESCORT = 19
INGRESS_DEAD = 20
INGRESS_SWEEP = 21
INGRESS_BAI = 22
DIVERT = 23
INGRESS_OCA_RUNWAY = 24
INGRESS_OCA_AIRCRAFT = 25
class FlightWaypoint:
def __init__(self, waypoint_type: FlightWaypointType, x: float, y: float,
alt: Distance = meters(0)) -> None:
alt: int = 0) -> None:
"""Creates a flight waypoint.
Args:
@@ -86,15 +82,11 @@ class FlightWaypoint:
self.alt = alt
self.alt_type = "BARO"
self.name = ""
# TODO: Merge with pretty_name.
# Only used in the waypoint list in the flight edit page. No sense
# having three names. A short and long form is enough.
self.description = ""
self.targets: List[MissionTarget] = []
self.obj_name = ""
self.pretty_name = ""
self.only_for_player = False
self.flyover = False
# These are set very late by the air conflict generator (part of mission
# generation). We do it late so that we don't need to propagate changes
@@ -111,7 +103,7 @@ class FlightWaypoint:
def from_pydcs(cls, point: MovingPoint,
from_cp: ControlPoint) -> "FlightWaypoint":
waypoint = FlightWaypoint(FlightWaypointType.NAV, point.position.x,
point.position.y, meters(point.alt))
point.position.y, point.alt)
waypoint.alt_type = point.alt_type
# Other actions exist... but none of them *should* be the first
# waypoint for a flight.
@@ -136,26 +128,20 @@ class FlightWaypoint:
class Flight:
def __init__(self, package: Package, country: str, unit_type: Type[FlyingType],
count: int, flight_type: FlightType, start_type: str,
departure: ControlPoint, arrival: ControlPoint,
divert: Optional[ControlPoint],
custom_name: Optional[str] = None) -> None:
def __init__(self, package: Package, unit_type: FlyingType, count: int,
from_cp: ControlPoint, flight_type: FlightType,
start_type: str) -> None:
self.package = package
self.country = country
self.unit_type = unit_type
self.count = count
self.departure = departure
self.arrival = arrival
self.divert = divert
self.from_cp = from_cp
self.flight_type = flight_type
# TODO: Replace with FlightPlan.
self.targets: List[MissionTarget] = []
self.loadout: Dict[int, Optional[Weapon]] = {}
self.loadout: Dict[str, str] = {}
self.start_type = start_type
self.use_custom_loadout = False
self.client_count = 0
self.custom_name = custom_name
# Will be replaced with a more appropriate FlightPlan by
# FlightPlanBuilder, but an empty flight plan the flight begins with an
@@ -167,22 +153,10 @@ class Flight:
custom_waypoints=[]
)
@property
def from_cp(self) -> ControlPoint:
return self.departure
@property
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
def __repr__(self):
name = db.unit_type_name(self.unit_type)
if self.custom_name:
return f"{self.custom_name} {self.count} x {name}"
return f"[{self.flight_type}] {self.count} x {name}"
def __str__(self):
name = db.unit_get_expanded_info(self.country, self.unit_type, 'name')
if self.custom_name:
return f"{self.custom_name} {self.count} x {name}"
return f"[{self.flight_type}] {self.count} x {name}"
return self.flight_type.name + " | " + str(self.count) + "x" + db.unit_type_name(self.unit_type) \
+ " (" + str(len(self.points)) + " wpt)"

File diff suppressed because it is too large Load Diff

View File

@@ -3,19 +3,12 @@ from __future__ import annotations
import logging
import math
from datetime import timedelta
from typing import TYPE_CHECKING
from typing import Optional, TYPE_CHECKING
from dcs.mapping import Point
from dcs.unittype import FlyingType
from game.utils import (
Distance,
SPEED_OF_SOUND_AT_SEA_LEVEL,
Speed,
kph,
mach,
meters,
)
from game.utils import meter_to_nm
from gen.flights.flight import Flight
if TYPE_CHECKING:
@@ -25,7 +18,7 @@ if TYPE_CHECKING:
class GroundSpeed:
@classmethod
def for_flight(cls, flight: Flight, altitude: Distance) -> Speed:
def for_flight(cls, flight: Flight, altitude: int) -> int:
if not issubclass(flight.unit_type, FlyingType):
raise TypeError("Flight has non-flying unit")
@@ -34,50 +27,121 @@ class GroundSpeed:
# on fuel, but mission speed will be fast enough to keep the flight
# safer.
# DCS's max speed is in kph at 0 MSL.
max_speed = kph(flight.unit_type.max_speed)
if max_speed > SPEED_OF_SOUND_AT_SEA_LEVEL:
c_sound_sea_level = 661.5
# DCS's max speed is in kph at 0 MSL. Convert to knots.
max_speed = flight.unit_type.max_speed * 0.539957
if max_speed > c_sound_sea_level:
# Aircraft is supersonic. Limit to mach 0.8 to conserve fuel and
# account for heavily loaded jets.
return mach(0.8, altitude)
return int(cls.from_mach(0.8, altitude))
# For subsonic aircraft, assume the aircraft can reasonably perform at
# 80% of its maximum, and that it can maintain the same mach at altitude
# as it can at sea level. This probably isn't great assumption, but
# might. be sufficient given the wiggle room. We can come up with
# another heuristic if needed.
cruise_mach = max_speed.mach() * 0.8
return mach(cruise_mach, altitude)
mach = max_speed * 0.8 / c_sound_sea_level
return int(cls.from_mach(mach, altitude)) # knots
@staticmethod
def from_mach(mach: float, altitude: int) -> float:
"""Returns the ground speed in knots for the given mach and altitude.
Args:
mach: The mach number to convert to ground speed.
altitude: The altitude in feet.
Returns:
The ground speed corresponding to the given altitude and mach number
in knots.
"""
# https://www.grc.nasa.gov/WWW/K-12/airplane/atmos.html
if altitude <= 36152:
temperature_f = 59 - 0.00356 * altitude
else:
# There's another formula for altitudes over 82k feet, but we better
# not be planning waypoints that high...
temperature_f = -70
temperature_k = (temperature_f + 459.67) * (5 / 9)
# https://www.engineeringtoolbox.com/specific-heat-ratio-d_602.html
# Dependent on temperature, but varies very little (+/-0.001)
# between -40F and 180F.
heat_capacity_ratio = 1.4
# https://www.grc.nasa.gov/WWW/K-12/airplane/sound.html
gas_constant = 286 # m^2/s^2/K
c_sound = math.sqrt(heat_capacity_ratio * gas_constant * temperature_k)
# c_sound is in m/s, convert to knots.
return (c_sound * 1.944) * mach
class TravelTime:
@staticmethod
def between_points(a: Point, b: Point, speed: Speed) -> timedelta:
def between_points(a: Point, b: Point, speed: float) -> timedelta:
error_factor = 1.1
distance = meters(a.distance_to_point(b))
return timedelta(
hours=distance.nautical_miles / speed.knots * error_factor)
distance = meter_to_nm(a.distance_to_point(b))
return timedelta(hours=distance / speed * error_factor)
# TODO: Most if not all of this should move into FlightPlan.
class TotEstimator:
# An extra five minutes given as wiggle room. Expected to be spent at the
# hold point performing any last minute configuration.
HOLD_TIME = timedelta(minutes=5)
def __init__(self, package: Package) -> None:
self.package = package
@staticmethod
def mission_start_time(flight: Flight) -> timedelta:
startup_time = flight.flight_plan.startup_time()
if startup_time is None:
def mission_start_time(self, flight: Flight) -> timedelta:
takeoff_time = self.takeoff_time_for_flight(flight)
if takeoff_time is None:
# Could not determine takeoff time, probably due to a custom flight
# plan. Start immediately.
return timedelta()
return startup_time
startup_time = self.estimate_startup(flight)
ground_ops_time = self.estimate_ground_ops(flight)
start_time = takeoff_time - startup_time - ground_ops_time
# In case FP math has given us some barely below zero time, round to
# zero.
if math.isclose(start_time.total_seconds(), 0):
return timedelta()
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
# don't want them in the UI.
#
# Round down so *barely* above zero start times are just zero.
return timedelta(seconds=math.floor(start_time.total_seconds()))
def takeoff_time_for_flight(self, flight: Flight) -> Optional[timedelta]:
travel_time = self.travel_time_to_rendezvous_or_target(flight)
if travel_time is None:
from gen.flights.flightplan import CustomFlightPlan
if not isinstance(flight.flight_plan, CustomFlightPlan):
logging.warning(
"Found no rendezvous or target point. Cannot estimate "
f"takeoff time takeoff time for {flight}.")
return None
from gen.flights.flightplan import FormationFlightPlan
if isinstance(flight.flight_plan, FormationFlightPlan):
tot = flight.flight_plan.tot_for_waypoint(
flight.flight_plan.join)
if tot is None:
logging.warning(
"Could not determine the TOT of the join point. Takeoff "
f"time for {flight} will be immediate.")
return None
else:
tot = self.package.time_over_target
return tot - travel_time - self.HOLD_TIME
def earliest_tot(self) -> timedelta:
earliest_tot = max((
self.earliest_tot_for_flight(f) for f in self.package.flights
))
)) + self.HOLD_TIME
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
@@ -86,8 +150,7 @@ class TotEstimator:
# Round up so we don't get negative start times.
return timedelta(seconds=math.ceil(earliest_tot.total_seconds()))
@staticmethod
def earliest_tot_for_flight(flight: Flight) -> timedelta:
def earliest_tot_for_flight(self, flight: Flight) -> timedelta:
"""Estimate fastest time from mission start to the target position.
For BARCAP flights, this is time to race track start. This ensures that
@@ -103,18 +166,47 @@ class TotEstimator:
The earliest possible TOT for the given flight in seconds. Returns 0
if an ingress point cannot be found.
"""
# Clear the TOT, calculate the startup time. Negating the result gives
# the earliest possible start time.
orig_tot = flight.package.time_over_target
try:
flight.package.time_over_target = timedelta()
time = flight.flight_plan.startup_time()
finally:
flight.package.time_over_target = orig_tot
if time is None:
time_to_target = self.travel_time_to_target(flight)
if time_to_target is None:
logging.warning(f"Cannot estimate TOT for {flight}")
# Return 0 so this flight's travel time does not affect the rest
# of the package.
return timedelta()
return -time
startup = self.estimate_startup(flight)
ground_ops = self.estimate_ground_ops(flight)
return startup + ground_ops + time_to_target
@staticmethod
def estimate_startup(flight: Flight) -> timedelta:
if flight.start_type == "Cold":
if flight.client_count:
return timedelta(minutes=10)
else:
# The AI doesn't seem to have a real startup procedure.
return timedelta(minutes=2)
return timedelta()
@staticmethod
def estimate_ground_ops(flight: Flight) -> timedelta:
if flight.start_type in ("Runway", "In Flight"):
return timedelta()
if flight.from_cp.is_fleet:
return timedelta(minutes=2)
else:
return timedelta(minutes=5)
@staticmethod
def travel_time_to_target(flight: Flight) -> Optional[timedelta]:
if flight.flight_plan is None:
return None
return flight.flight_plan.travel_time_to_target
@staticmethod
def travel_time_to_rendezvous_or_target(
flight: Flight) -> Optional[timedelta]:
if flight.flight_plan is None:
return None
from gen.flights.flightplan import FormationFlightPlan
if isinstance(flight.flight_plan, FormationFlightPlan):
return flight.flight_plan.travel_time_to_rendezvous
return flight.flight_plan.travel_time_to_target

View File

@@ -1,55 +1,38 @@
from __future__ import annotations
import random
from dataclasses import dataclass
from typing import (
Iterable,
Iterator,
List,
Optional,
TYPE_CHECKING,
Tuple,
Union,
)
from typing import List, Optional, Tuple, Union
from dcs.mapping import Point
from dcs.unit import Unit
from dcs.unitgroup import VehicleGroup
if TYPE_CHECKING:
from game import Game
from game.theater import (
ControlPoint,
MissionTarget,
OffMapSpawn,
TheaterGroundObject,
)
from game.utils import Distance, meters, nautical_miles
from game.data.doctrine import Doctrine
from game.weather import Conditions
from theater import ControlPoint, MissionTarget, TheaterGroundObject
from .flight import Flight, FlightWaypoint, FlightWaypointType
@dataclass(frozen=True)
class StrikeTarget:
name: str
target: Union[VehicleGroup, TheaterGroundObject, Unit]
target: Union[TheaterGroundObject, Unit]
class WaypointBuilder:
def __init__(self, flight: Flight, game: Game, player: bool,
def __init__(self, conditions: Conditions, flight: Flight,
doctrine: Doctrine,
targets: Optional[List[StrikeTarget]] = None) -> None:
self.conditions = conditions
self.flight = flight
self.conditions = game.conditions
self.doctrine = game.faction_for(player).doctrine
self.threat_zones = game.threat_zone_for(not player)
self.navmesh = game.navmesh_for(player)
self.doctrine = doctrine
self.targets = targets
@property
def is_helo(self) -> bool:
return getattr(self.flight.unit_type, "helicopter", False)
def takeoff(self, departure: ControlPoint) -> FlightWaypoint:
@staticmethod
def takeoff(departure: ControlPoint) -> FlightWaypoint:
"""Create takeoff waypoint for the given arrival airfield or carrier.
Note that the takeoff waypoint will automatically be created by pydcs
@@ -60,97 +43,36 @@ class WaypointBuilder:
departure: Departure airfield or carrier.
"""
position = departure.position
if isinstance(departure, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Enter theater"
waypoint.pretty_name = "Enter theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.TAKEOFF,
position.x,
position.y,
meters(0)
)
waypoint.name = "TAKEOFF"
waypoint.alt_type = "RADIO"
waypoint.description = "Takeoff"
waypoint.pretty_name = "Takeoff"
waypoint = FlightWaypoint(
FlightWaypointType.TAKEOFF,
position.x,
position.y,
0
)
waypoint.name = "TAKEOFF"
waypoint.alt_type = "RADIO"
waypoint.description = "Takeoff"
waypoint.pretty_name = "Takeoff"
return waypoint
def land(self, arrival: ControlPoint) -> FlightWaypoint:
@staticmethod
def land(arrival: ControlPoint) -> FlightWaypoint:
"""Create descent waypoint for the given arrival airfield or carrier.
Args:
arrival: Arrival airfield or carrier.
"""
position = arrival.position
if isinstance(arrival, OffMapSpawn):
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.name = "NAV"
waypoint.alt_type = "BARO"
waypoint.description = "Exit theater"
waypoint.pretty_name = "Exit theater"
else:
waypoint = FlightWaypoint(
FlightWaypointType.LANDING_POINT,
position.x,
position.y,
meters(0)
)
waypoint.name = "LANDING"
waypoint.alt_type = "RADIO"
waypoint.description = "Land"
waypoint.pretty_name = "Land"
return waypoint
def divert(self,
divert: Optional[ControlPoint]) -> Optional[FlightWaypoint]:
"""Create divert waypoint for the given arrival airfield or carrier.
Args:
divert: Divert airfield or carrier.
"""
if divert is None:
return None
position = divert.position
if isinstance(divert, OffMapSpawn):
if self.is_helo:
altitude = meters(500)
else:
altitude = self.doctrine.rendezvous_altitude
altitude_type = "BARO"
else:
altitude = meters(0)
altitude_type = "RADIO"
waypoint = FlightWaypoint(
FlightWaypointType.DIVERT,
FlightWaypointType.LANDING_POINT,
position.x,
position.y,
altitude
0
)
waypoint.alt_type = altitude_type
waypoint.name = "DIVERT"
waypoint.description = "Divert"
waypoint.pretty_name = "Divert"
waypoint.only_for_player = True
waypoint.name = "LANDING"
waypoint.alt_type = "RADIO"
waypoint.description = "Land"
waypoint.pretty_name = "Land"
return waypoint
def hold(self, position: Point) -> FlightWaypoint:
@@ -158,9 +80,7 @@ class WaypointBuilder:
FlightWaypointType.LOITER,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.rendezvous_altitude
500 if self.is_helo else self.doctrine.rendezvous_altitude
)
waypoint.pretty_name = "Hold"
waypoint.description = "Wait until push time"
@@ -172,9 +92,7 @@ class WaypointBuilder:
FlightWaypointType.JOIN,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
500 if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "Join"
waypoint.description = "Rendezvous with package"
@@ -186,24 +104,45 @@ class WaypointBuilder:
FlightWaypointType.SPLIT,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
500 if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "Split"
waypoint.description = "Depart from package"
waypoint.name = "SPLIT"
return waypoint
def ingress(self, ingress_type: FlightWaypointType, position: Point,
objective: MissionTarget) -> FlightWaypoint:
def ingress_cas(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_CAS, position,
objective)
def ingress_escort(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_ESCORT, position,
objective)
def ingress_dead(self, position:Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_DEAD, position,
objective)
def ingress_sead(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_SEAD, position,
objective)
def ingress_strike(self, position: Point,
objective: MissionTarget) -> FlightWaypoint:
return self._ingress(FlightWaypointType.INGRESS_STRIKE, position,
objective)
def _ingress(self, ingress_type: FlightWaypointType, position: Point,
objective: MissionTarget) -> FlightWaypoint:
waypoint = FlightWaypoint(
ingress_type,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
500 if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "INGRESS on " + objective.name
waypoint.description = "INGRESS on " + objective.name
@@ -217,18 +156,13 @@ class WaypointBuilder:
FlightWaypointType.EGRESS,
position.x,
position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
500 if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.pretty_name = "EGRESS from " + target.name
waypoint.description = "EGRESS from " + target.name
waypoint.name = "EGRESS"
return waypoint
def bai_group(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"ATTACK {target.name}")
def dead_point(self, target: StrikeTarget) -> FlightWaypoint:
return self._target_point(target, f"STRIKE {target.name}")
@@ -244,7 +178,7 @@ class WaypointBuilder:
FlightWaypointType.TARGET_POINT,
target.target.position.x,
target.target.position.y,
meters(0)
0
)
waypoint.description = description
waypoint.pretty_name = description
@@ -260,39 +194,27 @@ class WaypointBuilder:
return self._target_area(f"STRIKE {target.name}", target)
def sead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"SEAD on {target.name}", target, flyover=True)
return self._target_area(f"SEAD on {target.name}", target)
def dead_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"DEAD on {target.name}", target)
def oca_strike_area(self, target: MissionTarget) -> FlightWaypoint:
return self._target_area(f"ATTACK {target.name}", target, flyover=True)
@staticmethod
def _target_area(name: str, location: MissionTarget,
flyover: bool = False) -> FlightWaypoint:
def _target_area(name: str, location: MissionTarget) -> FlightWaypoint:
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
location.position.x,
location.position.y,
meters(0)
0
)
waypoint.description = name
waypoint.pretty_name = name
waypoint.name = name
waypoint.alt_type = "RADIO"
# Most target waypoints are only for the player's benefit. AI tasks for
# The target waypoints are only for the player's benefit. AI tasks for
# the target are set on the ingress point so they begin their attack
# *before* reaching the target.
#
# The exception is for flight plans that require passing over the
# target. For example, OCA strikes need to get close enough to detect
# the targets in their engagement zone or they will RTB immediately.
if flyover:
waypoint.flyover = True
else:
waypoint.only_for_player = True
waypoint.only_for_player = True
return waypoint
def cas(self, position: Point) -> FlightWaypoint:
@@ -300,7 +222,7 @@ class WaypointBuilder:
FlightWaypointType.CAS,
position.x,
position.y,
meters(500) if self.is_helo else meters(1000)
500 if self.is_helo else 1000
)
waypoint.alt_type = "RADIO"
waypoint.description = "Provide CAS"
@@ -309,12 +231,12 @@ class WaypointBuilder:
return waypoint
@staticmethod
def race_track_start(position: Point, altitude: Distance) -> FlightWaypoint:
def race_track_start(position: Point, altitude: int) -> FlightWaypoint:
"""Creates a racetrack start waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the racetrack.
altitude: Altitude of the racetrack in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PATROL_TRACK,
@@ -328,12 +250,12 @@ class WaypointBuilder:
return waypoint
@staticmethod
def race_track_end(position: Point, altitude: Distance) -> FlightWaypoint:
def race_track_end(position: Point, altitude: int) -> FlightWaypoint:
"""Creates a racetrack end waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the racetrack.
altitude: Altitude of the racetrack in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.PATROL,
@@ -347,7 +269,7 @@ class WaypointBuilder:
return waypoint
def race_track(self, start: Point, end: Point,
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
altitude: int) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a racetrack orbit.
Args:
@@ -358,56 +280,6 @@ class WaypointBuilder:
return (self.race_track_start(start, altitude),
self.race_track_end(end, altitude))
@staticmethod
def sweep_start(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a sweep start waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.INGRESS_SWEEP,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP START"
waypoint.description = "Proceed to the target and engage enemy aircraft"
waypoint.pretty_name = "Sweep start"
return waypoint
@staticmethod
def sweep_end(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a sweep end waypoint.
Args:
position: Position of the waypoint.
altitude: Altitude of the sweep in meters.
"""
waypoint = FlightWaypoint(
FlightWaypointType.EGRESS,
position.x,
position.y,
altitude
)
waypoint.name = "SWEEP END"
waypoint.description = "End of sweep"
waypoint.pretty_name = "Sweep end"
return waypoint
def sweep(self, start: Point, end: Point,
altitude: Distance) -> Tuple[FlightWaypoint, FlightWaypoint]:
"""Creates two waypoint for a racetrack orbit.
Args:
start: The beginning of the sweep.
end: The end of the sweep.
altitude: The sweep altitude.
"""
return (self.sweep_start(start, altitude),
self.sweep_end(end, altitude))
def escort(self, ingress: Point, target: MissionTarget, egress: Point) -> \
Tuple[FlightWaypoint, FlightWaypoint, FlightWaypoint]:
"""Creates the waypoints needed to escort the package.
@@ -423,16 +295,14 @@ class WaypointBuilder:
# description in gen.aircraft.JoinPointBuilder), so instead we give
# the escort flights a flight plan including the ingress point, target
# area, and egress point.
ingress = self.ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
target)
ingress = self._ingress(FlightWaypointType.INGRESS_ESCORT, ingress,
target)
waypoint = FlightWaypoint(
FlightWaypointType.TARGET_GROUP_LOC,
target.position.x,
target.position.y,
meters(
500
) if self.is_helo else self.doctrine.ingress_altitude
500 if self.is_helo else self.doctrine.ingress_altitude
)
waypoint.name = "TARGET"
waypoint.description = "Escort the package"
@@ -440,80 +310,3 @@ class WaypointBuilder:
egress = self.egress(egress, target)
return ingress, waypoint, egress
@staticmethod
def nav(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a navigation point.
Args:
position: Position of the waypoint.
altitude: Altitude of the waypoint.
"""
waypoint = FlightWaypoint(
FlightWaypointType.NAV,
position.x,
position.y,
altitude
)
waypoint.name = "NAV"
waypoint.description = "NAV"
waypoint.pretty_name = "Nav"
return waypoint
def nav_path(self, a: Point, b: Point,
altitude: Distance) -> List[FlightWaypoint]:
path = self.clean_nav_points(self.navmesh.shortest_path(a, b))
return [self.nav(self.perturb(p), altitude) for p in path]
def clean_nav_points(self, points: Iterable[Point]) -> Iterator[Point]:
# Examine a sliding window of three waypoints. `current` is the waypoint
# being checked for prunability. `previous` is the last emitted waypoint
# before `current`. `nxt` is the waypoint after `current`.
previous: Optional[Point] = None
current: Optional[Point] = None
for nxt in points:
if current is None:
current = nxt
continue
if previous is None:
previous = current
current = nxt
continue
if self.nav_point_prunable(previous, current, nxt):
current = nxt
continue
yield current
previous = current
current = nxt
def nav_point_prunable(self, previous: Point, current: Point,
nxt: Point) -> bool:
previous_threatened = self.threat_zones.path_threatened(previous,
current)
next_threatened = self.threat_zones.path_threatened(current, nxt)
pruned_threatened = self.threat_zones.path_threatened(previous, nxt)
previous_distance = meters(previous.distance_to_point(current))
distance = meters(current.distance_to_point(nxt))
distance_without = previous_distance + distance
if distance > distance_without:
# Don't prune paths to make them longer.
return False
# We could shorten the path by removing the intermediate
# waypoint. Do so if the new path isn't higher threat.
if not pruned_threatened:
# The new path is not threatened, so safe to prune.
return True
# The new path is threatened. Only allow if both paths were
# threatened anyway.
return previous_threatened and next_threatened
@staticmethod
def perturb(point: Point) -> Point:
deviation = nautical_miles(1)
x_adj = random.randint(int(-deviation.meters), int(deviation.meters))
y_adj = random.randint(int(-deviation.meters), int(deviation.meters))
return Point(point.x + x_adj, point.y + y_adj)

View File

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

View File

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

View File

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

View File

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

View File

@@ -26,14 +26,15 @@ import datetime
from collections import defaultdict
from dataclasses import dataclass
from pathlib import Path
from typing import Dict, List, Optional, TYPE_CHECKING, Tuple
from typing import Dict, List, Optional, Tuple, TYPE_CHECKING
from PIL import Image, ImageDraw, ImageFont
from dcs.mission import Mission
from dcs.unittype import FlyingType
from tabulate import tabulate
from game.utils import meters
from game.utils import meter_to_nm
from . import units
from .aircraft import AIRCRAFT_DATA, FlightData
from .airsupportgen import AwacsInfo, TankerInfo
from .briefinggen import CommInfo, JtacInfo, MissionInfoGenerator
@@ -43,8 +44,6 @@ from .runways import RunwayData
if TYPE_CHECKING:
from game import Game
class KneeboardPageWriter:
"""Creates kneeboard images."""
@@ -94,23 +93,6 @@ class KneeboardPageWriter:
def write(self, path: Path) -> None:
self.image.save(path)
@staticmethod
def wrap_line(inputstr: str, max_length: int) -> str:
if len(inputstr) <= max_length:
return inputstr
tokens = inputstr.split(" ")
output = ""
segments = []
for token in tokens:
combo = output + " " + token
if len(combo) > max_length:
combo = output + "\n" + token
segments.append(combo)
output = ""
else:
output = combo
return "".join(segments + [output]).strip()
class KneeboardPage:
"""Base class for all kneeboard pages."""
@@ -127,9 +109,6 @@ class NumberedWaypoint:
class FlightPlanBuilder:
WAYPOINT_DESC_MAX_LEN = 25
def __init__(self, start_time: datetime.datetime) -> None:
self.start_time = start_time
self.rows: List[List[str]] = []
@@ -171,10 +150,8 @@ class FlightPlanBuilder:
def add_waypoint_row(self, waypoint: NumberedWaypoint) -> None:
self.rows.append([
str(waypoint.number),
KneeboardPageWriter.wrap_line(
waypoint.waypoint.pretty_name,
FlightPlanBuilder.WAYPOINT_DESC_MAX_LEN),
str(int(waypoint.waypoint.alt.feet)),
waypoint.waypoint.pretty_name,
str(int(units.meters_to_feet(waypoint.waypoint.alt))),
self._waypoint_distance(waypoint.waypoint),
self._ground_speed(waypoint.waypoint),
self._format_time(waypoint.waypoint.tot),
@@ -191,10 +168,10 @@ class FlightPlanBuilder:
if self.last_waypoint is None:
return "-"
distance = meters(self.last_waypoint.position.distance_to_point(
distance = meter_to_nm(self.last_waypoint.position.distance_to_point(
waypoint.position
))
return f"{distance.nautical_miles:.1f} NM"
return f"{distance} NM"
def _ground_speed(self, waypoint: FlightWaypoint) -> str:
if self.last_waypoint is None:
@@ -210,11 +187,11 @@ class FlightPlanBuilder:
else:
return "-"
distance = meters(self.last_waypoint.position.distance_to_point(
distance = meter_to_nm(self.last_waypoint.position.distance_to_point(
waypoint.position
))
duration = (waypoint.tot - last_time).total_seconds() / 3600
return f"{int(distance.nautical_miles / duration)} kt"
return f"{int(distance / duration)} kt"
def build(self) -> List[List[str]]:
return self.rows
@@ -253,35 +230,28 @@ class BriefingPage(KneeboardPage):
"#", "Action", "Alt", "Dist", "GSPD", "Time", "Departure"
])
flight_plan_builder
writer.table([
["{}lbs".format(self.flight.bingo_fuel), "{}lbs".format(self.flight.joker_fuel)]
], ['Bingo', 'Joker'])
# Package Section
writer.heading("Comm ladder")
comm_ladder = []
writer.heading("Comm Ladder")
comms = []
for comm in self.comms:
comm_ladder.append([comm.name, '', '', '', self.format_frequency(comm.freq)])
comms.append([comm.name, self.format_frequency(comm.freq)])
writer.table(comms, headers=["Name", "UHF"])
writer.heading("AWACS")
awacs = []
for a in self.awacs:
comm_ladder.append([
a.callsign,
'AWACS',
'',
'',
self.format_frequency(a.freq)
])
awacs.append([a.callsign, self.format_frequency(a.freq)])
writer.table(awacs, headers=["Callsign", "UHF"])
writer.heading("Tankers")
tankers = []
for tanker in self.tankers:
comm_ladder.append([
tankers.append([
tanker.callsign,
"Tanker",
tanker.variant,
str(tanker.tacan),
self.format_frequency(tanker.freq),
])
writer.table(comm_ladder, headers=["Callsign","Task", "Type", "TACAN", "FREQ"])
])
writer.table(tankers, headers=["Callsign", "Type", "TACAN", "UHF"])
writer.heading("JTAC")
jtacs = []

View File

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

View File

@@ -1,21 +1,16 @@
import random
import time
from typing import List
from dcs.country import Country
from dcs.unittype import UnitType
from game import db
import random
from gen.flights.flight import Flight
ALPHA_MILITARY = ["Alpha","Bravo","Charlie","Delta","Echo","Foxtrot",
"Golf","Hotel","India","Juliet","Kilo","Lima","Mike",
"November","Oscar","Papa","Quebec","Romeo","Sierra",
"Tango","Uniform","Victor","Whisky","XRay","Yankee",
"Zulu","Zero"]
ALPHA_MILITARY = ["Alpha", "Bravo", "Charlie", "Delta", "Echo", "Foxtrot",
"Golf", "Hotel", "India", "Juliet", "Kilo", "Lima", "Mike",
"November", "Oscar", "Papa", "Quebec", "Romeo", "Sierra",
"Tango", "Uniform", "Victor", "Whisky", "XRay", "Yankee",
"Zulu", "Zero"]
class NameGenerator:
number = 0
ANIMALS = [
ANIMALS = [
"SHARK", "TORTOISE", "BAT", "PANGOLIN", "AARDWOLF",
"MONKEY", "BUFFALO", "DOG", "BOBCAT", "LYNX", "PANTHER", "TIGER",
"LION", "OWL", "BUTTERFLY", "BISON", "DUCK", "COBRA", "MAMBA",
@@ -43,92 +38,47 @@ ANIMALS = [
"ANACONDA"
]
class NameGenerator:
number = 0
infantry_number = 0
aircraft_number = 0
def __init__(self):
self.number = 0
self.ANIMALS = NameGenerator.ANIMALS.copy()
ANIMALS = ANIMALS
existing_alphas: List[str] = []
def reset(self):
self.number = 0
self.ANIMALS = NameGenerator.ANIMALS.copy()
@classmethod
def reset(cls):
cls.number = 0
cls.infantry_number = 0
cls.ANIMALS = ANIMALS
cls.existing_alphas = []
def next_unit_name(self, country, parent_base_id, unit_type):
self.number += 1
return "unit|{}|{}|{}|{}|".format(country.id, self.number, parent_base_id, db.unit_type_name(unit_type))
@classmethod
def reset_numbers(cls):
cls.number = 0
cls.infantry_number = 0
cls.aircraft_number = 0
def next_infantry_name(self, country, parent_base_id, unit_type):
self.number += 1
return "infantry|{}|{}|{}|{}|".format(country.id, self.number, parent_base_id, db.unit_type_name(unit_type))
@classmethod
def next_aircraft_name(cls, country: Country, parent_base_id: int, flight: Flight):
cls.aircraft_number += 1
try:
if flight.custom_name:
name_str = flight.custom_name
else:
name_str = "{} {}".format(
flight.package.target.name, flight.flight_type)
except AttributeError: # Here to maintain save compatibility with 2.3
name_str = "{} {}".format(
flight.package.target.name, flight.flight_type)
return "{}|{}|{}|{}|{}|".format(name_str, country.id, cls.aircraft_number, parent_base_id, db.unit_type_name(flight.unit_type))
@classmethod
def next_unit_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
cls.number += 1
return "unit|{}|{}|{}|{}|".format(country.id, cls.number, parent_base_id, db.unit_type_name(unit_type))
@classmethod
def next_infantry_name(cls, country: Country, parent_base_id: int, unit_type: UnitType):
cls.infantry_number += 1
return "infantry|{}|{}|{}|{}|".format(country.id, cls.infantry_number, parent_base_id, db.unit_type_name(unit_type))
@staticmethod
def next_basedefense_name():
def next_basedefense_name(self):
return "basedefense_aa|0|0|"
@classmethod
def next_awacs_name(cls, country: Country):
cls.number += 1
return "awacs|{}|{}|0|".format(country.id, cls.number)
def next_awacs_name(self, country):
self.number += 1
return "awacs|{}|{}|0|".format(country.id, self.number)
@classmethod
def next_tanker_name(cls, country: Country, unit_type: UnitType):
cls.number += 1
return "tanker|{}|{}|0|{}".format(country.id, cls.number, db.unit_type_name(unit_type))
def next_tanker_name(self, country, unit_type):
self.number += 1
return "tanker|{}|{}|0|{}".format(country.id, self.number, db.unit_type_name(unit_type))
@classmethod
def next_carrier_name(cls, country: Country):
cls.number += 1
return "carrier|{}|{}|0|".format(country.id, cls.number)
def next_carrier_name(self, country):
self.number += 1
return "carrier|{}|{}|0|".format(country.id, self.number)
@classmethod
def random_objective_name(cls):
if len(cls.ANIMALS) == 0:
for i in range(10):
new_name_generated = True
alpha_mil_name = random.choice(ALPHA_MILITARY).upper() + "#" + str(random.randint(0, 100))
for existing_name in cls.existing_alphas:
if existing_name == alpha_mil_name:
new_name_generated = False
if new_name_generated:
cls.existing_alphas.append(alpha_mil_name)
return alpha_mil_name
# At this point, give up trying - something has gone wrong and we haven't been able to make a new name in 10 tries.
# We'll just make a longer name using the current unix epoch in nanoseconds. That should be unique... right?
last_chance_name = alpha_mil_name + str(time.time_ns())
cls.existing_alphas.append(last_chance_name)
return last_chance_name
def random_objective_name(self):
if len(self.ANIMALS) == 0:
return random.choice(ALPHA_MILITARY).upper() + "#" + str(random.randint(0, 100))
else:
animal = random.choice(cls.ANIMALS)
cls.ANIMALS.remove(animal)
animal = random.choice(self.ANIMALS)
self.ANIMALS.remove(animal)
return animal
namegen = NameGenerator
namegen = NameGenerator()

View File

@@ -1,6 +1,5 @@
"""Radio frequency types and allocators."""
import itertools
import logging
from dataclasses import dataclass
from typing import Dict, Iterator, List, Set
@@ -72,9 +71,12 @@ class Radio:
self.minimum.hertz, self.maximum.hertz, self.step.hertz
))
@property
def last_channel(self) -> RadioFrequency:
return RadioFrequency(self.maximum.hertz - self.step.hertz)
class OutOfChannelsError(RuntimeError):
"""Raised when all channels usable by this radio have been allocated."""
def __init__(self, radio: Radio) -> None:
super().__init__(f"No available channels for {radio}")
class ChannelInUseError(RuntimeError):
@@ -213,13 +215,7 @@ class RadioRegistry:
self.reserve(channel)
return channel
except StopIteration:
# In the event of too many channel users, fail gracefully by reusing
# the last channel.
# https://github.com/Khopa/dcs_liberation/issues/598
channel = radio.last_channel
logging.warning(
f"No more free channels for {radio.name}. Reusing {channel}.")
return channel
raise OutOfChannelsError(radio)
def alloc_uhf(self) -> RadioFrequency:
"""Allocates a UHF radio channel suitable for inter-flight comms.

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,34 +0,0 @@
import random
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from pydcs_extensions.highdigitsams import highdigitsams
class KS19Generator(AirDefenseGroupGenerator):
"""
This generate a KS 19 flak artillery group (KS-19 from the High Digit SAM mod)
"""
name = "KS-19 AAA Site"
price = 98
def generate(self):
spacing = random.randint(10, 40)
self.add_unit(highdigitsams.AAA_SON_9_Fire_Can, "TR", self.position.x - 20, self.position.y - 20, self.heading)
index = 0
for i in range(3):
for j in range(3):
index = index + 1
self.add_unit(highdigitsams.AAA_100mm_KS_19, "AAA#" + str(index),
self.position.x + spacing * i,
self.position.y + spacing * j, self.heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short

View File

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

View File

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

View File

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

View File

@@ -1,50 +0,0 @@
import logging
from abc import ABC, abstractmethod
from enum import Enum
from typing import Iterator, List
from dcs.unitgroup import VehicleGroup
from game import Game
from gen.sam.group_generator import GroupGenerator
from game.theater.theatergroundobject import SamGroundObject
class AirDefenseRange(Enum):
Short = "short"
Medium = "medium"
Long = "long"
class AirDefenseGroupGenerator(GroupGenerator, ABC):
"""
This is the base for all SAM group generators
"""
def __init__(self, game: Game, ground_object: SamGroundObject) -> None:
ground_object.skynet_capable = True
super().__init__(game, ground_object)
self.auxiliary_groups: List[VehicleGroup] = []
def add_auxiliary_group(self, name_suffix: str) -> VehicleGroup:
group = VehicleGroup(self.game.next_group_id(),
"|".join([self.go.group_name, name_suffix]))
self.auxiliary_groups.append(group)
return group
def get_generated_group(self) -> VehicleGroup:
raise RuntimeError(
"Deprecated call to AirDefenseGroupGenerator.get_generated_group "
"misses auxiliary groups. Use AirDefenseGroupGenerator.groups "
"instead.")
@property
def groups(self) -> Iterator[VehicleGroup]:
yield self.vg
yield from self.auxiliary_groups
@classmethod
@abstractmethod
def range(cls) -> AirDefenseRange:
...

View File

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

View File

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

View File

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

View File

@@ -1,17 +1,15 @@
from __future__ import annotations
import math
import random
from typing import TYPE_CHECKING, Type
from typing import TYPE_CHECKING, Optional
from dcs import unitgroup
from dcs.mapping import Point
from dcs.point import PointAction
from dcs.unit import Ship, Vehicle
from dcs.unit import Vehicle, Ship
from dcs.unittype import VehicleType
from game.factions.faction import Faction
from game.theater.theatergroundobject import TheaterGroundObject
from theater.theatergroundobject import TheaterGroundObject
if TYPE_CHECKING:
from game.game import Game
@@ -40,19 +38,14 @@ class GroupGenerator:
def get_generated_group(self) -> unitgroup.VehicleGroup:
return self.vg
def add_unit(self, unit_type: Type[VehicleType], name: str, pos_x: float,
def add_unit(self, unit_type: VehicleType, name: str, pos_x: float,
pos_y: float, heading: int) -> Vehicle:
return self.add_unit_to_group(self.vg, unit_type, name,
Point(pos_x, pos_y), heading)
def add_unit_to_group(self, group: unitgroup.VehicleGroup,
unit_type: Type[VehicleType], name: str,
position: Point, heading: int) -> Vehicle:
unit = Vehicle(self.game.next_unit_id(),
f"{group.name}|{name}", unit_type.id)
unit.position = position
f"{self.go.group_name}|{name}", unit_type.id)
unit.position.x = pos_x
unit.position.y = pos_y
unit.heading = heading
group.add_unit(unit)
self.vg.add_unit(unit)
return unit
def get_circular_position(self, num_units, launcher_distance, coverage=90):

View File

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

View File

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

View File

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

View File

@@ -1,28 +1,18 @@
import random
from typing import Dict, Iterable, List, Optional, Sequence, Set, Type
from typing import List, Optional, Type
from dcs.unitgroup import VehicleGroup
from dcs.vehicles import AirDefence
from dcs.unitgroup import VehicleGroup
from game import Game
from game.factions.faction import Faction
from game.theater import TheaterGroundObject
from game.theater.theatergroundobject import SamGroundObject
from game import Game, db
from gen.sam.aaa_bofors import BoforsGenerator
from gen.sam.aaa_flak import FlakGenerator
from gen.sam.aaa_flak18 import Flak18Generator
from gen.sam.aaa_ks19 import KS19Generator
from gen.sam.aaa_ww2_ally_flak import AllyWW2FlakGenerator
from gen.sam.aaa_zsu57 import ZSU57Generator
from gen.sam.aaa_zu23_insurgent import ZU23InsurgentGenerator
from gen.sam.airdefensegroupgenerator import (
AirDefenseGroupGenerator,
AirDefenseRange,
)
from gen.sam.cold_war_flak import (
ColdWarFlakGenerator,
EarlyColdWarFlakGenerator,
)
from gen.sam.cold_war_flak import EarlyColdWarFlakGenerator, ColdWarFlakGenerator
from gen.sam.ewrs import (
BigBirdGenerator,
BoxSpringGenerator,
@@ -35,7 +25,6 @@ from gen.sam.ewrs import (
StraightFlushGenerator,
TallRackGenerator,
)
from gen.sam.freya_ewr import FreyaGenerator
from gen.sam.group_generator import GroupGenerator
from gen.sam.sam_avenger import AvengerGenerator
from gen.sam.sam_chaparral import ChaparralGenerator
@@ -46,15 +35,10 @@ from gen.sam.sam_linebacker import LinebackerGenerator
from gen.sam.sam_patriot import PatriotGenerator
from gen.sam.sam_rapier import RapierGenerator
from gen.sam.sam_roland import RolandGenerator
from gen.sam.sam_sa10 import (
SA10Generator,
Tier2SA10Generator,
Tier3SA10Generator, SA10BGenerator, SA12Generator, SA20Generator, SA20BGenerator, SA23Generator,
)
from gen.sam.sam_sa10 import SA10Generator
from gen.sam.sam_sa11 import SA11Generator
from gen.sam.sam_sa13 import SA13Generator
from gen.sam.sam_sa15 import SA15Generator
from gen.sam.sam_sa17 import SA17Generator
from gen.sam.sam_sa19 import SA19Generator
from gen.sam.sam_sa2 import SA2Generator
from gen.sam.sam_sa3 import SA3Generator
@@ -66,8 +50,11 @@ from gen.sam.sam_zsu23 import ZSU23Generator
from gen.sam.sam_zu23 import ZU23Generator
from gen.sam.sam_zu23_ural import ZU23UralGenerator
from gen.sam.sam_zu23_ural_insurgent import ZU23UralInsurgentGenerator
from gen.sam.freya_ewr import FreyaGenerator
from theater import TheaterGroundObject
from theater.theatergroundobject import SamGroundObject
SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
SAM_MAP = {
"HawkGenerator": HawkGenerator,
"ZU23Generator": ZU23Generator,
"ZU23UralGenerator": ZU23UralGenerator,
@@ -90,8 +77,6 @@ SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
"SA8Generator": SA8Generator,
"SA9Generator": SA9Generator,
"SA10Generator": SA10Generator,
"Tier2SA10Generator": Tier2SA10Generator,
"Tier3SA10Generator": Tier3SA10Generator,
"SA11Generator": SA11Generator,
"SA13Generator": SA13Generator,
"SA15Generator": SA15Generator,
@@ -101,19 +86,9 @@ SAM_MAP: Dict[str, Type[AirDefenseGroupGenerator]] = {
"ColdWarFlakGenerator": ColdWarFlakGenerator,
"EarlyColdWarFlakGenerator": EarlyColdWarFlakGenerator,
"FreyaGenerator": FreyaGenerator,
"AllyWW2FlakGenerator": AllyWW2FlakGenerator,
"ZSU57Generator": ZSU57Generator,
"KS19Generator": KS19Generator,
"SA10BGenerator": SA10BGenerator,
"SA12Generator": SA12Generator,
"SA17Generator": SA17Generator,
"SA20Generator": SA20Generator,
"SA20BGenerator": SA20BGenerator,
"SA23Generator": SA23Generator,
"AllyWW2FlakGenerator": AllyWW2FlakGenerator
}
SAM_PRICES = {
AirDefence.SAM_Hawk_PCP: 35,
AirDefence.AAA_ZU_23_Emplacement: 10,
@@ -162,75 +137,42 @@ EWR_MAP = {
}
def get_faction_possible_sams_generator(
faction: Faction) -> List[Type[AirDefenseGroupGenerator]]:
def get_faction_possible_sams_generator(faction: str) -> List[Type[GroupGenerator]]:
"""
Return the list of possible SAM generator for the given faction
:param faction: Faction name to search units for
"""
return [SAM_MAP[s] for s in faction.air_defenses]
return [SAM_MAP[s] for s in db.FACTIONS[faction].sams if s in SAM_MAP]
def get_faction_possible_ewrs_generator(faction: Faction) -> List[Type[GroupGenerator]]:
def get_faction_possible_ewrs_generator(faction: str) -> List[Type[GroupGenerator]]:
"""
Return the list of possible SAM generator for the given faction
:param faction: Faction name to search units for
"""
return [EWR_MAP[s] for s in faction.ewrs]
return [EWR_MAP[s] for s in db.FACTIONS[faction].ewrs if s in EWR_MAP]
def _generate_anti_air_from(
generators: Sequence[Type[AirDefenseGroupGenerator]], game: Game,
ground_object: SamGroundObject) -> List[VehicleGroup]:
if not generators:
return []
sam_generator_class = random.choice(generators)
generator = sam_generator_class(game, ground_object)
generator.generate()
return list(generator.groups)
def generate_anti_air_group(
game: Game, ground_object: SamGroundObject, faction: Faction,
ranges: Optional[Iterable[Set[AirDefenseRange]]] = None
) -> List[VehicleGroup]:
def generate_anti_air_group(game: Game, ground_object: TheaterGroundObject,
faction: str) -> Optional[VehicleGroup]:
"""
This generate a SAM group
:param game: The Game.
:param ground_object: The ground object which will own the sam group.
:param faction: Owner faction.
:param ranges: Optional list of preferred ranges of the air defense to
create. If None, any generator may be used. Otherwise generators
matching the given ranges will be used in order of preference. For
example, when given `[{Long, Medium}, {Short}]`, long and medium range
air defenses will be tried first with no bias, and short range air
defenses will be used if no long or medium range generators are
available to the faction. If instead `[{Long}, {Medium}, {Short}]` had
been used, long range systems would take precedence over medium range
systems. If instead `[{Long, Medium, Short}]` had been used, all types
would be considered with equal preference.
:return: The generated group, or None if one could not be generated.
"""
generators = get_faction_possible_sams_generator(faction)
if ranges is None:
ranges = [{
AirDefenseRange.Long,
AirDefenseRange.Medium,
AirDefenseRange.Short,
}]
for range_options in ranges:
generators_for_range = [g for g in generators if
g.range() in range_options]
groups = _generate_anti_air_from(generators_for_range, game,
ground_object)
if groups:
return groups
return []
possible_sams_generators = get_faction_possible_sams_generator(faction)
if len(possible_sams_generators) > 0:
sam_generator_class = random.choice(possible_sams_generators)
generator = sam_generator_class(game, ground_object)
generator.generate()
return generator.get_generated_group()
return None
def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
faction: Faction) -> Optional[VehicleGroup]:
faction: str) -> Optional[VehicleGroup]:
"""Generates an early warning radar group.
:param game: The Game.
@@ -245,3 +187,16 @@ def generate_ewr_group(game: Game, ground_object: TheaterGroundObject,
generator.generate()
return generator.get_generated_group()
return None
def generate_shorad_group(game: Game, ground_object: SamGroundObject,
faction_name: str) -> Optional[VehicleGroup]:
faction = db.FACTIONS[faction_name]
if len(faction.shorads) > 0:
sam = random.choice(faction.shorads)
generator = SAM_MAP[sam](game, ground_object)
generator.generate()
return generator.get_generated_group()
else:
return generate_anti_air_group(game, ground_object, faction_name)

View File

@@ -1,15 +1,11 @@
import random
from dcs.mapping import Point
from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
class HawkGenerator(AirDefenseGroupGenerator):
class HawkGenerator(GenericSamGroupGenerator):
"""
This generate an HAWK group
"""
@@ -23,16 +19,10 @@ class HawkGenerator(AirDefenseGroupGenerator):
self.add_unit(AirDefence.SAM_Hawk_TR_AN_MPQ_46, "TR", self.position.x + 40, self.position.y, self.heading)
# Triple A for close range defense
aa_group = self.add_auxiliary_group("AA")
self.add_unit_to_group(aa_group, AirDefence.AAA_Vulcan_M163, "AAA",
self.position + Point(20, 30), self.heading)
self.add_unit(AirDefence.AAA_Vulcan_M163, "AAA", self.position.x + 20, self.position.y+30, self.heading)
num_launchers = random.randint(3, 6)
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=180)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium
self.add_unit(AirDefence.SAM_Hawk_LN_M192, "LN#" + str(i), position[0], position[1], position[2])

View File

@@ -1,15 +1,11 @@
import random
from dcs.mapping import Point
from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
class HQ7Generator(AirDefenseGroupGenerator):
class HQ7Generator(GenericSamGroupGenerator):
"""
This generate an HQ7 group
"""
@@ -22,20 +18,11 @@ class HQ7Generator(AirDefenseGroupGenerator):
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN", self.position.x + 20, self.position.y, self.heading)
# Triple A for close range defense
aa_group = self.add_auxiliary_group("AA")
self.add_unit_to_group(aa_group, AirDefence.AAA_ZU_23_on_Ural_375,
"AAA1", self.position + Point(20, 30),
self.heading)
self.add_unit_to_group(aa_group, AirDefence.AAA_ZU_23_on_Ural_375,
"AAA2", self.position - Point(20, 30),
self.heading)
self.add_unit(AirDefence.AAA_ZU_23_on_Ural_375, "AAA1", self.position.x + 20, self.position.y+30, self.heading)
self.add_unit(AirDefence.AAA_ZU_23_on_Ural_375, "AAA2", self.position.x - 20, self.position.y-30, self.heading)
num_launchers = random.randint(0, 3)
if num_launchers > 0:
positions = self.get_circular_position(num_launchers, launcher_distance=120, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Short
self.add_unit(AirDefence.HQ_7_Self_Propelled_LN, "LN#" + str(i), position[0], position[1], position[2])

View File

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

View File

@@ -1,15 +1,11 @@
import random
from dcs.mapping import Point
from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
class PatriotGenerator(AirDefenseGroupGenerator):
class PatriotGenerator(GenericSamGroupGenerator):
"""
This generate a Patriot group
"""
@@ -19,7 +15,7 @@ class PatriotGenerator(AirDefenseGroupGenerator):
def generate(self):
# Command Post
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "STR", self.position.x + 30, self.position.y + 30, self.heading)
self.add_unit(AirDefence.SAM_Patriot_STR_AN_MPQ_53, "ICC", self.position.x + 30, self.position.y + 30, self.heading)
self.add_unit(AirDefence.SAM_Patriot_AMG_AN_MRC_137, "MRC", self.position.x, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_Patriot_ECS_AN_MSQ_104, "MSQ", self.position.x + 30, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_Patriot_ICC, "ICC", self.position.x + 60, self.position.y, self.heading)
@@ -31,13 +27,7 @@ class PatriotGenerator(AirDefenseGroupGenerator):
self.add_unit(AirDefence.SAM_Patriot_LN_M901, "LN#" + str(i), position[0], position[1], position[2])
# Short range protection for high value site
aa_group = self.add_auxiliary_group("AA")
num_launchers = random.randint(3, 4)
positions = self.get_circular_position(num_launchers, launcher_distance=200, coverage=360)
for i, (x, y, heading) in enumerate(positions):
self.add_unit_to_group(aa_group, AirDefence.AAA_Vulcan_M163,
f"SPAAA#{i}", Point(x, y), heading)
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Long
for i, position in enumerate(positions):
self.add_unit(AirDefence.AAA_Vulcan_M163, "SPAAA#" + str(i), position[0], position[1], position[2])

View File

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

View File

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

View File

@@ -1,50 +1,32 @@
import random
from dcs.mapping import Point
from dcs.unittype import VehicleType
from dcs.vehicles import AirDefence
from game import Game
from game.theater import SamGroundObject
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from pydcs_extensions.highdigitsams import highdigitsams
from gen.sam.genericsam_group_generator import GenericSamGroupGenerator
class SA10Generator(AirDefenseGroupGenerator):
class SA10Generator(GenericSamGroupGenerator):
"""
This generate a SA-10 group
"""
name = "SA-10/S-300PS Battery"
price = 550
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = AirDefence.SAM_SA_10_S_300PS_SR_5N66M
self.sr2 = AirDefence.SAM_SA_10_S_300PS_SR_64H6E
self.cp = AirDefence.SAM_SA_10_S_300PS_CP_54K6
self.tr1 = AirDefence.SAM_SA_10_S_300PS_TR_30N6
self.tr2 = AirDefence.SAM_SA_10_S_300PS_TR_30N6
self.ln1 = AirDefence.SAM_SA_10_S_300PS_LN_5P85C
self.ln2 = AirDefence.SAM_SA_10_S_300PS_LN_5P85D
price = 450
def generate(self):
# Search Radar
self.add_unit(self.sr1, "SR1", self.position.x, self.position.y + 40, self.heading)
self.add_unit(AirDefence.SAM_SA_10_S_300PS_SR_5N66M, "SR1", self.position.x, self.position.y + 40, self.heading)
# Search radar for missiles (optionnal)
self.add_unit(self.sr2, "SR2", self.position.x - 40, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_SA_10_S_300PS_SR_64H6E, "SR2", self.position.x - 40, self.position.y, self.heading)
# Command Post
self.add_unit(self.cp, "CP", self.position.x, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_SA_10_S_300PS_CP_54K6, "CP", self.position.x, self.position.y, self.heading)
# 2 Tracking radars
self.add_unit(self.tr1, "TR1", self.position.x - 40, self.position.y - 40, self.heading)
self.add_unit(AirDefence.SAM_SA_10_S_300PS_TR_30N6, "TR1", self.position.x - 40, self.position.y - 40, self.heading)
self.add_unit(self.tr2, "TR2", self.position.x + 40, self.position.y - 40,
self.add_unit(AirDefence.SAM_SA_10_S_300PS_TR_30N6, "TR2", self.position.x + 40, self.position.y - 40,
self.heading)
# 2 different launcher type (C & D)
@@ -52,138 +34,19 @@ class SA10Generator(AirDefenseGroupGenerator):
positions = self.get_circular_position(num_launchers, launcher_distance=100, coverage=360)
for i, position in enumerate(positions):
if i%2 == 0:
self.add_unit(self.ln1, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_10_S_300PS_LN_5P85C, "LN#" + str(i), position[0], position[1], position[2])
else:
self.add_unit(self.ln2, "LN#" + str(i), position[0], position[1], position[2])
self.add_unit(AirDefence.SAM_SA_10_S_300PS_LN_5P85D, "LN#" + str(i), position[0], position[1], position[2])
self.generate_defensive_groups()
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Long
def generate_defensive_groups(self) -> None:
# AAA for defending against close targets.
aa_group = self.add_auxiliary_group("AA")
num_launchers = random.randint(6, 8)
positions = self.get_circular_position(
num_launchers, launcher_distance=210, coverage=360)
for i, (x, y, heading) in enumerate(positions):
self.add_unit_to_group(aa_group, AirDefence.SPAAA_ZSU_23_4_Shilka,
f"AA#{i}", Point(x, y), heading)
class Tier2SA10Generator(SA10Generator):
def generate_defensive_groups(self) -> None:
# Create AAA the way the main group does.
super().generate_defensive_groups()
# SA-15 for both shorter range targets and point defense.
pd_group = self.add_auxiliary_group("PD")
# Then let's add short range protection to this high value site
# Sa-13 Strela are great for that
num_launchers = random.randint(2, 4)
positions = self.get_circular_position(
num_launchers, launcher_distance=140, coverage=360)
for i, (x, y, heading) in enumerate(positions):
self.add_unit_to_group(pd_group, AirDefence.SAM_SA_15_Tor_9A331,
f"PD#{i}", Point(x, y), heading)
positions = self.get_circular_position(num_launchers, launcher_distance=140, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SAM_SA_13_Strela_10M3_9A35M3, "IR#" + str(i), position[0], position[1], position[2])
class Tier3SA10Generator(SA10Generator):
def generate_defensive_groups(self) -> None:
# AAA for defending against close targets.
aa_group = self.add_auxiliary_group("AA")
# And even some AA
num_launchers = random.randint(6, 8)
positions = self.get_circular_position(
num_launchers, launcher_distance=210, coverage=360)
for i, (x, y, heading) in enumerate(positions):
self.add_unit_to_group(aa_group, AirDefence.SAM_SA_19_Tunguska_2S6,
f"AA#{i}", Point(x, y), heading)
# SA-15 for both shorter range targets and point defense.
pd_group = self.add_auxiliary_group("PD")
num_launchers = random.randint(2, 4)
positions = self.get_circular_position(
num_launchers, launcher_distance=140, coverage=360)
for i, (x, y, heading) in enumerate(positions):
self.add_unit_to_group(pd_group, AirDefence.SAM_SA_15_Tor_9A331,
f"PD#{i}", Point(x, y), heading)
class SA10BGenerator(Tier3SA10Generator):
price = 700
name = "SA-10B/S-300PS Battery"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = highdigitsams.SAM_SA_10B_S_300PS_40B6MD_SR
self.sr2 = highdigitsams.SAM_SA_10B_S_300PS_64H6E_SR
self.cp = highdigitsams.SAM_SA_10B_S_300PS_54K6_CP
self.tr1 = highdigitsams.SAM_SA_10B_S_300PS_30N6_TR
self.tr2 = highdigitsams.SAM_SA_10B_S_300PS_40B6M_TR
self.ln1 = highdigitsams.SAM_SA_10B_S_300PS_5P85SE_LN
self.ln2 = highdigitsams.SAM_SA_10B_S_300PS_5P85SU_LN
class SA12Generator(Tier3SA10Generator):
price = 750
name = "SA-12/S-300V Battery"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = highdigitsams.SAM_SA_12_S_300V_9S15_SR
self.sr2 = highdigitsams.SAM_SA_12_S_300V_9S19_SR
self.cp = highdigitsams.SAM_SA_12_S_300V_9S457_CP
self.tr1 = highdigitsams.SAM_SA_12_S_300V_9S32_TR
self.tr2 = highdigitsams.SAM_SA_12_S_300V_9S32_TR
self.ln1 = highdigitsams.SAM_SA_12_S_300V_9A82_LN
self.ln2 = highdigitsams.SAM_SA_12_S_300V_9A83_LN
class SA20Generator(Tier3SA10Generator):
price = 800
name = "SA-20/S-300PMU-1 Battery"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
self.sr2 = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
self.cp = highdigitsams.SAM_SA_20_S_300PMU1_CP_54K6
self.tr1 = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E
self.tr2 = highdigitsams.SAM_SA_20_S_300PMU1_TR_30N6E_truck
self.ln1 = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85CE
self.ln2 = highdigitsams.SAM_SA_20_S_300PMU1_LN_5P85DE
class SA20BGenerator(Tier3SA10Generator):
price = 850
name = "SA-20B/S-300PMU-2 Battery"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = highdigitsams.SAM_SA_20_S_300PMU1_SR_5N66E
self.sr2 = highdigitsams.SAM_SA_20_S_300PMU1_SR_64N6E
self.cp = highdigitsams.SAM_SA_20B_S_300PMU2_CP_54K6E2
self.tr1 = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
self.tr2 = highdigitsams.SAM_SA_20B_S_300PMU2_TR_92H6E_truck
self.ln1 = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
self.ln2 = highdigitsams.SAM_SA_20B_S_300PMU2_LN_5P85SE2
class SA23Generator(Tier3SA10Generator):
price = 950
name = "SA-23/S-300VM Battery"
def __init__(self, game: Game, ground_object: SamGroundObject):
super().__init__(game, ground_object)
self.sr1 = highdigitsams.SAM_SA_23_S_300VM_9S15M2_SR
self.sr2 = highdigitsams.SAM_SA_23_S_300VM_9S19M2_SR
self.cp = highdigitsams.SAM_SA_23_S_300VM_9S457ME_CP
self.tr1 = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
self.tr2 = highdigitsams.SAM_SA_23_S_300VM_9S32ME_TR
self.ln1 = highdigitsams.SAM_SA_23_S_300VM_9A82ME_LN
self.ln2 = highdigitsams.SAM_SA_23_S_300VM_9A83ME_LN
positions = self.get_circular_position(num_launchers, launcher_distance=210, coverage=360)
for i, position in enumerate(positions):
self.add_unit(AirDefence.SPAAA_ZSU_23_4_Shilka, "AA#" + str(i), position[0], position[1], position[2])

View File

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

View File

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

View File

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

View File

@@ -1,30 +0,0 @@
from dcs.vehicles import AirDefence
from gen.sam.airdefensegroupgenerator import (
AirDefenseRange,
AirDefenseGroupGenerator,
)
from pydcs_extensions.highdigitsams import highdigitsams
class SA17Generator(AirDefenseGroupGenerator):
"""
This generate a SA-17 group
"""
name = "SA-17 Grizzly Battery"
price = 180
def generate(self):
self.add_unit(AirDefence.SAM_SA_11_Buk_SR_9S18M1, "SR", self.position.x + 20, self.position.y, self.heading)
self.add_unit(AirDefence.SAM_SA_11_Buk_CC_9S470M1, "CC", self.position.x, self.position.y, self.heading)
positions = self.get_circular_position(3, launcher_distance=140, coverage=180)
for i, position in enumerate(positions):
self.add_unit(highdigitsams.SAM_SA_17_Buk_M1_2_LN_9A310M1_2, "LN#" + str(i), position[0], position[1],
position[2])
@classmethod
def range(cls) -> AirDefenseRange:
return AirDefenseRange.Medium

View File

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

View File

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

View File

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

View File

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

View File

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

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